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I'm trying to convert an object to a prop or clothing item without the transfer utility?
Try this (I do this with fitting shoes from older generations)
Load the hair, then load your figure
Position the har over the figure where you want it
Parent the hair to the base figure
select the hair and convert to prop (except this time try Triax weight instead of general) and check the box to Inherit skeleton.
After the transfer is complete, fit the hair to your figure and if it asks what figure the hair was made for, select unsupported
unless i'm doing something wrong it still seems to float away for some reason. every problem seems to be fixed now except for the floating away one. hm. by the way, thank you so much for helping me with this.
I'm trying to convert an object to a prop or clothing item without the transfer utility?Try this (I do this with fitting shoes from older generations)
Load the hair, then load your figure
Position the har over the figure where you want it
Parent the hair to the base figure
select the hair and convert to prop (except this time try Triax weight instead of general) and check the box to Inherit skeleton.
After the transfer is complete, fit the hair to your figure and if it asks what figure the hair was made for, select unsupported
GENESIS 9 - A Technological UpgradeWhat I would like to see in G9F is a clothing system that works a bit better. I mean every shirt and dress for G1F, G2F, G3F, and G8F dips curves in between the figures breast.Yes there are a few utilities out there that fix it a some clothing, but I would like to see some base morph in the clothing that corrects that automaticly for all clothing.
I'm trying to convert an object to a prop or clothing item without the transfer utility?Did you fit it to the character or just leave it parented?
Oh, and if you didn't transfer the skeleton from the figure, the hair won't have one to move with, it's just ready for a skeleton to be added.
if i fit it to the character it now floats up into the air all while still not following the character, which i don't understand. when i used the transfer utility it would follow, but not now.
EDIT: i fit it to the head the first time which caused the above. this time i fit it to the body and it does indeed follow the character now, but still floats up into the beyond for some reason.
I'm trying to convert an object to a prop or clothing item without the transfer utility?Did you fit it to the character or just leave it parented?
Oh, and if you didn't transfer the skeleton from the figure, the hair won't have one to move with, it's just ready for a skeleton to be added.
I'm trying to convert an object to a prop or clothing item without the transfer utility?Select the hair, then in the menu go to edit->Object->rigging->convert prop to figure
A window will pop up and all you need to select is the middle radio option "General Weight Mapping" (don't worry about the input box at the top)
Then either check or uncheck the box at the bottom depending if you want to transfer the skeleton over from your character.
alright, after doing what you said and then following the rest of those steps, the hair is now for some reason not following the rest of the body/rig as i move the character around?
SereneNight's Sci-Fi Fun Thread 2Caspian for Valentino is thus so far my favorite character. He has a nice rich skin tone, full body hair (including elements), and some really nice eyebrows.
I had some trouble with the armpit hair. It sort of renders off the side of his arm in the white space. For the sake of this render I removed it.
The armpit hair thing is an issue that Hinkypunk has had with a few of her characters. The issue, as I understand it, is that the strand hair needs to be converted to dForce hair, which in turn will make it into a figure that fits properly. She had to go back and redo that with Kalen, which I reported as an error.
I'm tired of messed up male pro bundles. This is clearly not adequately tested.
Between that, the wrong textures applying to the Naval jacket buttons, the eye morph dialed in for all G8 male figures...It's disappointing.
If you would design a core character and bundle, what would it be?I'd definitely want to do a Satyr 8 bundle similar to the Centaur bundle, with both M and F.
- Lower body attachment with hooved legs and tail
- Fantasy ear grafts with textures matching the legs
- Horns
- Texture addons
- Optional dForce hair for the legs
- Morph packs with different body and tail shapes (deer, unicorn, alien, demon, cat?)
- Accessories designed to fit the lower body without warping
- Hair that fits horns
I'll never run out of ways to use satyr/faun/demon stuff.
I'm trying to convert an object to a prop or clothing item without the transfer utility?Select the hair, then in the menu go to edit->Object->rigging->convert prop to figure
A window will pop up and all you need to select is the middle radio option "General Weight Mapping" (don't worry about the input box at the top)
Then either check or uncheck the box at the bottom depending if you want to transfer the skeleton over from your character.
I'm trying to convert an object to a prop or clothing item without the transfer utility?I'm having a problem when I convert my characters hair into a clothing item to prepare it for unreal engine for where the bottom strands of hair start to cumble up because of the transfer utility. the only way to get unreal to work with my custome head and hair is by converting them into clothing items or props, not completely sure with the terminology.
i was told this over on reddit.
