-
Problem activating the plugin for Face Transfer 2
Try the public build,Face Transfer 2 is in 4.22.x.x
Using AI to develop DAZ ScriptRichard Haseltine said:
JP said:
TheMysteryIsThePoint said:
Hi all,
Because I haven't seen any mention, I thought I'd share my experiences. I've had excellent results with Clause Sonnet 3.5 as well as ChatGPT 4o (which is still supposed to be better at code genreation that o1 apparently?).
While Claude pointed out that it doesn't know much about DAZ Script, telling it to write Qt Script from 4.8.7 worked without error, unlike trying any version of ECMAScript or JavaScript.
The trick to getting code that runs is describing the DAZ Script API to it, so that it knows how to make certain calls. I just told it a few class names, methods, and parameters, and documented it in the way that DAZ should have, and it just works.
I did not write a single line of the code I posted elsewhere to generate JSON describing the visibility of Geoshells. It took me longer to get over the encroaching feeling of guilt than it did to perfect both the generation of a data model to represent all the visibilty and then to dump it as JSON. Claude didn't get it perfect on the first try only because my explanation of the data model I wanted was wrong.
In retrospect, I should have just described what I wanted end to end, and let it come up with the data model too... it's so hard to realize that I, as a carbon based organism, can't be trusted to do any part of this anymore, at least for relatively straightforward tasks like this. That's scary but exhilarating at the same time.
I've had great results creating Daz Scripts with ChatGPT and Claude AI.
To help the AI, I'll copy code from the Daz Documentation Center and tell it to find the solution based on the code provided. That fixes most issues and the code becomes error free. I've already created scripts that allow me to do cropped animation renderings, viewport renderings per frames specified, or viewport renderings every 4th frame.
To get the viewport renderings to work a specific frame range I provided ChatGPT the code in this link below:
Which seems a fairly clearly a breach of the EULA, if you distribute it, since it is a mechanical derivative of the original script (you din't look at the script and learn from it, then write your own code by typing it out). As far as I am aware AI is not transformative - AI output is not protected by copyright, and cannot erase an existing copyright on an input.
As I have noted before, complying with the CC 3.0 license is not onerous. It needs to be remembered that the samples are supplied not by someone working on the clock for daz but as a voluntary act of support in free time - if the mild license terms are not abided by, as is all too often the case (not just in the context of AI as discussed here) then that volunteer may well reach the point of feeling the game is not worth the candle, and we will all lose.
Hi Richard,
Thanks for the info. I appreciate all your posts that I have seen over the years. Daz 3D has really grown on me. I recently started looking at the animation features. I have animated before in 3dsmax but more on a hobby level and sporadically. I also worked with Javascript and CSS styling in the past on a few projects so I am familiar with modifying code to achieve results I am after.
I think the animation features of Daz is underated. Many people complain online about how limited it is. But I think a lot can be accomplished AS-IS via the built-in features and scripts. The timeline works great for me. I like the keyframe approach and have used it before in 3dsmax. I bought iClone a few years ago and it has been sitting collecting dust. It may be great for animation but Daz completely outshines when it comes to creating characters and scenes - at least for me. So I decided I'd better figure out animation in Daz since I will probably not do that in iClone. But we'll see.
Regarding the scripts I created with the help of ChatGPT - I see that as no different than using a calculator, hammer, paint brush, measuring tape or whatever. It's just a tool. In the end I had to direct the AI tool to give me what I wanted. If those scripts were available it would have been great. I ended up spending about 2 days to get it working. I had to troubleshoot via the Script IDE pane and went through many, many error troubleshootings with ChatGPT mostly but also Claude. Your documentation is available to the public online and samples are given to illustrate how to use the code. When I realized that the AI had trouble getting the code 100% working I provided the documentation that is publicly available. I also posted the scripts to help others here on this forum.
I spent the time to make it happen, and the code allows me to achieve what has not been achievable - to my knowledge.
