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GenX2 Update / Genesis 3 Add-On [Commercial]
I have this product, I bought it years ago and I have used it before. I have made a new character in G2 female that I want to convert to G3 female and I can't find this product, I have searched in scripts, in G2 and G3 antatomy, searched in daz studio, and nothing. The readme says it should be under: DAZ 3D:Studio4:GenX2” and it's not there. I have looked in Dim and it's must be installed for I have the option to uninstall. Please help me find this
. It's its own pane. You'll have to make that pane visible to use the program.
Thanks for the reply!
I got a new pc a while ago so I had to write in the serialnumber again to see the pane. I found the manual pdf and it worked but there's a big bug with the converted morph lol: 
Any ideas on how to fix this? what could be wrong? I have used this before years ago and the models didn't look like this.
Daz3d to Blender WorkflowSubd is completely up to you. I don't think I've ever gone above 2.
As for hair, yeah, a few of us are struggling with getting a handle on it. I've seen what competent people can do with it, and very quickly, though. If you're using 2.83, though, you can put the character in a collection and then set that collection as the collision collection. That should vastly improve penetrations and just look more natural.
As for the irises, you could fix it in Blender, there's probably an edge loop you could slide, but I think you should really find a morph in Daz for that sort of thing... stand on the shoulders of giants, ya know?
Thank you again! Is it possible to move a model from Blender back into Daz to edit or do I have to re import a new model and restart the shading process all over again?
Also should I make sure to import her as high res?I actually wouldn't know... there might be a way, but I'm sure it is not easy.
But if I were you, I'd copy the blend file before the export so you can just File/Append all your materials that you worked so hard to perfect.
And there are two ways to go about choosing what resolution to export at. If you want it EXACTLY how it is in Daz, export at High Resolution, and the file will be large. If you can deal with very slight differences, convert to base resolution and apply a subdivision surface modifier once in Blender. The file will be lighter. But for one character, and one frame, I'd just export at High.
Again, thank you so so much for your mega helpful comments! I redid everything again with my first model using the second model's skin shader and spent the whole day working on hair. I'm glad to say... I'm really proud of her hair! Hah!
"No deltas for morph, skipping node."looks as if the vertex count was right but not the vertex order - there isn't much to be done there, I think (the only option I can come up with is exporting the full OBJ to a modeller and adding the morph OBJ, then use whatever tools the modeller offers to shape the base toi match and load that as a morph).
I dont thing so to go so far with a modeler programm... but something learn with you...
AnywayTHX for your time and the advices!
Stop genesis from loading morphsSome poorly packaged morphs come enabled by default, to get rid of their unwanted effect on all of the related characters (genesis xxx), you have to zero the character, memorize it and save the changes into the default character (Save as... Shaping... Changed..., Someone having Studio open, could put the correct path here.)
Distributing morphs as enabled by default can result in for example all your genesis 8 characters to open with a huge horn on their forehead, all of them, the old ones included.
All the morphs include the information/mesh related to the morph, the more morphs you have installed, the more time (and memory) it takes to load that character. As opposed to the gen 4 and older characters, Genesis-characters load all the (generation-related) morphs together with the character, even though they are not used.
Ok, back home and here's the process... If dealing with Gen8, load the developer version (the base figure will also do) into an empty scene, then "Zero Figure", "Memorize Figure" and "Save As -> Support Asset -> Save Modified Assets"
This will return the Gen8 base figure to default values by changing the non-zero default values in any and all ill-behaving morphs to zero.
No need to do this on any other figure, except for those in saved scenes and/or modded figures that have already been saved with the ill-behaving morph with the non-zero default value in place.
The Gen8 figures that are loaded from the library, are using the default base figure and making their own adjustments and changes on top of it => When your default base figure along with all the installed morphs for that figure are zeroed, you will get the results you were expecting to, instead of a figure with a huge horn on their forehead.
