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Character Dial-Spinning Best Practices
I dial spin a lot of characters - probably spend far too long at it, but I find it fun.
Basically whatever looks good to you is what is "right". You definitely need a few morph packs if you want to do anything too far from the base mixing. Sometimes you add two characters together and it throws the jaw or nose so far out of wack, but you really like the rest of the face - having a few nose, jaw, and other morphs that you can dial in to "tame" those areas is helpful. Alternatively, if you like the dial spin but one or two areas are "bothering" you can spot fix those in a modelling program to make a morph that fixes those areas. Basic morph creation can be a bit daunting to learn at first, but once one learns how to do it, it can be really helpful and satisfying.
Dartanbeck's Journey - CG Filmmaking
Wow Dartan... that's a bit much, don't you think? Sheesh!Sorry about that!
Okay, so aside from staying up all night uploading and getting the new Freebies section going on the site, I've also managed to get a start on a couple of topics that are going to be really cool - so I thought I'd put them up here in case any of you have any questions on the subject(s) that I can answer. Of course I'll answer you hear instead of making you wait for me to add it to the article(s), but it'll give me the notion that it's another question that needs answering - so I can add it to the article(s).
Using Genesis in Carrara is going to be a much more in-depth topic that what it might seem. It's going to go deep enough that I needed to keep the next one separate:
Hybrid aniMation which is not at all a repeat of my aniMation in Carrara topic here in the Carrara forum, in fact I link to that topic in the article so I don't have to repeat. The word aniMation cues it off that it includes aniMate 2 - and that's true. As a Carrara user, I find that aniMate 2 is key to bringing Motion Capture into Carrara, since GoFigure was nice enough to make us a plugin for aniBlock imports. So I'll be digging in as deep as I've been going - perhaps it will spur further questions, conversation or sharing of other things I haven't figured out yet. After all... I'm quite a part-timer at all of this - so I get busy and dig right in. It's highly likely that I'll miss something.
Aside from that, I worked on the new Gallery a bit - that was fun. Don't worry. I was rendering the whole time!
After I get a bit caught up in the Character Setup department, I'll be juggling between Scene topics and Postwork (VFX, Editing, Sound, Music, etc.,)
So far Character Setup has
- Using Genesis in Carrara
- Introduction to Rosie 5 (article)
- Making Rosie 5 (article)
- Character Transfer using NLA Pose
- Genesis Morph Reduction
- Dynamic Hair
- EYEdeas 3+
- Millennium Teeth
Peace!
Daz Studio 4.12 Pro, General Release! (*UPDATED*)hey all,
So im trying to save an animation with some morphs, one is called " open wide" what ever i do, it wont save the keys on the timeline when i use this morph.
Is there som workarround for this? It really disrupts my work now and i cant figure out where it goes wrong.
Allready searched the forums and it seems to be a problem in general, but maybe there is a workaround?Keyframes for morphs are not being saved on 4.12.1.117. I have wasted 5 hours trying to figure out what might be wrong. Going back to previous version solved this issue for me.
I'm not even going to bother wasting my time contacting support because they still have not fixed a bug I have reported more than 3 years ago.
Anybody knows which girl is this model?That shows what lighting can do, because the pic I posted is 100% pure Amira with no alterations. So if you think my pic looks different than the Amira promos, its all due to lighting alone. Lighting makes a big difference, but I can spot a bluejaunte skin a mile away, LOL.
Amira has a separate HD details morph. If you dial the HD detail out, she will have a smoother skin and features more like the OOT model does. Even the lip has a similar shape to it.
I believe OOT teams up with an artist who does their promos for them, which would explain why the fit is not one listed with the hair.
This is Amira with her HD details dialed out. Notice how much smoother the lip is now. I think there is some Amira in the promos, its just a question of how much and who else there may be mixed in.
Daz to Maya questionHow well does the Auto Convert feature work for DAZ iRay Shaders? The current AD says:
"Transfer a Daz figure or props to Maya with 2 clicks! Auto-HumanIK controls for easy posing/animating with the power of Maya! Auto convert to vray and arnold render engines, and lot of other optimizations and fixes made in the background automatically. This product requires Maya 2016 or higher, and currently does not support Maya LT."
(I don't even know what the arnold render engine is.)
Just looking to get some information. I suppose I'd have to subscribre to the full Maya version, huh? Also, I'm on a Macintosh.
The Mac FAQSaw the AD for DAZ to Maya: https://www.daz3d.com/daz-to-maya
Visited the Documentation Center: http://docs.daz3d.com/doku.php/public/read_me/index/47879/start
It says some interesting things: "Transfer a Daz figure or props to Maya with 2 clicks! Auto-HumanIK controls for easy posing/animating with the power of Maya! Auto convert to vray and arnold render engines, and lot of other optimizations and fixes made in the background automatically. This product requires Maya 2016 or higher, and currently does not support Maya LT."
It doesn't mention if the DAZ to Maya plugin works with a Macintosh. Does it?
