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Morph Master
Tugpsx said:
Thanks for the information. It's similar to the process I am testing with 2 planes, one that is revealed when the other is deformed. The old movie magic trick.
the problem is to keep the deformation I have to use clone objects (boots only to reduce poly count) that are then set to invisible to maintain the impression in the surface. I'll check into this a bit more.Do the collision deformation then save it as a morph. You can dial the morph in or out to change the amount of deformation. I did something like that in this little video https://www.dropbox.com/scl/fi/d9touk2wowmer21sd3432/Plane-on-G9-Head_chf3_prob3.mp4?rlkey=zajqbmyf9i9wnt0xb61q7i5uj&dl=0
Clothing issueRichard Haseltine said:
Capes generally need custom bones where they hang free (or just simulate using dForce) - with the Transfer Utility they follow the nearest bone which tends not to be entirely desirable.
I see, I did create my own bones after creating vertex groups in Blender and setting them all up in Figure Setup in DAZ. How do you then fit the cape onto the character to make it follow any pose?
Clothing issueCapes generally need custom bones where they hang free (or just simulate using dForce) - with the Transfer Utility they follow the nearest bone which tends not to be entirely desirable.
Clothing issueHi! I'm working on converting a character from Blender to Daz Genesis 9 and I have had no issues with all of the clothing and accessories using Transfer Utility except for the cape.
#1 is how it looks like without the cape when I do apply a pose to the character. #2 and #3 is how it looks like when I used Transfer Utility on the cape followed by the same pose. I have attached the screenshot of my settings as well.
Need some assistance regarding this! I have been trying different solutions and none seem to work
Why do all my newly purchased Genesis 9 characters look the same?crosswind said:
It is said that some "FN" characters have issues of duplicate formulas, i.e. no head/body morph is loaded and dialed.
Have you checked DS log to see if there's duplicate formula errors?
I've taken a new screenshot to better illustrate the issue.
This time, I loaded Lyusan and Rei from my Library into the scene and removed their textures for better visibility.
Rei is meant to be a child-like figure, small with a rounded face, while Lyusan should appear more adult. Both are of Asian origin, but they don’t resemble that at all—they’re clearly missing their morphs.
This isn’t limited to just these two characters. Any new characters I purchase seem to be missing their morphs, while older ones in my library work fine.
I already tried deleting the cache in the data folder to see if that would fix anything, but it had no effect.
The characters' body and head shape morphs are set to 100%, yet adjusting these sliders does nothing. However, if I apply morphs from other figures, the shapes do change. This suggests that their own morphs aren’t working at all.
Hopefully, this new information helps narrow down the issue.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]wings76fan said:
I'm having trouble with a plus-size female I created. I tried using the RSSY Character Converter Genesis 8 to 9 but the resulting figure was all twisted (both with zero and restore options).
I then tried using ManFriday figure converter which got the morph onto a G9 dev figure. I then tried to use the Material Suit converter to convert the G8 Hierarchical figure to this G9 morphed figure but got the error that there is an unknown figure in the hierarchical material preset. Any help?
From the manual:
The Converted Character’s Body is wrinkled. Because of the way that morphs must be converted, a morph that on Genesis 8 appears to only touch a small part of the head can affect the whole body on Genesis 9. You need to show Currently Used parameters to show all morphs on the converted character. Then, one by one, dial in the morphs to find the offending morph(s). Once you find them, delete the morphs from your HD (click the Gear icon, Parameter Settings, and look at File Path for the asset to figure out where the morph is and what it is called). You should also resave the character with the offending morph(s) dialed out (set to 0).
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]francescaheroofspace said:
Hi there,
I am REALLY struggling with this addon. The material suit works perfectly, but every time I try to export my Genesis 8 morphs, it completely zeroes them and exports the Genesis 8 default to Genesis 9. I have tried every setting and troubleshooting under the sun, even making my own morph and exporting to parametrers, nothing has worked. Zero and Restore make no difference either. Could you please help me figure this out? I desperately need this plugin to work for a short film and I'm completley lost.
Any help would be appreciated, thank you!
Argh, just seeing this message now. I am sorry for the late response. I would need to see the Daz Log as it converted a character (and it is ZERO for sure).