Stop genesis from loading morphsMS,
I'm older, so you might not appreciate how uncomfortable this can be. I watch my son on a PC and admire the ease with which things are intuitive and unconstrained...Anyways .... As part of my process, of trying to free up RAM, I have done a couple of things: one was a fresh install of the most recent DAZ Studio versio: 4.12.1. This included a reinstall of G8F and Starter Essentials. Whether necessary or not, DAZ has decided it needs a newer CUDA version than my video driver had; so, although MS thought I was up to date, apparently I was not. That took a while to figure out why my renders were only being done by my CPU. I also still had a small number of non-zero default morphs likely because of things I have done, perhaps how the items are packaged in some cases, or perhaps because they need to be that way. Who knows. I also reinstalled V8 and Elizabeth because I had Elizabeth loading with every G8F. That solved that, but I still had 10 morphs to resolve. The head and body morphs of ACDesiree were 2 of these. I corrected that by changing the 'value' in the .duf/.dsf? in Notepad++ from 1 to zero. That left three groupings: three related to the Kitten product, three related to chungdan it seems, and two that look to be linked somehow to G3F leg poses but they don't seem to do anything. I exchanged emails with the developer of Kitten and was unable to learn whether I might attempt something like what PerttiA has suggested (Not sure if this would need to be done for every character. Seems back to front to me. I might misunderstand.) What is interesting in this case thougfh is that the morph file appears to show the value as zero even though they are loading as 100%.
TheKD,
I also began the process of trying to evaluate my G8 content to see what could be retired or loaded as required. During the AM exchange, the developer of Kitten had suggested some issues with Auto Face Enhancer and, as I too had had issues with warnings and missing files, I elected to set it aside. (I put it in its own runtime) I have both the stand alone and bundle which combined are about 1.6GB. When not loaded it reduced the RAM consumption on loading a G8F by >100MB. The lesson learnt here could be that some of the geograft products, expression or morph sets I have could provide a much more significant reduction in RAM consumption than does a character..
I had thought I would start with my +/- 150 G8F characters. I spent a day'ish trying to figure out what to do. {In the past when I loaded Sharah HD I had 100% of Sharah's head and body morph, 100% of Elizabeth's head and body morph, 60% of Olympia's head and body morph and 50% of V8s head and 65% of her body. I has litterally taken years to figure out it was not as it should be, and then correct the problem permanently. When I load a chacacter now it even looks like the promo.} This has helped me understand though that I have some simple characters that have two morphs and some skins; others that are for G3 and G8; others that are reasonably stand alone; some HD, some not, some both; some packages that are heads only , bodies only aor both; and some, mostly as part of bundles that have dependencies. After spending and spending time and money developing my collection, it is going to be hard to retire/hibernate some portion of it. I am still imagining some group of complete retention, some group of complete retirement, and then keeping the heads and skins, and keeping only skins as perhaps four runtimes. After a day I got through about a dozen and didn't definatively decide on anythig. . . . Not great.
I also have a variety of graft products and morph products. I may start looking there in parallel - if only I could. When I bought it, there was some reason that it was justified that I may now not recall. It is also likely true that I don't know what I routinely use or I may not even be consitent. (To help a certain pose I may search for 'gravity' or 'hang' or in another case I might look for 'squish' or 'flatten'. Years on in some cases, I have no recollection of which package something might be from; or most importantly, what is my optimal set of morphs or morph packages. Similarly for expressions some of which may be stand alone and some part of pose packs. And unfortunately similarly for the grafts. For example I have NGV8, which I most often use, and Golden Palace, that I occasionally use.) And sometimes there is content that is unclear as to whether it is a replacement version or a supplement causing me confusion as to what/if something can be deleted. What's more, as I look at Golden Palce, as an example, there is clearly difference in my runtime between the content of Golden Palace and Golden Palace v2. And in some cases/products I am sure, custom characters will need the versioning to match.
All that to say I am interested in how you are progressing and what criteria you are using as part of your selection process.
Star Wars Renders 2013 +here's some baby yoda morph work in progress
Already looking better than we had a right to hope for! Yayyyy!!
So, do you want us to form a task force to come over and mow your lawn, wash your dishes and clean up the kitchen so you can stay focused? :)The "Animators Assemble!" thread for Daz animation WIPs, clips, and tipsAfter effects CS (with video co-pilots optical flares) was used heavily for ALL of the VFX in "Galactus Rising"
But it, like C4D and the rest of Adobe CS, is installed on my OLD Mac computer which is literally in "sudden death over time"
That old Mac rendered uncompressed targas 24/7, for nearly Six years straight from C4D to make my 92 minute animated feature.
As a Sci fi nerd ,there were two things I had been loathing to give up with my AECS.
Holographic effects and Anamorphic lens flares.