I also notice that just subscribing to Maya is expensive: "The price of an annual Maya subscription is $1,620 and the price of a monthly Mayasubscription is $205. The price of a 3-year Maya subscription is $4,375."
But what I'm really interested in is this sentence from the above: Auto convert to vray and arnold render engines
How well does this work? When I used Reality and Lux, I spent a good deal of time messing with the shaders in order to get Lux to provide a good render. Is the auto convert to vray any good? How about the arnold render engine? (I don't even know what the arnold render engine is.)
Never mind the price. Is anyone using Maya, and how well does the auto convert feature work?
Anybody knows which girl is this model?Looks like bluejaunte Sahil, maybe with a little different morph on the face.I don't think so.
It seems that it is not easy to find...
She is extremely easy to find. It is obviously one of the bluejaunte girl's skin. They are the only models in all of Daz that have skin like that. Actually it is probably Amira, she has that exact same eye liner as pictured and the moles on her cheeks and nose line up. So that is the skin. Odds are they dialed in a mixture of models for the shape of the face. This is not unusual as that vendor has a history of promos like that, and they also have a history of using bluejaunte characters in some promos. So you will never get an exact answer on the face shape because it could be any number of shapes, unless the vendor themselves chimes in. But knowing that it is Amira you should have no problem getting a close match with some dial spinning. I would guess that Amira is maybe 50%-75% mixed with some other fresh faced female, which Daz has plenty of.

Thank you very much. I suppose it is that, because, if you see all the supported shapes in the loose tails, you won't find that exactly model, neither in outoftouch index.
I will try to do it like you, because look the differences between Amira and your model:

Anybody knows which girl is this model?Morph looks very Raiya-like to me, maybe incorporates https://www.daz3d.com/ry-adeline-for-victoria-8?
Carrara Challenge # 52 - Carrara Cryptids Entry Thread--Voting Closed--WINNERS ANNOUNCEDEntry #21
Title: The Weheela or the White Wolf
Artist: Cbird (Christine)
Links to WIP Thread: https://www.daz3d.com/forums/discussion/comment/5633831/#Comment_5633831
Discussion: I wanted to catch some of the spookiness forests can take on at night around a campfire. I also wanted a morph for DAZ Dog 8 that was somewhere between a modern wolf and long extinct (maybe?) Bear Dog. Raw's morphs and the dog dials combined got me somewhere interesting. Advice from the thread helped me with lighting--thank you folks!
Newcomer: No.
Anybody knows which girl is this model?Looks like bluejaunte Sahil, maybe with a little different morph on the face.I don't think so.
It seems that it is not easy to find...
She is extremely easy to find. It is obviously one of the bluejaunte girl's skin. They are the only models in all of Daz that have skin like that. Actually it is probably Amira, she has that exact same eye liner as pictured and the moles on her cheeks and nose line up. So that is the skin. Odds are they dialed in a mixture of models for the shape of the face. This is not unusual as that vendor has a history of promos like that, and they also have a history of using bluejaunte characters in some promos. So you will never get an exact answer on the face shape because it could be any number of shapes, unless the vendor themselves chimes in. But knowing that it is Amira you should have no problem getting a close match with some dial spinning. I would guess that Amira is maybe 50%-75% mixed with some other fresh faced female, which Daz has plenty of.
Daz3d to Blender WorkflowThank you very much for those examples Padone. 10000% percent import on the morph? Wow, didn't expect that.
Of course nicstt, every interface is a matter of opinion. If I'd been using Blender longer, I probably wouldn't have minded pre-2.8 that much. Right-click to select was insane though. ;)
Anybody knows which girl is this model?Looks like bluejaunte Sahil, maybe with a little different morph on the face.I don't think so.
It seems that it is not easy to find...
Anybody knows which girl is this model?Looks like bluejaunte Sahil, maybe with a little different morph on the face.Celebrity Look-a-Likes for 3D figures Part 2A young Carrie Fisher commission: https://www.deviantart.com/tritiumcg/art/Carrie-Fisher-Head-Morph-for-G8F-843713129
There's probably quite a few incarnations of her out there but this one's free so... :)
Actually there aren't that many for the up to date figures, as has been discussed here previously. So this is a very welcome addition for me. Thanks for this, and the others that you share :)
A young Carrie Fisher commission: https://www.deviantart.com/tritiumcg/art/Carrie-Fisher-Head-Morph-for-G8F-843713129
There's probably quite a few incarnations of her out there but this one's free so... :)
Thank you for sharing :)
My pleasure! Part of the agreement for any commission is that it gets shared for free (unless it's a private person of course).
If you guys ever create renders using my morphs and post them on DA, feel free to leave a link in the comments and I'll put a feature box on it or even add it to the post. :)
Multiple collision object for DAZ figuresTransfer utility -> Weight Maps -> Merge Hierarchies = combines two figures as one, keeping both rigs
Or Geometry Tool -> Geometry Edit -> Merge Fitted Figure's Geometry = best used for geografts, when merging it combines the 2 geometries as one, also keeping the vert order, also merging common vertices together
How to convert any Genesis Clothings (G1,G2,G3 and G8) for Figures?Blue is NOT a Genesis character. It is a figure in its own right.
