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People who make Daz characters (that look too much like their other characters)
So, with all this discussion of sameness, have we lost sight of the fact that we're working with a program that lets us actually change the appearance of the product we bought?

I can understand why a PA uses a particular look. It's probably his/her favorite creation. And little tweaks here and there may be more noticeable to the PA and be variations on a theme. Personally, I know that I have a favorite character that I've dialed up for myself years ago yet still use all the time for my own work that doesn't get pubished. That being said, whenever I do publish a scene I may start with the same character as all people in the scene but I twiddle the dials and try to make sure that the characters in the scene don't look related, I know how to use the shaping dials.
I'm not concerned about new characters in the DAZ catalog appearing similar to existing characters. If it has some physical attribute that I'm after or has technological improvements that I want, then it goes on my list. The facial look can be dealt with (within limits, of course) when I actually use it. That's what morph packages are for.
I get it that not everybody is adept at dialing-in facial morphs though. I run screaming away from anything that requires me to modify a texture or adjust joint parameters, or diggle with complex light systems. But twiddling dials to morph and pose is my thing. After all, I started 22 years ago with a product called "Poser". I figured that's what it was for.
Dial Control for Genesis to Genesis 8 (Commercial)I just picked this up and it looks great so far. One observation I will make is that I commonly click on a model with extreem morphs when I start developing a character In daz. In this case I clicked on crypto and started adding full body morph characters like glumgurgle and the giant morph thinking it would be cool to use this tool to manage how much of each I use for the final character. I noticed within the script window that (I am assuming) because I started with Crypto as my base character and not Genesis 8 male, when I look for crypto so that I can dial back his admitidly over bearing looks a bit I don't see a dial. I suppose I could change my rutine and always start with Genesis 8 or what ever generation base I might need but then that requires me to look for and load a particular skin and I guess I am just used to picking a particular model and going with it. Do let me know if I have overlooked where you access the original caracter morphs. .
Thanks for bringing this to our attention. We will see how to make the primary character dial appear when loading in a character as base. The script does not pick up the primary slider because studio sets it to this, see below. You will see it is greyed out, yet it is not set to hidden.
Cool, glad to help! I really like the script.
I also picked up bitwielders dialog design so I could see about learning some scripting... seems like there is always another tool to be made for studio.lol
Dial Control for Genesis to Genesis 8 (Commercial)I just picked this up and it looks great so far. One observation I will make is that I commonly click on a model with extreem morphs when I start developing a character In daz. In this case I clicked on crypto and started adding full body morph characters like glumgurgle and the giant morph thinking it would be cool to use this tool to manage how much of each I use for the final character. I noticed within the script window that (I am assuming) because I started with Crypto as my base character and not Genesis 8 male, when I look for crypto so that I can dial back his admitidly over bearing looks a bit I don't see a dial. I suppose I could change my rutine and always start with Genesis 8 or what ever generation base I might need but then that requires me to look for and load a particular skin and I guess I am just used to picking a particular model and going with it. Do let me know if I have overlooked where you access the original caracter morphs. .
Thanks for bringing this to our attention. We will see how to make the primary character dial appear when loading in a character as base. The script does not pick up the primary slider because studio sets it to this, see below. You will see it is greyed out, yet it is not set to hidden.
Dial Control for Genesis to Genesis 8 (Commercial)I just picked this up and it looks great so far. One observation I will make is that I commonly click on a model with extreem morphs when I start developing a character In daz. In this case I clicked on crypto and started adding full body morph characters like glumgurgle and the giant morph thinking it would be cool to use this tool to manage how much of each I use for the final character. I noticed within the script window that (I am assuming) because I started with Crypto as my base character and not Genesis 8 male, when I look for crypto so that I can dial back his admitidly over bearing looks a bit I don't see a dial. I suppose I could change my rutine and always start with Genesis 8 or what ever generation base I might need but then that requires me to look for and load a particular skin and I guess I am just used to picking a particular model and going with it. Do let me know if I have overlooked where you access the original caracter morphs. .
A bit of an issue with eyes using Face TransferNEX-OSIRIUS,
I'm having the same reddening issue, it's everywhere there is black. The eyelashes and around the eyes, the eybrows are reddish, even the nostrils. The annoying thing is that the texture that is created shows no read at all, so I can't even fix it in photoshop. If anyone has a resolution for this, please help. Likeing the face transfer with the fix other than that.
Thanks!
Carrara Challenge # 52 - Carrara Cryptids WIP thread--Entries EndedI'm so loving these critters!
@DesertDude, wow, thank you for showing the wing experiments. They bending and posing options from your set up seem like they will be better than most wings out there. You are tempting me to play with feather creation again :-)
@Diomede, your cyclops seems more real with each step. I thought the hair would make him seem less scary, but it doesn't.
@Headwax, all the textures at play in the Toothfairy image are stunning.
@Wendy, thank you for the hair tip! I had wondered about something like that, but didn't know where to start.
Here is the Weheela, or white wolf. Some believe it is simply a very large white wolf, others a dire wolf, and my pick a prehistoric Amphicyon survival. The Amphicyonids are giant bear dogs, some as big as polar bears. I love the whole idea of megafauna. I've used Dog 8 with Rawart's Bear Dog morph, added some of the Dog 8 morphs, and then Carrara fur. I also had a go at combining moonlight and fire light. I played with adding an orange bulb into the center of the fire. The bulb has glow added in the effects tab. Postwork was playing around in Topaz Impressions.



