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Copy all Joint Editor values for node from one figure to another
But they are totally needed for working on the morph. The mesh is scaled and translated to produce the contour I want. The final adjustment morph I'm trying to make depends on the presence of that contour. Without that contour, I could be making hit-or-miss guesses about the what the results will look like when I'm sclupting the morph. That could take weeks of trial and error.
The other option is to zero out everything but the scaling and translation, export as OBJ, load as a new morph, and adjust rigging to shape so that it bends properly
If you would design a core character and bundle, what would it be?Cat 8
Dragon 8 (with an actual wyvern morph)(yes I know HH released his own wyvern)
Horse 8 (with actual hair and feather)XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)I have tried to search for XT multiple times. Attached is a screen shot of an XT search for Gen 8 Male. I transferred Michael 7 only and the needed files are in Data..../Xtransfer folder on my hard drive. The issue is DAZ is not adding those files to the Parameter Tab for Gen 8 Male for use.
I have only one content library.
Also screen shot showing files in Data and from XTransfer script setup before transfer of selected morphs.
Thanks for your quick response
Auto Face Enhancer [Commercial]The "No deltas.." error message usually means there have been no changes made to the mesh, so there is no point in creating a node for it. From what I can work out there are possibly only a couple of reasons for that. One is that the smoothed mesh was not exported correctly from Zbrush, therefore Daz morphloader is simply importing the mesh that it originally exported. Two, the wrong mesh is being imported back into Daz, again morphloader is importing the same mesh it exported.
Just double check what is being exported/imported. If creating a new character (let's call her Julie8) I will export the G8 figure from Daz studio as Julie8.obj and the AFE as Julie8smoother.obj When exporting from Zbrush I will overwrite Julie8smoother.obj with this new file, then when importing into Daz via morphloader pro I will import Julie8smoother again. It seems from your description that Daz is importing the original file, not the new smoothed one
I will add that I have refined the process somewhat since doing the video and have been getting better results with it.
Before exporting my G8 figure from Daz Studio I ensure it has been zeroed,
set the mesh resolution to sub division 3,
dial in the new character morph,
open the mouth to 50% and close the eyes by 50% (very important that you keep this pose and character setting active. Do not zero your figure, close it or reload it)
(I also use a free preset available on renderhub to move the teeth and eyeballs out from the head so they don't interfere with the lips or eyelids)
add the AFE attachment, set that to base resolution.
select the Geometry editor tool,
in the scene tab, hide the AFE and the Genesis 8 eyelashes
export Genesis 8 (call it whatever your character name is ie Julie8)
hide G8 and unhide the AFE. Export that and call it Julie8smoother
leave Daz as it is. Do not close it, do not reset any figures.
go to Zbrush. Import Julie8
in the Subtool palette click copy
import the AFE (now comes the new bit)
in the Geometry palette hit Divde twice to set the AFE to subdivision level 3 (this will make the ears smoother and generally gives a cleaner result)
in the Subtool palette click paste to bring the G8 model back in. You should see a noticeable difference in the meshes where the AFE doesn't match G8
in the Project tool, leave the settings as they are, click Project All (at subdivision 3 this may take a while depending on your hardware) once done you should see a noticeable difference in where the meshes now match up with one another.
hide the G8 mesh and closely inspect the AFE mesh for any unwanted artefacts around the eyelids, lips, and ears. If there are any, undo the mesh projection and adjust the Dist slider down slightly and project all again.
if it all looks good, go to the Geometry palette and click Lower Res to bring the AFE back to its lowest subdivision level
export this and overwrite your original Julie8smoother file.
go back to Daz Studio make sure the AFE is selected and the mouth open/eyes closed pose is still active and the geometry editor tool is still active
use morphloader pro to add the Julie8smoother to AFE remembering to reverse deformations
once the morph has been saved you can select G8 and zero the mouth/eye pose.
Mousso did a man and I love him ;)Armand and Asher - couldn't afford the DO base Valentino so Armand here without that morph base
Dragon Boys
https://www.daz3d.com/gallery/#images/994471

Made with...
- DAZ Dragon 3 Pro Bundle
- Through the Woods
- Morley Hair for Genesis 3 & 8 Male(s)
- Beast Master Outfit for Genesis 8 Male(s)
- Vinnuth Kriegor Battle Mega Armor for Genesis 8 Male(s)
- dForce Iron-Fire Outfit and Weapons for Genesis 8 Male(s)
- Clifford Hair for Genesis 8 Male(s)
- Asher HD for Genesis 8 Male
- Armand HD for Genesis 8 Male and Valentino 8
Quick question about Zahara Hair 2This hair was made as a loose afro. If you go on the street after a long day .. your hair will not look as you just came out from a beauty shop. Not perfectly trimmed. There are many afro styles around, with sharp cut look. This is not that type of hair. There are severeal hair shape includes, you can see the promo images.
But if you want a smoother look, there is another transparency map included and 3 transparency strength option. For example this is an Iray preview I attached, made with the 2nd transparency option and soft transparency strength.
