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Genesis 9 has cast away all morphs and I'm questioning my relationship decision
Thank you for getting to me at this late hour. Now hear "hour" with lots of wibbly sounds.
I'd upgraded to Premier and had decided to see if I could figure out the new bits and bobs. I installed all of the things and even made sure my video card driver was up to date.I loaded Genesis 9 and it had only the bellybutton morph. That was it!
I loaded Genesis (which I'm working with the most right now) and same story.
I uninstalled DAZ. Reinstalled. Post...grspaslksdfd error. (I never can remember the letters.)... ssigh.
Going into the library (on an external drive), it was still pointing to the right location.I could open file locations and go right where I needed to go. But for some bizarre reason, none of the Genesis models are seeing the data for their morphs. Pheh. Perhaps I should find the instructions for how to do a clean reinstall?
Is AI killing the 3D star?I think so. I'm druging up stuff done over a span of time here.
As Illustrious moves beyond just anime, I'm starting to play more with those models. Since it and pony are built off of sdxl, a lot of LORA seem to transfer over alright. Illustrious seems to have a broader understanding of the universe in place of all of Pony's kinky specificity. It seems easier to prompt and steer, if maybe a bit lower quality at other elements.
I also noticed that controlnets, if run in balanced vs prioritize prompt, had weird effects in Pony. Prioritizing prompt eleminated the weirdness, but it also diminished my control. Illustrious doesn't seem to have that problem.
I've got the power to run Flux locally and quickly on Forge (vs automatic1111). But I think I would need to learn ComyUI and it's nodes to actually use ControlNets.SnowSultan said:
Absolute night and day. Were those done with a Pony model too?
Morphs made in hexagon affect the whole figure, not just the parts that I modified - Fixedcrosswind said:
You can try:
1) Press F2 in DS, Bridges tab, choose Advanced in Hexagon > Show Options.
2) When sending morph back to DS, in Morph Loader Pro, set Reverse Deformatons as Yes, Overwrite Existing as Delta Only.See if it works.
Yes, that fixed it!
Thank you very much!
Morphs made in hexagon affect the whole figure, not just the parts that I modified - Fixedmikael-aronsson said:
I don't use hexagon, but it sounds like the dress is smaller when you get it back into DS, any points that should not change has to be in the exact same spot, try to export it from daz and hexagon and compare if they are identical besides your changes.
The way the Hexagon bridge works I don't reload the dress in Daz Studio and I don't save the dress as an object from Hexagon. Hexagon sends the morph data to Daz Studio which adds it to the dress. After creating the morph the dress is still OK and at it's normal size but if I adjust the morph slider the whole dress gets smaller the more I move the slider. I tried exporting the dress an an .obj in Daz Studio and Hexagon and importng them both into Hexagon and the sizes are massively differenent, but since Hexagon is supposed to be able to create morphs for Daz Studio I assumed that the morph export option would deal with this.
Morphs made in hexagon affect the whole figure, not just the parts that I modified - FixedYou can try:
1) Press F2 in DS, Bridges tab, choose Advanced in Hexagon > Show Options.
2) When sending morph back to DS, in Morph Loader Pro, set Reverse Deformatons as Yes, Overwrite Existing as Delta Only.See if it works.
Morphs made in hexagon affect the whole figure, not just the parts that I modified - FixedI am trying to do some clothes morphs in Hexagon. As a test I selected a dress and used "Send to Hexagon". In Hexagon I used soft select to select polygons around the bottom of the dress and scaled and moved them to shorten the dress. Then I used "Send to Daz Studio" and told Daz Studio to create a morph. But when I applied the morph the entire dress became smaller as if the scale setting had been reduced and it didn't fit the figure anymore.
Can anyone suggest what is causing this and how I can stop it?
I am using Daz Studio 4.23.0.1 and Hexagon Beta 2.5.2.137, both 64 bit, on Windows 10 Pro.
Is AI killing the 3D star?Fauvist said:
WendyLuvsCatz said:
Fauvist said:
WendyLuvsCatz said:
this the problem with the AI debate
the all bad v all good dicotomy
some try to address the ethical training issues only to be told it's giving big corporations like Getty Images using their licensed content leading to a corporate monopoly
or it's soulless, taking jobs etc
others like to push the democratising aspects saying it gives unskilled people an outlet for creativity like using 3D models posed in DAZ studio does to an extent and we all know the hate directed by pure artists at doing that
there are far to many layers to address and have a single debate
photogrammetry is probably the bigger threat to the 3D star specifically
AI + photogrammetry + 3D mesh creation from single images with AI assisted retopology will be the nail in the coffin for 3D modellers
I don't see that as a bad thing, it's a tool like the camera which was the first step towards capturing reality
the skill will always be storytelling, composition etc, having a phone camera doesn't make one Dean Semmler
enter ChatGPT and other large language models...