For example, there were numerous posts where Daz users asked if there was a way to do a spot render of an animation image .png sequence. This is not currently possible via the program interface or any existing scripts that I know of - I looked. I was able to create a script with the help of the AI tools so I could do spot renders of an animation. I can specify the size and location of the region, and where the image sequence files should be saved. It could be a big timesaver for people that have to render animation corrections. I posted the code in that animation frames thread and you have posted in it as well. Please feel free to review the code to see if there is any issue with it being shared. It's for informational purposes only and to help other Daz users. Feel free to remove it. I just tried to help and dedicated my time (2 days) to make those scripts and posts and contribute since I have utilized the help others have provided here and elsewhere and thought I'd return the favor.
I have started using ChatGPT now to help me learn how to use Daz and troubleshoot problems with my characters.
Here is one example it provided on how to make a prop conform to the shape of a figure in an animation:
Solution 2: Convert the Prop to a Conforming Item
If you're still having issues with deformation, consider converting the prop into a conforming item. This will allow it to follow the body’s deformations much more naturally.
-
Use the Transfer Utility:
- Go to Edit > Object > Transfer Utility.
- Set Source to G8F (Genesis 8 Female) and Target to the prop.
- Select Full Body as the Projection Template.
- This will transfer the body’s weight maps to the prop and make it a conforming item.
-
Fit the Prop to G8F:
- After applying the transfer, the prop should now conform to the body’s skin movements, including twisting and bending.
-
Test the Deformation:
- Test the animation and check if the prop now stretches and deforms with the body.
^^^^^^^^^^
This is an extremely clear and detailed guide that gets to the point and is very helpful.
Weird thumb bend on G9Lil ~ Ah, good to know! I will have to research how to use that tool. :) Richard ~ You're probably right. I had read that combining the morphs would lessen load times though so I had given it a shot. By controller, do you mean dial? I Will also have to research that. Cross~ Yea, this particular character had the error saved into the morph it seems. I will have to look into the restore figure rigging. Thanks yall!HD leg, Arm, Torso pressure morphs G8M/F, G9Richard Haseltine said:
crosswind said:
Dareshiranu said:
crosswind said:
Without multi-resoltuion morph support plugin for MLP (exclusive for PA...), any way of making HD morphs with dhdm files is again TOS of Daz3D ~~
Well, that makes the sort of sense that isn't. Some clarification might just be useful. Since I don't fathom what a multi-resolution morph support plugin for MLP is (spelling corrected). Nor do I have any knowledge of what a dhdm file might be. 1: Multi-Resolution morph support plugin 2: MLP 3: dhdm file... Please interpret 1, 2, and 3 so that I can at least understand what is exclusive for PAs or against Daz TOS. Thanks. All I know for certain is that there are many items sold on this platform as well as alternatives (gasp!) that contain pressure morphs. It beggars the imagination that all of the sellers on other platforms are PAs here using alternative names, given that the style of the items is quite divergent from what might be found here. Though I can accept the possibility that I could be wrong, I don't claim to be an expert in the field. I can simply recognize stylistic commonalities.
Okay ~
0: With Multi-Resolution Morph Support plugin (exclusive to PAs, "HD plugin"), one can import morphs with SubD, aka HD morphs by using Morph Loader Pro (MLP). As users, we only can import morphs with Base Resolution.
1: After saving Morph Asset of imported HD morph, a *.dhdm file (Daz HD Morph file) is generated and saved in the data folder where the Morph Asset file (*.dsf) locates.
2: There're two types of "pressure morphs", HD and non-HD. If you can find a dhdm file in the data folder of the pressure morph dsf file, it's the former otherwise it's the latter.My PA friends told me they signed NDA with Daz3D for using HD plugin and they can only sell products with HD morphs in this store rather than other 3rd-party stores. If you see there're dhdm files in some products from those sites, the vendors might've use DS 4.6 + HD plugin... because someone ever leaked HD plugin years ago... but only for DS 4.6 version...
Then some guy developed plugins for Blender / ZBrush by using techs. of reverse engineering. The plugins can import HD morphs and generate dhdm files. Using the plugins is against TOS in here, AFAIK.
It is against the Daz Studio license.