"You don't think you need to use this tool at all for the hair. You can convert a prop to a clothing item without it. You convert the prop to weight mapping, parent it to the head, and then save it as such an prop."
I just can't completely understand it? how do i convert a prop into "weight mapping." i get stuck at the very beginning here. anyone who could help me, I thank you.
Can Dformers be used to flatten or smooth mesh?I agree with Melissa - DFormers require some investment in time in order to use them skillfully, but they can certainly do what you want. Be prepared to spend some time learning how they work and their options. The results may be very specific to the mesh and the pose, so whether saving them for later use will be valuable or not may be questionable. There are a number of ways that the changes made by the DFormer can be saved, but perhaps the best way is by creating a morph of the DFormed item and saving that. (i.e. apply the DFormer and export the DFormed item as an object, then use Morph loader Pro to import the saved object back into DAZ Studio with the default item loaded. Save the resultant morph slider.)
Considering I've been quarantined in my house for EIGHT weeks, I may's well give it a try. I certainly have the time. I'll have to find some tutorials though.
Genesis 8 Female: modified body parts costantly intersect clothes in a dForce basic cloth animationThanks TheMysteryIsThePoint for the replay and the welcome :D
"It sounds strange that you would scale the pectorals instead of using some kind of body morphing product." -> In this way I obtain a pretty good effect and I don't need to buy any additional morph: this is a inital test. I don't want to buy anything that I don't need to do a simple test.
"I would not have thought that you would need to touch smoothing; dForce will take care of that" Ok I reset the "Collision Iterations" to 3, while "Collision Item" = "Genesis 8 Female" was also the original setting for that property so I let it like that
"Does the garment not have morphs for that under the shaping tab?" Yes it contains two morphs, so I set them to the max (100%), they are: "Expand All" and "Loosen Lace"
"I would also try bumping up the collision quality." : mmmh... I really don't undestand that point: you mean to increase Bardot Top > Parameters > "Collision Iterations" ?? I don't think so, because you said to let those settings as they are: so please explain me better what you mean.
thanks alot
The smoothing modifier has something called a "collision object", but that is not what we're after. As @JamesJAB pointed out, these two things are mutually exclusive. If you're dForcing, you shouldn't need smoothing. When I say "collision" I am referring to the dForce parameters on the Simulation Settings tab. The main one for this sort of thing is Collision Mode, an Collision Iterations as well, but you'll want to play around with the others, too. Using dForce is more an art than a science, but for something like this I am confident that you'll figure it out; dForce isn't perfect but it's still pretty good.
If you would design a core character and bundle, what would it be?Ok, first let me add my endorsement to the Yanshi 8 suggestion! that pack would be great and the facial structure is so different from Lee 8 it would be a great addition to the core characters - not to mention the rest of the pack would rock too.
I also like the idea of a Peter Lorre based character pack - the little, odd guys need some representation too! All our characters it seems are designed to be the 'Leading Man' role - well, you can't HAVE a leading man if there is not a supporting cast! There are a couple that will work for 'Everyman' characters, but very, very few.
Aside from my expounding on the Ortis the Iceman bundle (above) I think we *need* a good VILLIAN - because your hero or heroine can ONLY be as good as the villian they face! Look at all your great movies - even the best stars and stories could not pull off a 'hit' (much less a GREAT movie) without a GREAT villian. A villian with depth and character. Hans Gruber will always define "Die Hard" as much or MORE than John McClain. And a sub-par or rote villian can kill a story, image, etc. worse than a bad story (a number of James Bond films prove this beyond doubt).
The question is should a core character designed to fill that role be a Donald Pleasence / Peter Lorre / Anthony Hopkins character (vicious, poisonous man driven by his need to prove himself to a world where physical perfection is the prime metric) OR gregarous, spoiled, "I take what I want" type such as Cillian Murphy / Peter Fonda / Josh Brolin / Peter Cushing character?
Well, (with the exception of Cushing) the existing chracters can be made into any of the latter, so I put my vote in for the former!