I Just Discovered that I can do BOTH in the FREE version of Davinci Resolve with a node base workflow when comping the "Roy Batty" animation.
when I get my new AMD PC ,in two weeks, I am not even installing any of the "Kiddie pool" software on my new machine.( Daz studio, Iclone etc), I will leave them on my older PC and transfer character assets ,as needed, across the network
The new PC is going to have only pro production&finishing software and windows itself will be the only "paid" software Blender 2.8x (free alternative to Maya, Max,C4D,Modo)
Davinci Resolve (free alternative to Premier & Final cut) Davinci Fusion (free alternative Adobe After effects)
Natron compositor (free alternative to Nuke)
Krita (free alternative to Photoshop)How to save a pose from a fitted figure?I have a rigged coat in Daz, memorized rigging, with a bone on each to each 4x4 polygons which totals something like 900 bones. I then Upload the figure into Marvelous Designer as an OBJ. I run a cloth simulation in MD. I then export the modified OBJ from MD. This new OBJ I upload to the coat figure in Daz as a morph. I hit the morph at 100% then I use the Adjust Rigging to Shape option.
Now I have a draped figure with bones that follow the folds accurately (more or less). No extra steps are necessary for the coat to be used on a figure if you're doing a stillframe. However if you want to do animation or have a transition pose the rig has to keep its original base and the new positions of the bones (from the simulated cloth) need to be reproduced through the use of XYZ rotation/translation/scale. This is why I'm using two identical figures fitted to one another. I memorize the figure rigging for the figure with the simulated cloth morph. I then fit the unedited, unmorphed figure to the modified figure. The fitting algorithm will mimic the position of the Origin and End points of the bones of the modified figure on the fitted figure. No new information is added to the rig of the fitted figure because it's the modified rig that's driving its pose. However its bones are still modified in a 3D plane. I am wondering if there is a way to copy or freeze these positions on the fitted figure but using XYZ rotate/translate/scale and not the Origin and End points of the bones.
If I'm able to reproduce the positions of the bones as a pose and because the bones have a certain hierarchy, I'll be able to accurately mimic cloth movement only using weighted bones. Not only this but I will be able to literally move folds arounds by just dragging on the figure itself in real time. The cloth simulation is not needed from a technical standpoint however moving around 900 bones manually in order to mimic realistic cloth is insane. The cloth simulator does all of that work for me.
In dire need of a new system, so I decided to splurge ... big time!I am buying a new system at the end of the month.
I agree completely that buying a top specced beast machine to only use Daz studio, is wasteful.
I am not even installing any of the "Kiddie pool" software on my new machine.( Daz studio, Iclone etc), I will leave them on my older PC and transfer character assets ,as needed, across the network
My new PC is going to have only pro production software and windows itself will be the only "paid" software
Blender 2.8x (free alternative to Maya, Max,C4D,Modo)
Davinci Resolve (free alternative to Premier & Final cut) Davinci Fusion (free alternative Adobe After effects)
Natron compositor (free alternative to Nuke)
Krita (free alternative to Photoshop)Star Wars Renders 2013 +here's some baby yoda morph work in progress
Awesome.
Dial Control for Genesis to Genesis 8 (Commercial)it would be cool (at least for me) to add a function to save a set of morphs as a single morph
I agree...that would be a brilliant idea...not sure if it's possible to add this into the controls...
BTW, I just bought this and it's terrific...
Problem with G8M Iris and EyesRedownload and install renshaw, or you can fix it yourself manually, go to data\DAZ 3D\Genesis 8\Male\Morphs\Hinkypunk\Renshaw\ in your library, open Renshaw Pupil Morph.dsf with a text editor. Scroll down to line 32, change "value" : 1, to "value" : 0, and save it.
Thank you so much. Fixed problem. Have a great day !!
What is Daz generally used for?I don't have any formal turorials but I can give you an example of my workflow. I use DS to set up scenes that I draw in other programs for my graphic novels. It started many moons ago when I discovered Poser 2. I stink at perspective drawing so I thought it would be a good way to help. The rest is history as they say. Along the way I taught myself some 3D modeling and evolved from using Poser to DS when Genesis came out.
I use a combination of items I purchased ( mostly at DAZ but I do shop other vendors) and those I made using a combination of SketchUp Pro and Cinema4D ( R17- I can't afford to upgrade anymore). The models I build are constructed with just enough detail to give me a good base reference because I'm not a super talented 3D model maker. The rest I do myself in my 2D aps. I don't use fancy textures instead I color my props and figures with bland colors to allow me to see what I'm drawing. When I have my scene set up, I use the windows snipping tool and grab a screenshot ( no rendering required). That JPEG goes into Photoshop for final sizing before getting put into my base template in Illustrator. Perspective grids are set up using Illustrator's awesome ( IMO) perspective functions. Line work is completed in Illustrator and then the file is exported into Photshop for painting and shading.