One would have to made an autofit clone of Genesis 3 for Blue in order to make any of Genesis 3's clothing fit it. Not likely to be an easy task. One would have to match the shapes of Blue and Genesis 3, making 'clothing' of one figure [Blue's mesh as clothing on Genesis 3] in order to bring it back to its original mesh to make a morph. From this morph one makes the autofit clone.
[Released] Character Converter from Genesis 2 Female to Genesis 8 Female [Commercial]I'm having trouble with the eyes. I tried converting Callie 6 three times but her eyes always end up really elongated and oval. I tried to convert Keiko 6 and the same issue arises - the very elongated eyes. I tried following the process laid out here: https://www.daz3d.com/forums/discussion/comment/5403631/#Comment_5403631 and set the tolerance to .02. But that didn't help. I'm still getting the long oval eyes. Does anyone have any suggestions or a fix?
I'm using "Conversion Process 2020 Method" if that makes a difference? Should I be using a different setting?
Nothing like the eyes in that post? Have you converted a lot of other G2F characters? Perhaps if you temporarily move the other morphs to another location and try again (unchecking the convert JCMs though, that takes way too long).
Another thought, did the eyes change at all between your two conversions? If not, CC may not have actually done a new morph for the head. You need to delete the head morph between tries.
I've only tried converting Callie and Keiko so far.
I deleted the morphs for Callie between tries (it took me a while to find them, they where in a folder labelled "3D Universe,DAZ 3D,Heysun Oh" in the data folder under the Genesis 8 Female morphs. Very weird.
I'll keep trying and maybe I can get it to work. I see that the eyes look good at the link I posted, so there has to be a way to get them to look like that. I'll try again.
Sounds like you did everything right. If you only delete the FHM morph and you set the script so it doesn't overwrite morphs, it will be faster in your attempts. Please post a log of the conversion. I want to make sure that it is actually using the 2020 method. If for some reason, the script cannot find a FHM morph (or whatever prefix you specify), it will fall back to the 2019 methods.
[Released] Character Converter from Genesis 2 Female to Genesis 8 Female [Commercial]I'm having trouble with the eyes. I tried converting Callie 6 three times but her eyes always end up really elongated and oval. I tried to convert Keiko 6 and the same issue arises - the very elongated eyes. I tried following the process laid out here: https://www.daz3d.com/forums/discussion/comment/5403631/#Comment_5403631 and set the tolerance to .02. But that didn't help. I'm still getting the long oval eyes. Does anyone have any suggestions or a fix?
I'm using "Conversion Process 2020 Method" if that makes a difference? Should I be using a different setting?
Nothing like the eyes in that post? Have you converted a lot of other G2F characters? Perhaps if you temporarily move the other morphs to another location and try again (unchecking the convert JCMs though, that takes way too long).
Another thought, did the eyes change at all between your two conversions? If not, CC may not have actually done a new morph for the head. You need to delete the head morph between tries.
I've only tried converting Callie and Keiko so far.
I deleted the morphs for Callie between tries (it took me a while to find them, they where in a folder labelled "3D Universe,DAZ 3D,Heysun Oh" in the data folder under the Genesis 8 Female morphs. Very weird.
I'll keep trying and maybe I can get it to work. I see that the eyes look good at the link I posted, so there has to be a way to get them to look like that. I'll try again.
[Released] Character Converter from Genesis 2 Female to Genesis 8 Female [Commercial]I'm having trouble with the eyes. I tried converting Callie 6 three times but her eyes always end up really elongated and oval. I tried to convert Keiko 6 and the same issue arises - the very elongated eyes. I tried following the process laid out here: https://www.daz3d.com/forums/discussion/comment/5403631/#Comment_5403631 and set the tolerance to .02. But that didn't help. I'm still getting the long oval eyes. Does anyone have any suggestions or a fix?
I'm using "Conversion Process 2020 Method" if that makes a difference? Should I be using a different setting?
Nothing like the eyes in that post? Have you converted a lot of other G2F characters? Perhaps if you temporarily move the other morphs to another location and try again (unchecking the convert JCMs though, that takes way too long).
Another thought, did the eyes change at all between your two conversions? If not, CC may not have actually done a new morph for the head. You need to delete the head morph between tries.
Daz3d to Blender Workflow@SnowSultan Technically to make a morph it is enough to export and import back the geometry information without changing the vertex order. Everything else is not needed. Pay attention to G8 figures since the eyelashes are extra figures so they need to be exported separately. That's what the "ignore invisible nodes" option is for. Then I prefer to work in blender with blender units so I export and import back with the blender scale, but that's optional.
Below the settings, I included polylines just in case: daz export, blender import, blender export, daz import.