The Core Character would be shorter than average height, with morphs for either a heavy (not obsese like George, but still fleshy with underlying strength) or lean build, round-ish features and high brow. The skins should support not just hair paled scalps, but also bald and partially bald additions (to give the appropriate weathering, age spots, or whatever). The features should imply cunning while still being varied enough to not be a cariacature and enable to the character to appear both friendly and villianous and the lips should be (at least by default) thin. Additional effort should be put into the morphs for villian-esque expressions (smug, smirk, taunting, snarl, sneer, etc.). Approximate age should be middle aged rather than young (as young villians tend to be more in the other catagory). Additional characters would be (1) the above mentioned Peter Lorre-esque type; (2) a more mature (older) bitter and cynical 'professional' type similar to (Jean-Baptiste Emmanuel) Zorg in "The Fifth Element" (where Gary Oldman protrayed another *excellent* villian); and (3) an ethnically inspried (since so many are typically of European descent) character similar to Idi Amin / Muammar al-Gaddafi / Pol Pot character - one whose cruelty and sadistic desires have left a permanent mark on them and carry an air of menace. The NON-bundle character should be a fantasy or sci-fi based humanoid villian variant on the form - much wider mouth (more teeth), cruel claws (but with colorful, almost playful polish textures) and an almost toad-like form (perhaps even such a skin variant).
The Hair Sets should feature some of those styles also not typically found: one for (depressing) male pattern baldness, one with a high 'Widows Peak' (with morphs for make the center thinner / sparser) and one that features *spines* instead of true hair (with the spines of morphing diameter and able to be adjusted from a 'laid back' to a 'raised offensively' pose) for our non/quasi-human characters. An expansion pack for the spines would also provide similar body hair. The 'Widows Peak' set should include a few facial hair options - especially a thin moustache!
The Clothing Sets should support our villian's rejection of society's expectations and 'rules'. Certainly one can be *well dressed*, but there are ample sets for that. Styles that are anachronistically merged with present day styles, fabrics and uses would be prefered so as to portray a character *determined* to follow their own path or set their own standard. I think Samuel Jackson has featured a number of such in his roles - especially those in "Unbreakable" and "Kingsman: The Secret Service" - and in some of his personal choices. One set should definitely be that odd blend of Chinese noble attire and Victorian era attire favored by 'Valintine' ("Kingsman") but not an exact duplicate (of course). The second should be a sci-fi styled set of the sort worn by the above mentioned Zorg
The last clothing set should be a fantasy based, over-the-top styled outfit also merging non-fantasy elements with something like a male-version of Maleficent's attire (headgear optional please). Probably something like a tux jacket w/tails (swallowtail or variant) of an 1800s style with a bolaro-esqe over-cloak with high collar. The NON-bundle outfit should be something a bit more standard - but with a definite "non-standard" style - something like "Dexter"s ribbed-crew-almost-sweater and cargo pants look.
The Pose Sets should feature such poses that lend themselves to the villian: intimidation, the 'leaning across the desk', the 'elbows on desk/chair with steepled fingers', sliding an envelope (or something) across a table or desk, along with several 'preening' and 'I am in my moment' style poses. The secondary pose set would be more geared to villianous actions: stabbing in the back, a few gun poses (suitable for ambush rather than gun-fight situations), creeping up on someone, hiding behind a door, eavesdropping, adding the poison to the drink, etc. Expressions should feature the sly looks, lofty stares, snarling viciousness, smug smiles, and sneering expressions along with a few horrified shock (for when they are about to be defeated of course) expressions.
An Additional Expansion to this character would be a morph pack that would allow for serious non-symmetrical morphs of the face and body without too much distortion or rendering it comical. Uneven placement and size of the eyes, proportions of the limbs and/or extremities, larger and (more importantly) 'bent' / broken / hooked noses, disproportionate lips and back 'humps' would be a must. Perhaps add some geoshell decals that could be tinted to match other skins that would add realism where the morphs otherwise would have stretched the standard skin.
this core character (and bundle) would fill such a huge hole in my library!
How to fill the gap? (breast bridging)I would just use meshgrabber everytime when you have a clothes product where you wanna change it, and yes Meshgrabber is a must have for Daz Studio, BUT you need Windows ;) if you have Mac... goodbye :P
Yup, sad but true:( So I first use fit control, if that doesn't fix it I use dFormers and spawn to morph, and possibly save the morph as a support/morph asset. Last resource is to go the dForce way and create a morph from the simulation for later use...haven't purchased a single dForce ready item as of yet, so chances for a spectacular explosion are rather high
Can Dformers be used to flatten or smooth mesh?I agree with Melissa - DFormers require some investment in time in order to use them skillfully, but they can certainly do what you want. Be prepared to spend some time learning how they work and their options. The results may be very specific to the mesh and the pose, so whether saving them for later use will be valuable or not may be questionable. There are a number of ways that the changes made by the DFormer can be saved, but perhaps the best way is by creating a morph of the DFormed item and saving that. (i.e. apply the DFormer and export the DFormed item as an object, then use Morph loader Pro to import the saved object back into DAZ Studio with the default item loaded. Save the resultant morph slider.)