Before I went all digital, I would use that final screengrab as a reference for traditonal 2D inking/painting. I would use charcoal to blacken the back of the printed image and then tape it to my media and transfer the outlines by tracing. Then I'd use rapidiographs to do the black line art and shading before using colored inks to finish the coloring.
I've attached a screen grab of a scene I'm working on now. The figures are base Genesis 8 with the basic body morph package to help as an anatomy reference. The pose comes from a package I bought at DAZ which I altered a bit to fit my needs better. I made most of the models myself, except for the fridge. That is a DAZ product. Oh, and the handbag came from an outside 3D vendor.
Less Morphs can be more when posingHi, @SixDs I don't typically, I just create the character, and then save them as a scene subset, to use whenever I need them. I do save things like custom facial expressions and head size changes (to fit hair) as Morph Assets. Just not characters.
I did not think the adjust rigging to shape was needed for slider/dialed in morphs, but more for imported OBJ morphs, as the vendors already did the "dirty work"? I guess I could have pointed out that this was more on sliders/dialed in morphs that could change the characters shape like a Character Preset such as Aiko, Keiko, Victoria Supermodel, etc. Things like eye open close, thigh tone, and such, won't affect the pose too much.
Dial Control for Genesis to Genesis 8 (Commercial)Wait, will this product be able to find when a vendor accidentally saves a morph with a non-zero default, or no?
Problem with G8M Iris and EyesRedownload and install renshaw, or you can fix it yourself manually, go to data\DAZ 3D\Genesis 8\Male\Morphs\Hinkypunk\Renshaw\ in your library, open Renshaw Pupil Morph.dsf with a text editor. Scroll down to line 32, change "value" : 1, to "value" : 0, and save it.
Stop genesis from loading morphsSome poorly packaged morphs come enabled by default, to get rid of their unwanted effect on all of the related characters (genesis xxx), you have to zero the character, memorize it and save the changes into the default character (Save as... Shaping... Changed..., Someone having Studio open, could put the correct path here.)
Distributing morphs as enabled by default can result in for example all your genesis 8 characters to open with a huge horn on their forehead, all of them, the old ones included.
All the morphs include the information/mesh related to the morph, the more morphs you have installed, the more time (and memory) it takes to load that character. As opposed to the gen 4 and older characters, Genesis-characters load all the (generation-related) morphs together with the character, even though they are not used.
Help with Transfer Utility? [SOLVED]If the clothes were made to fit a morphed character you need to change a few settings:
- use "current" and not "default" for "item shape" in the "source" section
- check the "reverse source shape from target" box
With the options you have now DS considers it was made for the base G8F and so it will morph it automatically to fit your character, hence why it doesn't fit.
Bingo. Thanks so much for your explanation.
Mesh Grabber is AWESOME!So I love the Morphing Tool in Poser, it's simply the best feature in the program and I was quite surprised that DAZ Studio didn't have a native tool that could do something similar. I saw the Mesh Grabber and was going to get it on release but I didn't see any mention of being able to save the alterations as a seperate morph. In Poser you can make and name morphs out of your deformations, dial their intensity and even use the restore tool to restore whatever parts you want as precisely or as broad as you want. Is this something that Mesh Grabber can do or is that beyone the scope of its capabilities?
Really what I'm looking for is the same functionality of the Morph Tool in Studio.
Daz3d to Blender WorkflowSubd is completely up to you. I don't think I've ever gone above 2.
As for hair, yeah, a few of us are struggling with getting a handle on it. I've seen what competent people can do with it, and very quickly, though. If you're using 2.83, though, you can put the character in a collection and then set that collection as the collision collection. That should vastly improve penetrations and just look more natural.
As for the irises, you could fix it in Blender, there's probably an edge loop you could slide, but I think you should really find a morph in Daz for that sort of thing... stand on the shoulders of giants, ya know?
Thank you again! Is it possible to move a model from Blender back into Daz to edit or do I have to re import a new model and restart the shading process all over again?
Also should I make sure to import her as high res?I actually wouldn't know... there might be a way, but I'm sure it is not easy.
But if I were you, I'd copy the blend file before the export so you can just File/Append all your materials that you worked so hard to perfect.
And there are two ways to go about choosing what resolution to export at. If you want it EXACTLY how it is in Daz, export at High Resolution, and the file will be large. If you can deal with very slight differences, convert to base resolution and apply a subdivision surface modifier once in Blender. The file will be lighter. But for one character, and one frame, I'd just export at High.