Because I can tell, from promo images, what may or may not be in a file, really? I'd hate to be accused of "improper conduct" again, but my expertise doesn't extend to discerning the contents of a file from an image. It is a great pity that I cannot transfer what to my eyes are perfectly good morphs from one figure to another for "reasons". It certainly feels like there might be an unsatisfied need for such a thing, I myself have expressed it. But obviously, my needs and opinions don't count for much. I certainly will be far more circumspect about asking harmless questions or asking for help generally in these forums. The heavens tremble that I should fall astray of something nebulous and ill-defined. I'll also think twice about offering any help or advice, lest it be taken poorly. It's not as if I'm a master of this software - despite using it sporadically for over a decade I do so rarely, but I'm not unskilled in ancillary matters that may have been useful to someone. Alas.
Weird thumb bend on G9sirnamedmark said:
Boorsman said:
I created this character from dialing different morphs from different products I bought from here. I created him in 2007 with M4 and K4 morphs. Since then I have been updating him to the newest Genesis. I used Figure Converter to convert him from G8M to G9 and have been making small adjustments. I have looked at all the morphs used, and none seem to be the issue. I even saved tthe shape and applied it to a frsh G9, and there is no issue. However, after applying the shape to a new G9, the face is by the tiniest bit not quite right. Something just seems off.
I ran into a similar situation myself! I had created a custom morph using tons of dials. Then i had used morph loader pro to import the single morph... I used the adjust rigging to shape function after loading the morph..and i had clicked the adjust orientation tick box.. (I didnt realize at that time that it had messed up the thumbs only.. lol.) So long story short.. i ended up loading a 2nd character into the scene (a base G9) and then selected it first in the scene tab and then held the ctrl button on the keyboard and selected my character that had the weird thumb issue. Then I went up to the edit menu>figure>rigging> and selected the "Transfer Rigging (Figure Space)". Then I just did the Adjust rigging to shape procedure on the character with the messed up thumb. Seems to have fixed the issue! :) Should mention that i use the premier version of the software. Im not sure if thats a standard feature or not.
You didn't have to do that... If you Adjusted Rigging to Shape with wrong settings (no need to adjust orientation...), you could simply Ctrl + Z then redo. If undo was no possible, with Joint Editor, Restore Figure Rigging and redo Adjust Rigging to Shape.
BTW, those are not tied to Premier but DS standard features.
How to edit files with .daz extention?Thank you so much! I found that this is exactly what happened when I launched the .daz file and then saved the scene as .duf. I noticed the new auto_adapted folder. I renamed the folder with the vendor's name and moved the files under a subfolder with the name of the product. I replaced "auto_adapted" in the paths of the .duf file code and saved it. All is working now and I was able to clean up my data folder!
Thanks for your support!
crosswind said:
Bejaymac said:
When you saved a scene in DS1, 2, 3 or 4.0, the mesh data was saved out as DSO files, the morph data was saved as DSD files, and the UV data was saved as DSV files. These all went into the data folder, with DS1 and 2 that was directly into the data folder, DS3 it was data/3_0, and 4.0 used similar.
Now those files are saved into folders that are "meshname_Vertexcount", so if you had saved Victoria 4 in DS1 or 2 then all of her DSO,DSD and DSV would be written into data/blMilWom_v4b_68498, DS3 would be data/3_0/blMilWom_v4b_68498.
As this product came as DAZ/DSO/DSD/DSV files it means you can't move the files in the data folder, doing so will completely break the scene file.
Doing as crosswind suggest wont help your OCD any, as any non native content saved in DS4.5+ is saved into data/auto_adapted/"meshname_vertexcount" as DSF files.
That's not correct ~ Technically and certainly it's easy to achieve the goal of "re-organizing data files by Vendor/Product" with *.DAZ files from old products.
When saving *.DAZ into *.DUF, all geometry data will be saved into data/auto_adapted folder under user's Daz Library, i.e. My Daz3D Library with DSF formats. Create a Vendor folder and a Product subfolder in data folder, move all product data folder from auto_adapted to Vendor/Product folder.
Open DUF file with Notepad++, replace auto_adapted with vendor/product. Save DUF file.