is that a cyclorama that you used?
it really upsets the composition/balance of the great image IMO.. that line ... very weird..

other than that it's Tom Terrific
Carrara Challenge # 52 - Carrara Cryptids WIP thread--Entries EndedI'm so loving these critters!
@DesertDude, wow, thank you for showing the wing experiments. They bending and posing options from your set up seem like they will be better than most wings out there. You are tempting me to play with feather creation again :-)
@Diomede, your cyclops seems more real with each step. I thought the hair would make him seem less scary, but it doesn't.
@Headwax, all the textures at play in the Toothfairy image are stunning.
@Wendy, thank you for the hair tip! I had wondered about something like that, but didn't know where to start.
Here is the Weheela, or white wolf. Some believe it is simply a very large white wolf, others a dire wolf, and my pick a prehistoric Amphicyon survival. The Amphicyonids are giant bear dogs, some as big as polar bears. I love the whole idea of megafauna. I've used Dog 8 with Rawart's Bear Dog morph, added some of the Dog 8 morphs, and then Carrara fur. I also had a go at combining moonlight and fire light. I played with adding an orange bulb into the center of the fire. The bulb has glow added in the effects tab. Postwork was playing around in Topaz Impressions.



Great action scene !!
G3 to G8 character converter seems to have brick'd my Daz StudioM ost likely there a morph converted whose name matched an already existing morph. If you search the log for duplicate you should find the name, and the location of one of them
Can anyone identify this character?She looks a lot like Ruby Rose. Checking the Celeb lookalikes thread...
This guy mentions Eva 8 in his post:
https://www.daz3d.com/forums/discussion/comment/4168536/#Comment_4168536
Not an exact match to the pic you posted, but I can see using Eva 8 with a few morph dials to replicate her. Might need thicker eyebrows though!
There's also Evlin HD, but the nose isn't quite right and the eyebrows aren't as thick, and some other differences:
Selfie Thread?Okay. So here is my best Self portrait. I did the best I could with my morph, all though now that I look at it, the nose probably needs to be a bit bigger. LOL. But this is me on a typical saturday night.
One eye always has a tiny pupilThere was a character for G8M released recently, Renshaw, which has a pupil morph with a non-zero default value causing that kind of issues.
Do you have that character? If so, you should update it as the problem was corrected.
New game like render engine in the works?But why are you thinking about Filament, or a new rendering engine?
The response by DAZ was to 2 comments wherein the central concept was Real-Time Rendering.
If you've ever worked in or modded game production, and made changes to animations, physics, textures and so on, and then watched your character move around in Real-time with your changes...well the idea of IRAY even improving 100% or 200% isn't enough.For many users, until we see 30fps min with physics, for probably many users, there will always the push and dream for next big step.