The 2nd pic use the default transparency and strength but use a style which is total different as the default shape. This hair is more hair in one pack, because you can't find too many hair in the market which includes this many different styles, even updo with band :)
And as a bonus, If you have problem with any loose strands, just make a render, circle them and I will provide a morph to get rid of them. But note ... the other morphs will be still different, because those morphs are not just move here and there and style a little, but most of them change the strands very drastically.As I stated, I used the Trans 2, dialed the fun spikes all the way down which made it less spiky, and dialed in some thin soft which also helped. But you're right, this isn't the absolute round 'puff' with no spikes that she was looking for. I got it the best I could using the presets and dials.
How would your morph work? Are you saying the circle drawing would be in postwork? If so, then how would a morph work in postwork. I'm confused....as usual. LOL
oh, sorry I overlooked your post. "Little" late, but if you may still need ... I meant .. you make a render, on the render you show me the issue and I will make a morph to get rid off that unneeded part and you can use that morph in the future to remove those strands. However those strands are not at the same place in every morphs so it is working only with 2-3 of your favorite style settings. Set the hair, send me the hair style preset, I will set mine too and make you a fix morph if needed.
How's this for freeIn these forum posts, one must use the link button to copy the link info, the http thing on its own otherwise gets that ";" added and won't work right ;-)
The black eye issue is an Iray thing ... something about keeping the figure at the 0 position of the floor grid, the further away they are, the worse it may appear. Over at sharecg.com I think it was there are a few free eye morphs to take care of the problem.
reply to Catherine3678ab
Oh ya, I see that now, about the ";" thingy, hmmm, I had not noticed that... Perhaps they are mitigating links to malware ... I never go to any unknown website without dropping the link into virustotal, and failsafe Microsoft App Guard sandbox browser when in doubt.
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Great tip about finding a morph, I just went over there and found the Dark Eye Fix from World Center for G8F and G8M, but I do not know how to install them yet.
Thank you soooo much!
Reset origin point?Make sure I understand here. I have a rigged figure rope with 16 bones. For reasons lost in time, it's "zero" psotion is the centre point at 0.00 / -70.06 / 0.00, when I really want that to be 0.00 / 0.00 / 0.00. But no matter what I do, I can't seem to get away from this offset.Any suggestions?
Is Silent Winter's suggestion to move it to where I want it to be, save it (as ??? asset, ??? scene subset) and then reload?
It's an issue for me because I'm trying to use transfer utility to rig a variant of the rope, but I end up with my new rope geomety offset 70.06 from the bones.
Thanks, Lx
No HAT for the dForce Naval Officer's uniform???It soo needs a no arm sleeve morph too. Can't be a proper naval officer with all limbs and eyes intact..
Valentino 8 Is here!Like many others, I don't want to see G9 until there are some definitive changes to the tech, like soft body physics. A new generation for the sake of releasing a new generation does not appeal to me. Or my wallet.
Yup. Keep giving us quality Genesis 8 Male Core Figures, like Valentino (I hope, haven't checked his skin), Dasan, Dain, and Tristan. Leroy had a good morph, but his skin was too painterly for me, and Jonathan had nice skin, but his morph was too close to G8 Base, imo.
Uh. I didn't make that first post in the quotes. Why is it attributed to me?
Can't find Set Graft Faces for Fitted Figure menu on Geometry EditorHmm, I tried rigging with simple Transfer Utility to begin with, but it still shows as "Graft Faces for Attachment" - not a "Fitted Figure"
I'll keep trying..
Auto Face Enhancer [Commercial]1-select AFE mesh
2-you must activate geometry editor tool (ALT+shift+G) then load
3-Morph Loader Pro and apply it (note what SubD AFE is in to set the # level)
Note Alway use DAz3d to export out the subD, may it be G8_div# or AFE_div#
Do not do SubD in Zbrush -many issues
treat AFE like you would if you making eyelashes.
create a link morph on G8 so when the character loads the AFE SM will load at the same time.
Oh, thanks for a quick repsonse. Although I've loaded up into geometry editor tool and it sitll said the same. I've even done the whole thing a few times and activating the geometry editor tool yet it still says "No deltas for morph, skipping node". Do you have to use the tool somewhere?
Auto Face Enhancer [Commercial]1-select AFE mesh
2-you must activate geometry editor tool (ALT+shift+G) then load
3-Morph Loader Pro and apply it (note what SubD AFE is in to set the # level)
Note Alway use DAz3d to export out the subD, may it be G8_div# or AFE_div#
Do not do SubD in Zbrush -many issues
treat AFE like you would if you making eyelashes.
create a link morph on G8 so when the character loads the AFE SM will load at the same time.