Can't get Fantasy Deer Fawn Kit to work [SOLVED - with lovely detailed instructions]I don't own any of these products, but here what I would try:
1. Load Genesis 8.1 Female (the base version)
2. Apply the various shapes preset to get Genesis 8.1 to 'shape' like Amira, which can be done either by dialing the morphs or by using the presets in '/People/Genesis 8 Female/Characters/BJ Amira/'
- Amira 01 Head Apply
- Amira 01 Body Apply
- Amira 02 HD Details Apply (if you want the HD details of course)
3. Apply Amira's mat presets, 'Amira MAT' should be enough.
Bonus step. If you're planning to use Amira another time, you should save a Character Preset of the current result. As Amira's brows seems to be baked into her textures, it should be straighforward, but as a precaution, also save your current scene a Scene Subset (with only the character as part of the subset saved): Character preset's main advantage is that you can load them with another G8.1F selected and Daz will ask if you want to replace the current figure with the Character Preset, a Scene subset will load the character where it was when you saved the subset.
Note: Saving a Character Preset can be perplexing to say the least and having a backup scene subset to not lose the work already done is a great idea (some elements will also not be saved as part of a character preset). If you need more help on the subject, just ask.
I'm saving Character Presets in 'My Library' but I don't remember if I had to create the directory I'm using ('Presets/Characters') or not.
4. Try using the fantasy deer fawn kit, it should now work.
What you are possibly missing: Genesis 8.1 is backward compatible with Genesis 8 (except for the Expressions but it can be fixed by removing some files and maybe some products) but the reverse is not true and the Fawn kit is labeled as Genesis 8.1.
In particular:
1. The surfaces of Genesis 8.1 is sligthly different. So while you can apply any Genesis 8 skin to Genesis 8.1, the reverse is not true. There is one exception: a Genesis 8 Geoshell settings won't work without some work on Genesis 8.1.
2. For a reason I don't understand, while Genesis 8.1 can, AFAIK, use any morph from Genesis 8, the reverse is not true.
3. Genesis 8.1 can use any clothes made for Genesis 8, but if a clothing item was set to have 'Genesis 8.1/Female' as a Prefered Base and not Genesis 8/Female, that clothes will show an autofit dialogue box if you're trying to fit it on Genesis 8.
To reduce the amount of headache, I'm only using Genesis 8.1 and the first thing I do when I'm using a Genesis 8 character is the first three steps and the bonus step.
Can't get Fantasy Deer Fawn Kit to work [SOLVED - with lovely detailed instructions]Having started with G9, I'm only now starting to dip my toes into the waters of previous generations, mostly when there's a gap I can't just fill otherwise. So there might be an obvious answer to this that I'm just a n00b about.
I'm trying to use https://www.daz3d.com/fantasy-deer-fawn-kit-with-dforce-for-genesis-81-females on https://www.daz3d.com/amira-hd--expressions-hd-for-genesis-8-female.
The Fawn kit says "The deer leg shape is achieved by a partial body morph with conforming leggings on top that provide a smooth texture transition to any Genesis 8 Female texture set." In the Content tree it's under G8F/Characters/Fawn. There's an option for the legs under "Morph presets", but highlighting my character and clicking it doesn't do anything. Clicking the legs & leggings under "Wearable Preset" pops up an autofit dialogue box, and of course G8F isn't an option. The result is it (badly) autofits the leggings, but still doesn't apply the legs morph. I can't find the legs morph under the parameters tab, so there's no hope of dialing it in that way.
What am I missing?
CNSRD Toon for Mira 9 [Released]OrangeFalcon said:
I'm back with more renders! After experimenting a bit, I realized how useful this product really is. I need more dedicated toon makeup. :( The ones you see here are from Vicky 9's collection. Sylvia has no makeup at all, and Tara has a skin tone change (I think she turned out the best).
Mira 9 with makeup and a pink punk hairstyle:
Sylvia 9 with no makeup, went with a bodybuilder morph:
And finally, Tara 9 Succubus with the red skin, too:
Oh wow! I wanted to test it wiith makeup myself, but I don't actually own any sets, or if I do I've long since forgoten. But these came out great!
CNSRD Toon for Mira 9 [Released]OrangeFalcon said:
I'm back with more renders! After experimenting a bit, I realized how useful this product really is. I need more dedicated toon makeup. :( The ones you see here are from Vicky 9's collection. Sylvia has no makeup at all, and Tara has a skin tone change (I think she turned out the best).