IF Daz was referring to Filament...then am sadly much less excited about this hint.
Was hoping for an official bridge to an existing render solution porting all the morph types, or something like that.
A synergy between DAZ & Company X.DAZ does real quality stuff, but quality takes time with bugs & evolutions that just naturally happen along the way.
So implementing something that is reportedly designed in great-part for ligher-weight mobile Android systems, doesn't really make me feel warm & fuzzy about chances of Higher-Quality rendering with Filament...for many years to come anyway.
Possibly it's scalable for more advanced systems? Lack of any amount of showcase vids indicates earlier-stage development. Unless I missed something?Can see why DAZ would consider the Filament route.
Until a game engine advances a market-place of products as high a quality as DAZ, feel we users are stuck with sticking with this or that environment. Or making the enormous amount of time to migrate assets.
Am speaking from the the POV of all the morphs and PBR-Iray Mats/Shaders in DAZ.At this rate I'm going to have buy two 3000Gen Titans in Q1-Q2 2021.
Cos can't wait that long.But would
for Daz to surprise me!Beta for DazCentral, your new Content ManagerRichard... All I can do now to see if something has been updated is to redownload it, and count bytes. Revision control from Daz and managed by daz is a complete and total fail. For instance.. Keicy in the store has an update coming.. I dunno when. I dunno if its there.. I cant tell at all. So Richard I've downlaoded it like 4 times now, just to check. Nope not updated. (This would be less of a concern if you folks tested products.. But I constantly find bad files, and broken content. Its so bad that I have a test library to bring in your products and verify them. Note: This is the reason you now have an update for Keicy.)
There's another update coming for another product in your store (a bug I identified for the developer while I was testing it), and I was told that it would take like 35 days for that update to see your other customers. Oh and there's another update coming for another product with missing files that I found. The list goes on and on.
Other websites can tell me if there's been an update since I downloaded. Other websites display verson numbers which are useful even if they aren't part of the file name.. And clearly, I'm not the only person who's noticed that this is a real concern. (see above)
I said Install Manager and Connect show if there is an update, if you are manually downloading then there is no indicator. You can use DIM to download but not to install if you want update notices with manual installation.
And stop claiming a file system isn't a database. It is. From my perspective keeping and maintaining two data bases is just more work. I'd still need to be familiar with both (the mess of installs and cleaned management database) in order to integrate other content.
The file systerm isn't a relational database, if you prefer - as far as the user is concerned it's just a list of containers with conrtent. If you used categories you would not need to do anything with the file system, just add to/rearrange the categories.
The only place I can't clean up right now is the parameter settings inside Genesis. Its not too bad, but there are days... unhappy days... when I'm rummaging around in there trying to find where a morph was hidden.
Beta for DazCentral, your new Content ManagerRichard... All I can do now to see if something has been updated is to redownload it, and count bytes. Revision control from Daz and managed by daz is a complete and total fail. For instance.. Keicy in the store has an update coming.. I dunno when. I dunno if its there.. I cant tell at all. So Richard I've downlaoded it like 4 times now, just to check. Nope not updated. (This would be less of a concern if you folks tested products.. But I constantly find bad files, and broken content. Its so bad that I have a test library to bring in your products and verify them. Note: This is the reason you now have an update for Keicy.)
There's another update coming for another product in your store (a bug I identified for the developer while I was testing it), and I was told that it would take like 35 days for that update to see your other customers. Oh and there's another update coming for another product with missing files that I found. The list goes on and on.
Other websites can tell me if there's been an update since I downloaded. Other websites display verson numbers which are useful even if they aren't part of the file name.. And clearly, I'm not the only person who's noticed that this is a real concern. (see above)
And stop claiming a file system isn't a database. It is. From my perspective keeping and maintaining two data bases is just more work. I'd still need to be familiar with both (the mess of installs and cleaned management database) in order to integrate other content.
The only place I can't clean up right now is the parameter settings inside Genesis. Its not too bad, but there are days... unhappy days... when I'm rummaging around in there trying to find where a morph was hidden.
GenX2 Update / Genesis 3 Add-On [Commercial]I converted the characters necessary for the character I used in my Lara but got the same result. I then loaded a second Daz Studio, loaded my Lara G2 in one and G3 in the other and compared morph by morph, found all the same names, added the values, but she looked different. So I compared the Laras and made some changes in my Lara G3, different values for her and I this is as close likeness as I can get I think. I'm happy I got it to work on the character I used for G2 Lara so I still had use for this converter. This is my Laras side by side:
Hidden folder in my DAZ libraryHi, no they got hidden when I used a program to restore some file off a faulty drive. I had some folders on that old drive containing morphs I made myself a while back, and i restored probably too may folders. I din't try deleting the files , but I did re-download and overwrote the morph files that weren't working, however this didn't fix the problem. The problem was the folders i restored had got set to hidden. I set all the folderers to unhidden and now everything is working again. Before I worked out about the hidden folders I was worried I might need to reinstall Studio, since nothing I did would make those morphs visible, but as I say, it's all fine now.
Thanks
[Released] Rotations Add-On for ManFriday's Mesh Grabber [Commercial]Hey,
someone has an idea how to achive to fold a jeans with the rotation addon together like this one:

If I tried it... the resolut is not so good as I wished :)