Just want to add that you can spawn the dFormer to a morph inside DS in the dFormer pane, no need to do the export thing.
Can Dformers be used to flatten or smooth mesh?I agree with Melissa - DFormers require some investment in time in order to use them skillfully, but they can certainly do what you want. Be prepared to spend some time learning how they work and their options. The results may be very specific to the mesh and the pose, so whether saving them for later use will be valuable or not may be questionable. There are a number of ways that the changes made by the DFormer can be saved, but perhaps the best way is by creating a morph of the DFormed item and saving that. (i.e. apply the DFormer and export the DFormed item as an object, then use Morph loader Pro to import the saved object back into DAZ Studio with the default item loaded. Save the resultant morph slider.)
Wet And Tanned Skins For Genesis 8 Bundle (Commercial)I am having a strange issue with the arms. It's like the HDR lighting is hitting them the opposite way? Every HDRI I use is doing this. It does this both on the regular program and the beta.
the settings between the arm and the torso surface are exactly the same except for maps. I can put a ticket in, but I figured asking here first might be faster.I just had a look on several figures with several HDRI and several poses and I have no issue at all, neither on the regular nor on the beta (anyway I already retested the product for the latest updates).
Since the properties are the same except the maps, then it comes from the maps of this specific figure. Occasionally, this is more and more rare, in some figures, bump and gloss maps are not well adapted between some limbs and the rest of the body. But sadly this does not depend on me, only on the person which creates the figure and its image maps. If you have "map manager" you can transfer the bump maps or gloss maps to the base color maps, and you will probably see there is basically an issue in the way the maps match. I don't put the blame on the creator of the figure, because most of the time, you will not see it. But when you push the shader to some limits, things like that show, whether they don't show usually.
Another possibility is that you add a tattoo after you convert to wet skin (I see a tattoo on one arm). In this case, the shader of the arm became the original shader. this is why it could look dry.
Report sales errors here: "There's Always Another Sale™"Face Transfer Unlimited https://www.daz3d.com/face-transfer-unlimited
http://docs.daz3d.com/doku.php/public/read_me/index/63529/start -> Page Not Found, so no read me
Is the Unlimited version merchant resource?
and how load the saved face? I tried to load a basic G8 figure but can't find the morph where it should be with the default save settings.
How to fill the gap? (breast bridging)I often create my own characters and I use a lot of morphs to make them different from each other. The female characters show a great deal of variety, particularly in the breasts department as one can easily modify their
size, depth, shape, height, etc...
As long as they are naked, there is nothing to complain about. Not for me anyway ;-) But for characters with medium to large breasts, it's always anoying how shirts or tops don't behave or stretch naturally around the curves...
Being a known problem, there are some tools that help to minimize or eliminate this plague. Some clothes also come with a morph that specifically affect the bridge positively. I already own SY Universal Breast Helper, and it does a very good job on average. However, the problem with universal tools is that they are... universal. It's a one-size-fits-all solution that will not perfectly fit any particular character. Sometimes, I'll export the cloth as obj, adapt the shape in Blender and import as a morph. The morph however is linked to the cloth and adapted to a character, so it won't work if you change cloth or character... Not very practical...My question (finally): Given a particular character, how can I make a custom projection morph controlled by a dial that would not visually affect the figure (important if the cleavage is visible!), but have an effect on the clothes? I wouldn't bother to do it for each character, but I'd do it only once...
a using DAZ content in UE4 threadBeen playing with getting Daz hair cards working in Unreal and I haven't had much success. Using the mask alpha mode with dithering still ends up too transparent (even with the image set to linear). Anyone have success with this?
indeed it's also being for me a big trouble work with some "daz hairs" to transfer to unreal, because unreal work in a diferent way than daz, you need more than just alpha, normal, diffuse and other i forget the name you also need a "strands map" and also another issue in daz "hairs" specially the "new ones" is because they are based on "strands" like fibermesh and dforce hairs, it's make more complicated and and hard to fix the transparent if you don't have all the propers maps and they are not proper setup.
this is probably the most insane real time video i've ever seen .
yeah real engine is progressing a lot when comes to real time and realism, i really feel like wanting to use more and more unreal than daz even for a single render, because the ammount of time i can reduce in rendering in unreal than daz, the only issue is which i must put some more "work" in the shaders and textures, creating new maps which are missing in daz to work in unreal, but you also have now a plugging for transfer daz characters to unreal which can help configure the "daz shaders" to work inside unreal making a huge improviment and reducing work time.