I've never heard of photogrammerty - but whatever it means - only YOU are going to be able to create your characters and your creatures - that exist only in your head. So it will be like everything else in the world - people will pay a premium for sometheing they really really like, something unique, and you can create that, and AI can't.
photogrammetry is what Quixel Megascans among others do, Dreamlight sells many examples in the DAZ store as does polygonal Minatures
it is basically taking lots of photpgraphs or video footage and joining it all together to create a point cloud (a lot of points in 3D space)
3D scanning is another name for it
the point cloud can then be made into either a guassian splat or actual mesh using various softwares to create faces between the points
one can then use retopology such as Zremesher in Zbrush to create clean meshes that can be UV mapped and Zproject the vertex colours from the original on to that
3DZepher is a photogrammetry software you can use on your own computer as is Meshroom
But it's not as easy as typing a sentence and clicking ENTER. These 3D models that you say are alreay being created and sold here - are they rigged, or rigable? Or are they just a static mesh?
can be either
DAZ uses Photogrammetry too, nothing new about it
there is a video of Reby Sky being 3D scanned for V4,
it's just that now one can use any camera including a phone because of software advances
partially aided by AI
the term AI does not just mean GENERATIVE AI BTW
or Diffusion models
Face Transfer plugin is such an AI assisted tool too
Pose Recorder too
Mechasar's Characters Catalog: Who's next? (commercial)Hello,
When using Natural Movements Pack for Genesis 9 (using the automatic mode), I saw a strange hole on the thumb:

Same character, same pose but without Natural Movements Pack active:

It seems to be the influence from morphs on the four other fingers because if I restore their default poses, the hole goes away:

Restoring the default thumb's pose while keeping the other fingers posed keeps the hole on the thumb:

I tried to see which finger was responsible, but from my limited tests, everyone of them is contributing to the possible problem.
I initially saw the problem with a pose I bought here, and only though about using pose control once I had done a couple of screenshots. But I checked and using the Pose Controls Fingers Grasp or Fingers Fist will trigger the same hole (this time, I removed the character morph, so it's Genesis 9 Base's hands on the following two screenshots):

Using Hand Grasp or Hand Fist will not show the same behavior:

It's less visible in Iray with a skin textures, but it's still here, it look a bit strange but I don't know if it's a bug or not.
Does the FPD Alex for Genesis 9 doorbuster still affect every Genesis 9I had the same problem. The reason is that the default value of the Full morph of Alex is set to 1%. You can fix the "FPD Alex for Genesis 9" 1% issue with following steps:
1. Make a backup of the Alex Full morph file in the Daz directory in case something goes wrong:
data\DAZ 3D\Genesis 9\Base\Morphs\FreshPixel Designs\FPD Alex for Genesis 9\FPD Alex Full.dsf2. Rename the file "FPD Alex Full.dsf" to "FPD Alex Full.zip" because the dsf file is zip-compressed.
3. Uncompress the file "FPD Alex Full.zip". You will get an uncompressed file "FPD Alex Full.dsf".
4. Change the value of modifier_library.channel.value from 0.01 to 0
This is the value in line 31.old line:
"value" : 0.01,new line:
"value" : 0,5. Save the file.
6. You can keep the file uncompressed or you compress the file and rename the compressed file to "FPD Alex Full.dsf".
Clothing geometry issuefelis said:
If the clothing doesn't have a custom morph for length, iDS will generate one.
And to my knowledge projected morphs just work on proximity.
Options as I see it:
A) Take it into a modeller and smooth out the morph. If you save it with the same name as the projected, DS will use that instead.
B) SImulate the length change. It will make the outfit a little larger for the character, but might work.
Can use animated timeline for simulation with e.g full length at frame 0 reduced/increased length at frame 15, pose at frame 35 and stabilize to frame 50.
Yeah I did try simulating over an animation while changing the height, and it does keep the geometry from getting kinked up but since the garment doesn't follow transforms during a simulation it ends up long and baggy.
Clothing geometry issueIf the clothing doesn't have a custom morph for length, iDS will generate one.
And to my knowledge projected morphs just work on proximity.
Options as I see it:
A) Take it into a modeller and smooth out the morph. If you save it with the same name as the projected, DS will use that instead.
B) SImulate the length change. It will make the outfit a little larger for the character, but might work.
Can use animated timeline for simulation with e.g full length at frame 0 reduced/increased length at frame 15, pose at frame 35 and stabilize to frame 50.
Can I use Walter 9 to make a sweet grandma of a character?Here's Walter HD as female. Not sure he/she is sweet, but you can use morphs to turn him into female, and saggy breasts, etc .... I believe they are all included in essential morphs and all that package. I usually buy whatever morphs are available from DO at least, so not sure they are part of the free one, although for sure the morphs to go male/female are free. I added the Walter HD thin shape which help a lot. I think for a sweet old lady a heavier morph would be better. I'll give that a go in a bit. well, i made her heavier..not too bad. Obviously different clothes and hair would change the overall look.
genesis 9 smooth anatomy/crotchWell, the mesh in crotch area on G9 is denser than G8, so G9 can easily show you some "details" there. There may be no easier way to "smooth" it but further cranking up SubD Level (no matter in Viewport or for Render...), e.g. to Level 4 ~ 5.
If you want to smooth it (no matter on characters' Body Morph and/or Corrective Morphs with such Pose...) by sculpting in external applications, it won't work either as users don't have HD plugin to import morphs with SubD...Sculpted morphs with Base Resolution won't help...
genesis 9 smooth anatomy/crotchGenerally I perfer the look of G9 characters but I am unable to get a smooth crotch area from the chacters. I have tried every add-on geo graft and morph I could find and nothing makes a difference. G8 produces wonderful results although almost everything else looks better in G9, IMO. This is particularly pronounced when working at high resolution. I hope it's ok to post a picture here with no textures, below are two examples, same pose and subD level of 3. G8 is milica and G9 is addy nadine. It's less pronouced when viewed with smooth shaded mode but you can still see it. Are there any good solutions to smooth the area out?
Can't figure out how to create a prop correctlyWell, I just use a rigged Figure rather than a Prop in the example, but the mechanism of ERC should be always same.
(I ever make that "folding figure" for a folk in here, I just downloaded it from the forum to make this example... https://www.daz3d.com/forums/discussion/689376/)I'm sorry that I still don't understand the "lockout" issue... why couldn't you change / dial the property Operate which is just set as a 2nd Stage Controller ? This is the simplest way to make it work as per you "multi-dimentional control" requirement.
This is the very same way like using a character's Head Morph / Body Morph at 2nd Stage to trigger character's specific corrective morphs dialed... while Head Morph / Body Morph are still freely dialable for any other purpose.
But if you really don't like this way, you can freely create other properties to get it work... Only my "style" is that if I can use 2 properties to get job done, I never use 3 properties... haha
(Released) FK dForce LUXE Chains TWOFabiana said:
@barbult that's sort of the gem buried in the mud,lol I mean... Could be impossible to recreate that situation if just doing a morph, but it looks pretty interesting. For sure there's something that disturbs the sim, who knows... Did you try to sim the chains together but over the bare skin? I have discovered that doing that way it still leaves room for a normal dress or shirt even without sim together. But you got an unique necklace!
No, I didn't try the sim without the dress. I did have the hair hidden, though. I think it is possible the the simulation settings got reset from your values to the default values, because at some point I closed DS and reopened it. Either that of the necklaces collided with each other or the model. The very small necklaces were very close to her skin. I didn't make another attempt to make them work, because I was so enthralled with the collision result. I'll try again some other time. I haven't had collision problems in the past.
Just cannot get face transfer utility to workHad similar problem, finally I find out. It is because the program fails to create the face transfer map in TEMP folder (select in Preference). Seemed the err msg "Try a different source image" dont show the actual problem in my case.
(Released) FK dForce LUXE Chains TWO@barbult that's sort of the gem buried in the mud,lol I mean... Could be impossible to recreate that situation if just doing a morph, but it looks pretty interesting. For sure there's something that disturbs the sim, who knows... Did you try to sim the chains together but over the bare skin? I have discovered that doing that way it still leaves room for a normal dress or shirt even without sim together. But you got an unique necklace!(Released) FK dForce LUXE Chains TWO(Released) FK dForce LUXE Chains TWOI tried to dForce 3 Venice Tiny Balls necklaces of different lengths at the same time. They exploded. I deleted two of them and kept this one. I thought it looked fabulous! I saved it as a morph so I could use it again.