Dragon Age Itemsyou could probably make some thing closs and not use the same names.. but close.. and lots of stuff is generic ... but exact matches probably not. basic armor is taken from medieval sources
everyone uses orcs etc...
but preset exact characters no...
but if you extracted the meshes from the game you could use them to some degree but proably not sell them or display them a lot
you could probably take an ingame headshot and use faceshop etc to make a morph I doubt it would be close enough to count as a copy.
find a character that sort of looks like what you want and play around with all the shaping tools.. that's how you learn thingsAuto Face Enhancer [Commercial]I have Zbrush, but I'm just a beginner. Is there a tutorial you could recommend to show how to do this? Or would you be able to do a quick tutorial?
+1 on quick tutorial. Just record your screen while doing those adjustments add some basic commentary and upload to youtube. That of course would be super helpful.
Here's a quick video then. https://youtu.be/5Dm0cc0FtDA I have no mic so no commentary unfortunately. Sorry.
So step 1, Load your G8 Character, delete any attchmets, hair/eyelashes/brows/anatomical elements etc. Add any morphs you want included. I use D.Masters Auto Shape Enhancer and Zevos Skin Crease Controller so have included both. (this would also be a good time to set a material preset if you havn't already) Set mesh resolution base resolution and open the figures mouth to 50% (following D.Masters recommendation below) and export as on OBJ using Daz default settings.
Step 2, Add AFE attachment so it follows the shape of your charcter. Loads of mesh artifacts as the higher res AFE is following the base resolution of G8. Turn off the visiblity of G8, set the resolution of AFE to 0 and export as OBJ, again using Daz default settings. (DO NOT CLOSE HER MOUTH)
Step 3, In Zbrush import the G8 obj you saved first. Open the 'Geometry tab in the tools menu and click 'Divide' 2 times to get SubD level 3. Open the subdivision tool tab and click copy.
Step 4, import the AFE OBJ.
Step 5, In the subtool tab click paste. The G8 mesh should be visible in the layer below the AFE mesh.
Step 6, Scroll down the Subtool tab and open the 'Project' tool. I used the settings in the video, not sure if they are the best, but the worked ok enough for me, Click 'ProjectAll'
Step 7, In the subtool tab, turn off the visibility of the G8 subtool and inspect the resulting AFE Mesh. If you encounter any issues with the ears or eye sockets defroming, CTRL-Z and adjust the Project settings by making SMALL adjustments to the Distance/Mean/PABlur sliders until you are happy.
Step 8, Export AFE mesh as OBJ.
Step 9, Back in DAZ, select AFE, Edit>Figure>Morph Loader Pro. Select the AFE mesh you've just exportd from ZBrush. In the advanced options set Reverse Deformations to 'Yes' and Accept.
Step 10, In the properties tab, select Morphs and dial the morph in to see how it works.
Step 11, (optional) Click the properties gear icon and open the Parameter Settings tab. Set the minimum limit to zero, change the morph location. I used Actor>People.
Step 12, File>Save as>Support Assets>Morph Assets. Expand the selction tree until you find your new morph, and tick the check box to save the morph to AFE so you can dial it in manually whenever needed.
Step 13, Add meterials and enjoy.
I know it's a while now, but I've followed your video to its full and at the end when I use Morph Loader Pro and apply it, it keeps saying "No deltas for morph, skipping node" and not showing the morph tab for me. Am I doing something wrong? Note that I am using a custom model I've made in DAZ through the morphs I've bought instead of a dedicated model like a Victoria 8 for example.
New game like render engine in the works?I dunno. This would signal a frightening change in focus for Daz that I do not welcome. I don't want the PAs who create the eye-droppingly gorgeous too-heavy-for-realtime models on which I depend to be tempted to do anythind else but. I use Daz instead of iClone for a reason.
I can't afford iClone but I'd like the choice to render fast (especially for animations) or slow (high quality stills). To do so within DAZ Studio would be ideal as not all of us have the time or ability to transfer everything over to Blender to do it for free. I keep trying that but my efforts have not produced anything acceptable yet.
Copy all Joint Editor values for node from one figure to anotherBut they are totally needed for working on the morph. The mesh is scaled and translated to produce the contour I want. The final adjustment morph I'm trying to make depends on the presence of that contour. Without that contour, I could be making hit-or-miss guesses about the what the results will look like when I'm sclupting the morph. That could take weeks of trial and error.
Copy all Joint Editor values for node from one figure to anotherThey shouldn't ne needed for working on the morph, though - they need to be disabled for morph creation, not for use once created.
Copy all Joint Editor values for node from one figure to anotherThanks for your reply, Richard.
Unfortunately, the translations and scaling are an essential part of the figure shape I want, and must be exported to Blender. So I guess I'm just screwed here. I cannot do the final morph I want.
Kitten MorphThank you :)
btw. for those who dont know where to place the morph, my folder is this:
D:\daz3d content\Studio\My Library\data\DAZ 3D\Daz House Cat\Base\Morphs
(I dont sue DIM, all installed by hand), there did I played mine, just check your Data folder structure, like it is in mine.
Btw. Is this the only aviable morph so far? its not perfect, so... if there is more others or whatever would be nice, also other Hosuecat morphs.