Mira 9 with makeup and a pink punk hairstyle:
Sylvia 9 with no makeup, went with a bodybuilder morph:
And finally, Tara 9 Succubus with the red skin, too:
Oh wow! I wanted to test it wiith makeup myself, but I don't actually own any sets, or if I do I've long since forgoten. But these came out great!
Why do all my newly purchased Genesis 9 characters look the same?It is said that some "FN" characters have issues of duplicate formulas, i.e. no head/body morph is loaded and dialed.
Have you checked DS log to see if there's duplicate formula errors?
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICICrios said:
Così è più veloce, sono centinaia di files, se lo facevo uno ad uno ci mettevo una vita.
Io ormai moltissime volte modifico i files e i materiali con Blocco Note.. è più veloce e con la funzione Trova e Sostituisci ci metti un'attimo a modificare percorsi (sopratutto per i materiali) ma anche morph (se ti restano salvati attivi).
Non devi riaprire DAZ per risalvare la roba..
Morph from AprilYSHcrosswind said:
Well, being mentioned in Notes/Credits doesn't really mean the products were directly used by the PA for making promos... For instance, perhaps the PA just blended FWSA Zoe's head morph to a certain % while used skin materials / eyebrows from others.
If you want to get more solid details, better @AprilYSH who is a very nice PA.

I absolutely recommend that too, they chimed in here in the forums for me once when I asked about one of their promo characters as well. The're really lovely and gave me the complete list of dials.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICICrios said:
Comunque, a volte rimango basito di come funzionano alcune cose. Ad esempio, ho trasferito dei morph Merchant Resource, da Geneis 3 Female a Genesis 8 Female, con X-Transfer. E ho scoperto che X-Transfer crea il morph in DSF senza comprimerlo, a differenza di alcuni morph che ho per G8F che sono compressi. La cosa strana, poi, è il modo in cui sono stati convertiti i morph. Nel senso che aprendoli, e sistemando a mano le Label per farli uscire tutti sotto una Label chiemata Merchant, i morph sono diversi nella loro struttura. Alcuni hanno i vertici, altri richiamano il morph stesso e cambiano dei valori. Insomma, il morph viene proprio convertito, non che crea un nuovo morph, con i vertici come appaiono su G3F. Spero di essere stato chiaro.
Sì, però alla fine basta che funzioni.

Ma perchè sei andato a modificare i files? Non bastava riorganizzarli nel pane Parameters?
Dance Time - Aerial Studio QuestionYou don't have to parent anything.
Load the character and load the pose.
Then find the right arial and in Parameters > Actor > Adjustments dial the corresponding morph.
The arials are in an odd order.
This is what it look like for me with pose 8, ariel 1.
Morph MasterTugpsx said:
barbult said:
I made some G9 footprints on a plane with the Collsion scripts.
Thanks for sharing your findings. I'm interested in your technique, do you mind sharing the process. I was lookiing into using MM to produce footprints left from a character stepping out of a puddle to a dry surface.
Looks like the plane has to be very dense to leave back prints.
Yes, the plane has to be dense. I think I used 200 divisions. I don't know if that was overkill. I didn't try anything else. The technique was just to position G9 over the plane and lower him a bit below the plane surface. Then do Morph Master Collision script. I don't remember which option I used to create the collision morph. It might have been Standard, but I'm not sure.
why would adding a bone alter a FBX animation?I imported some Meshy3D figures rigged with Mixamo with unrigged tails
so added a child bone to the hip
selected the tail and filled with weightpaint and smoothed junction
all fine, it bends
additional info CANNOT ever memorise rigging on my Mixamo FBX imports or it will destroy it so don't suggest that

but
now it spins on the hip playing the animation
my other solution will be to create a morphloader tail morph but the rigging should have worked
CNSRD Toon for Mira 9 [Released]Great character! Stunning looking skin. Wish she had a male nipple morph so that I could use the skin on men (without the shirt). Great job!
Genesis 9 Base Anime Textures - Transfer to Maya guide?Hi, so we are experimenting with the new Genesis 9 Base Anime figures, which finally look to bridge that gap for Anime-style characters in DAZ! However, our initial tests with DAZ to Maya brings in a skin base that's all black and doesn't render out as some odd textures do when transferred. Is there a guide to transfer these new anime textures properly?