Delete original data folder where *.DSO/DSD/DSV files locate. Load DUF file. Done.
Weird thumb bend on G9sirnamedmark said:
Boorsman said:
I created this character from dialing different morphs from different products I bought from here. I created him in 2007 with M4 and K4 morphs. Since then I have been updating him to the newest Genesis. I used Figure Converter to convert him from G8M to G9 and have been making small adjustments. I have looked at all the morphs used, and none seem to be the issue. I even saved tthe shape and applied it to a frsh G9, and there is no issue. However, after applying the shape to a new G9, the face is by the tiniest bit not quite right. Something just seems off.
I ran into a similar situation myself! I had created a custom morph using tons of dials. Then i had used morph loader pro to import the single morph... I used the adjust rigging to shape function after loading the morph..and i had clicked the adjust orientation tick box.. (I didnt realize at that time that it had messed up the thumbs only.. lol.) So long story short.. i ended up loading a 2nd character into the scene (a base G9) and then selected it first in the scene tab and then held the ctrl button on the keyboard and selected my character that had the weird thumb issue. Then I went up to the edit menu>figure>rigging> and selected the "Transfer Rigging (Figure Space)". Then I just did the Adjust rigging to shape procedure on the character with the messed up thumb. Seems to have fixed the issue! :) Should mention that i use the premier version of the software. Im not sure if thats a standard feature or not.
Baking all those morphs down to a single morph is not a good idea - you have already run into one drawback, having to redo the rigging adjustment (and you can't expect the Adjust rigging to Shape to do all of it) but you have also lost all the links to corrective morphs that handle things like allowing the eyes to close without overlap. It is vastly better to create a new controller and then use ERC Freeze to make that drive the other shapes, that way you get a single control for your character and don't have to redo any of the other work.
Male body shape for G8/8.1Noah LGP said:
Honestly I'm not good at reproducing human shapes so I tried to apply Full Body morphs to Jonah.
But the results don't really match to the photo #2.
- Swole LTD : 25% + AllVolumeShaping : 50%

- I also tried with Natural Bodies (bu_es), Body 01 : 15% + Body 08 : 35%

- and Warrior Body Morphs (biala)

(Edit) Try this again:
Those are not bad but you are right, too thick. I think the main problem compared to the photos are:
1) More developed, rounded shoulders you need to apply
2) Somewhat bigger lats, like 20 - 25%
3) Not sure what morph(s) does this but thinner, more lithe torso when looking at him in strict profile. front to back, about 10% - 20%. If you have the DAZ Originals Genesis 8 Male Body Morphs look at the morphs it lists for the Torso. Try 20% less with the torso and abs selected on the Z axis, maybe only 10%.
4) The bigger seeming (relative to the rib cage) pecs in the photos is down to pose and posture I think. He's a bit hunched.
5) Abs are tensed and pulled in in the photos.
If you try a product like CGI Frederic for Genesis 9 | Daz 3D materials (too bad you can't use the morph because the body is close, but thicker) from a similar toned Genesis 8 Male product it will help you judge a little bit better. Also a spot/point light above and to the (your, not the subject's) left of the render.
Problem activating the plugin for Face Transfer 2Face Transfer is showing. There's nothing which says Face Transfer 2 if that matters.
The only field appearing is for aniMate 2.
Weird thumb bend on G9Boorsman said:
I created this character from dialing different morphs from different products I bought from here. I created him in 2007 with M4 and K4 morphs. Since then I have been updating him to the newest Genesis. I used Figure Converter to convert him from G8M to G9 and have been making small adjustments. I have looked at all the morphs used, and none seem to be the issue. I even saved tthe shape and applied it to a frsh G9, and there is no issue. However, after applying the shape to a new G9, the face is by the tiniest bit not quite right. Something just seems off.