The first thing you have to do is get the garment laying flat. Try positioning the jeans horizontally above the "floor", (a large, one division plane primitive will do,) and dForce them. Once they are flat, create a morph for that, (how to here,) so you don't lose it accidentally. Save the file.
Once the garment is flat, use the Geometry Editor tool to select one side of the pants. Back that off the width of a few polys where the two sides connect so you have some that can bend. You may have to experiment with this to get the right width of un-selected polygons. Right-click and scroll down to the assignment menu, (sorry, doing this from memory, but it's the last item,) open the flyout and select Create Selection Set from Selected…. Name your new selection set, so you don't have to do this again, and it will serve as a starting point if you need to increase or decrease the polygons selected. Save the file.
With one side of the garment selected, choose the Mesh Grabber tool. Hold down the Ctrl key and move widget to the top of pants, Position your view of the Viewport so that you are looking "down" the pants from the top of the pants. Select Z to Cam in the Tool Settings. You'll need to experiment as to where the widget needs to go, how large the influence, and how strong the Gain, but from this point, with one side selected, you should be able to "fold" those pants. How well will depend on many variables, including the mesh of the pants you selected to work with.
Good luck. Please be sure and share your results here, good and bad.
Fully functional DAZ3D Characters in Unreal EngineThank you for your reply, David. Also, your "Daz to Unreal" plugins are fantastic! They really do speed up the process of transfering my Daz Studio's skeletal meshs and key framed AniBlocks for Genesis 3 figures into Unreal Engine 4.
Honestly, I have no idea how to implement my skeleton theory. I'm actually a beginner with Blender, Autodesk software (like Maya and 3ds Max), and Unreal Engine 4.
So, I'll just figure out how to make keyframe animations for my Genesis 3 Males and Females in Daz Studio. Then, I'll use your plugins to transfer my animations into Unreal Engine 4.
Daz3d to Blender WorkflowOhh damn I did her hair and shaders to her in her A pose. I now know that I can move shaders between files but can I do that with her hair too? I assume its possible since redoing her hair for every pose sounds horrifyingly tedious lol.
As for going back to Daz, well before Blender it was the only choice I had for rendering haha. Now if possible I have no interest of going back to Daz3d after exporting out my initial model.
I've never used Alembic before though and I just did a quick google.. and have no idea what they're saying hahaha. Why would an alembic file be better than an obj?
Btw just to make sure I understood you clearly, your workflow is basically..
- Get model adjusted to your liking in Daz
- Pose her in Daz but with A pose somewhere in the animation (?)
- Bring her to Blender and add shader and hair (?)
- Change the timeline till where model is in A pose
- Import A pose model from Blender to MD
- Fit the clothes on her in MD
- Move the timeline till she is in her desired pose and clothes move along
- Export clothes to Blender as an alembic where model is also in desired pose (?)
Haha did I understand the above correctly or am I way off base here?Her hair is a particle system attached to the body. It will go wherever her body object goes.
And complexity is actually Alembic's flaw; it is designed to do much more than other interchange formats. Alembic won't afford you any advantage that obj won't, if you're not animating. I don't know if there are other ways, but it does work very well to simulate things in MD. I have actually simulated entire shots with it by importing the unsubdivided model's animation via Alembic. I have no knowledge about the morph technique you mentioned.
Unfortunately, and fortunately, I work with mocap data and so my workflow is not really relevant for you. But I would do:
Create the character, and pose it in Daz
Don't sim anything from a memorized position, but start with the A=pose at the first frame, and you desired pose at 30. Export that, without SubD, to MD.
Fit the clothing on the A-Pose in MD,and simulate. Export the garment at frame 30 to Blender via obj.
Go back to Daz and export the character, with SubD, to Blender via obj. It should fit mperfectly on the character.
Groom the hair in Blender.
Texture and light everything, and render.
I don't *think* there's anything ridiculous in there, that was just the first workflow I tried that worked; I stopped thinking about it after that :)
Carrara Challenge # 52 - Carrara Cryptids WIP thread--Entries EndedI'm so loving these critters!
@DesertDude, wow, thank you for showing the wing experiments. They bending and posing options from your set up seem like they will be better than most wings out there. You are tempting me to play with feather creation again :-)
@Diomede, your cyclops seems more real with each step. I thought the hair would make him seem less scary, but it doesn't.
@Headwax, all the textures at play in the Toothfairy image are stunning.
@Wendy, thank you for the hair tip! I had wondered about something like that, but didn't know where to start.
Here is the Weheela, or white wolf. Some believe it is simply a very large white wolf, others a dire wolf, and my pick a prehistoric Amphicyon survival. The Amphicyonids are giant bear dogs, some as big as polar bears. I love the whole idea of megafauna. I've used Dog 8 with Rawart's Bear Dog morph, added some of the Dog 8 morphs, and then Carrara fur. I also had a go at combining moonlight and fire light. I played with adding an orange bulb into the center of the fire. The bulb has glow added in the effects tab. Postwork was playing around in Topaz Impressions.


