I ran into a similar situation myself! I had created a custom morph using tons of dials. Then i had used morph loader pro to import the single morph... I used the adjust rigging to shape function after loading the morph..and i had clicked the adjust orientation tick box.. (I didnt realize at that time that it had messed up the thumbs only.. lol.) So long story short.. i ended up loading a 2nd character into the scene (a base G9) and then selected it first in the scene tab and then held the ctrl button on the keyboard and selected my character that had the weird thumb issue. Then I went up to the edit menu>figure>rigging> and selected the "Transfer Rigging (Figure Space)". Then I just did the Adjust rigging to shape procedure on the character with the messed up thumb. Seems to have fixed the issue! :) Should mention that i use the premier version of the software. Im not sure if thats a standard feature or not.
how to convert one single morph from G8 to G3\G2?hi, im searching for a way to convert a single morph from g8m to g3m or g2m if possible.
the morph is "Prominent Stomach" i don't really remember from where i got it but i want to use it for my g2m and g3m characters.
i did some searching but all i found are tutorials of how to convert characters but that's not what i need, i only want that single morph to be converted
does anyone here know how to do it and can PLEASE share it with me?
i would really appreciate the help, thanks.
How to edit files with .daz extention?Bejaymac said:
When you saved a scene in DS1, 2, 3 or 4.0, the mesh data was saved out as DSO files, the morph data was saved as DSD files, and the UV data was saved as DSV files. These all went into the data folder, with DS1 and 2 that was directly into the data folder, DS3 it was data/3_0, and 4.0 used similar.
Now those files are saved into folders that are "meshname_Vertexcount", so if you had saved Victoria 4 in DS1 or 2 then all of her DSO,DSD and DSV would be written into data/blMilWom_v4b_68498, DS3 would be data/3_0/blMilWom_v4b_68498.
As this product came as DAZ/DSO/DSD/DSV files it means you can't move the files in the data folder, doing so will completely break the scene file.
Doing as crosswind suggest wont help your OCD any, as any non native content saved in DS4.5+ is saved into data/auto_adapted/"meshname_vertexcount" as DSF files.
That's not correct ~ Technically and certainly it's easy to achieve the goal of "re-organizing data files by Vendor/Product" with *.DAZ files from old products.
When saving *.DAZ into *.DUF, all geometry data will be saved into data/auto_adapted folder under user's Daz Library, i.e. My Daz3D Library with DSF formats. Create a Vendor folder and a Product subfolder in data folder, move all product data folder from auto_adapted to Vendor/Product folder.
Open DUF file with Notepad++, replace auto_adapted with vendor/product. Save DUF file.
Delete original data folder where *.DSO/DSD/DSV files locate. Load DUF file. Done.
How to edit files with .daz extention?When you saved a scene in DS1, 2, 3 or 4.0, the mesh data was saved out as DSO files, the morph data was saved as DSD files, and the UV data was saved as DSV files. These all went into the data folder, with DS1 and 2 that was directly into the data folder, DS3 it was data/3_0, and 4.0 used similar.
Now those files are saved into folders that are "meshname_Vertexcount", so if you had saved Victoria 4 in DS1 or 2 then all of her DSO,DSD and DSV would be written into data/blMilWom_v4b_68498, DS3 would be data/3_0/blMilWom_v4b_68498.
As this product came as DAZ/DSO/DSD/DSV files it means you can't move the files in the data folder, doing so will completely break the scene file.
Doing as crosswind suggest wont help your OCD any, as any non native content saved in DS4.5+ is saved into data/auto_adapted/"meshname_vertexcount" as DSF files.
Dartanbeck's Journey - CG FilmmakingOn the article page, I talk about how much I enjoy the fact that The DigiVault's scene kits, like Underside and Silent City as big examples of this, are built in such a way that I find it fun to use just parts of them to create wonderful assets for entirely different scenes as well as to extend the ones they come in.
To 'put my money where my mouth is' I'll be showing what I mean by this.
I'm certainly no stranger to thinking outside the box to take really cool looking things, and getting them rendered nice and quickly to get the action from my head onto the screen. Silent City and Underside were two of the kits that really got my head into the game on doing this in Carrara back in the day.
In Carrara, I find it essential to give every material its own special Carrara shader. It's what we do as Carrara artists, and it can be a lot of fun!
Massive city scenes, like Silent City, can become a little daunting since there are simply So Many different shaders to create.
When I got Silent City, I was really impressed at The DigiVault's absolute attention to organization when it comes to naming the material zones (Surfaces on the mesh) and all of the various maps that make up a good shader. It was really odd to get used to!
If the material zone is called "001_WindowLight", for just an off-the-top-of-my-head make believe example, the base color map would be called something crazy, like "001_WindowLight_Diffuse" or "001_WindowLightBase Color". Who does that?!!! The DigiVault does!
That example doesn't even really come close to illustrating how cool such a thing is until you start building your own shaders for such a massive set. It was an absolute dream!
Well now I'm in Daz Studio Premier, and it's crazy how fun this stuff is!!!
I have to say, I still have a really Really tight budget, but Daz Premier is The One subscription I have (period) and never want to let go of. I think I might just use the Geometry Sculptor on everything I bring in? If not - close to it, that's for sure!
I took the outer cityscape from Underside and used the Geometry Sculptor to make a morph that changes the overall shape of that city portion, so that I could use multiples of it to create a City Surround (for rendering Flying in the City motion backgrounds) along with the cool buildings from Silent City. Boom! Done! And now it's rendering my in-motion background footage at 10 frame per minute!!! Oh I love what I do!!! :)
This is one frame of it - it's using the DoF (camera's Depth of Field) needed for the character render that will go on top of this (meaning that it's supposed to be blurry like that). One frame. Put them all together and you've got Rosie flying through the city! :)
What's Wrong?Most clothing items come with an "expand all" morph in the shaping tab or parameters tab. Just sliding this morph up a notch can give it just enough room to clear any unexpected collision - this can be a help with HD characters that might otherwise cause issues.
Problem activating the plugin for Face Transfer 2I have FT 1 and I just bught FT 2. When I go to enter the pass code there is no field to do so.
Is this a weird glitch or am I doing something wrong?
rigging problemIf you're making the cape for the use of your own rather than a product for sales, in addition to adding dForce capability, you can export these basic poses to MD as morph targets (appr. 6 ~ 10 poses), simulate and import OBJ to DS to update pJCMs (corrective morphs).
With these corrected morphs on the basic poses.. as initial shape before simulation, you may further get better simulation results.
Hairshop 1.0 and DressShop 2.0Autofit is a part of Daz Studio.
If you fit an item to another generation that it was saved for, there will come a pop-up asking which generation it was made for, and then DS will run a transfer to the model you are using. Autofit can cause some distortions, which many will smooth out in a modelling program. Smooth inside DS can also help.
But for something like hair, I would assume it should fit fairly ok, as it primarily is on the head.
rigging problemThat is quit normal.
If you intend to use it with dForce, it will not matter much, if you start from default pose.
If you want to use it partly conforming, you need to smooth the weight (a lot). Transfer utility will generally allocate weigt to th nearest, and thereby you will get a rather sharp line between the torso bones and the arm bones.
Anime Toons and Filatoon Shader Q&AWonderland said:
lady-sahmara-photo said:
Hello everyone,
a cool thread that I like to follow because I also really like filatoon.
I'm actually looking for answers to a specific topic that I haven't found here. If my question doesn't belong here, maybe someone has a tip where I could find answers.
So: I keep trying to convert normal figures into filatoon and usually have problems with the eyes, as you can see in the picture. The pupils are not big enough and I can't enlarge them. Could it be that this doesn't work so well on morphed figures? That I have to use simpler figures? I haven't actually managed to get the eyes right on any normal figure. Does anyone have an idea what I'm doing wrong? I am happy about every tip :-).The light isn´t the problem ;-). I didn´t change it at the moment. It´s from the original iray render.
Best regards, Samara Blue/Kerstin Ellinghoven
P.S. I use an automatic translator and hope that the text is understandable.
Otherwise, have a good new year!Translated with DeepL.com (free version)
Can you morph the eye size/pupils before you convert it? Create the character first, then apply the shaders but don't apply the toon shaders to the eye moisture or sclera.
No, I can´t morph the eyes, but I can try your workflow. Use I the normal eyes or the toon eyes?









