-
Blender Sculpting DAZ Characters help?
I use about 10 or so tools, but as I said, if select Dynotopology, it will cause issues; actually it will stop you being able to use the model as a morph as it triangulates the model, so even without using a tool the model becomes worthless as a morph object; although if you have other plans, such as creating a high polly model, then it might not be an issue.
[Released] Character Converter from Genesis 8 Male to Genesis 3 Male [Commercial]Hi RiverSoftArts, I followed the pdf instructions explicitly, but I got an Error Reading File three times in a row (I closed Studio, and started over each time). I was only converting one morph. I used the Custom Character script. Any guidance is appreciated. Here's the log file:
2020-04-23 22:41:00.846 Loading script: F:/My DAZ 3D Library/scripts/riversoft art/character converter/convert custom character g8m to g3m.dse
2020-04-23 22:41:00.859 DEBUG: Found: F:/My DAZ 3D Library/data/RiverSoft Art/Common/RSConstants.dsa
2020-04-23 22:41:00.861 DEBUG: Found: F:/My DAZ 3D Library/data/RiverSoft Art/Common/RSG8G3CharacterConversionConstants.dsa
2020-04-23 22:41:00.870 DEBUG: Found: F:/My DAZ 3D Library/data/RiverSoft Art/Common/RSBuildPanels.dsa
2020-04-23 22:41:00.879 DEBUG: Found: F:/My DAZ 3D Library/data/RiverSoft Art/Common/RSHelperFunctions.dse
2020-04-23 22:41:00.890 DEBUG: Found: F:/My DAZ 3D Library/data/RiverSoft Art/Common/RS2019HelperFunctions.dse
2020-04-23 22:41:00.895 DEBUG: Found: F:/My DAZ 3D Library/data/RiverSoft Art/Common/RSG8G3CharacterConversionFunctions.dse
2020-04-23 22:41:00.908 WARNING: libpng warning: iCCP: known incorrect sRGB profile
2020-04-23 22:46:02.978 DEBUG: DoConvertSceneCharacter Genesis8Male Genesis3Male EJ Genesis 8 Male for Genesis 3 Male EJFM Lower Lip Define 0.05999999865889549 Overwrite Morphs=false Convert JCMs=false Hide Eyes=true Use Legacy Conversion Process=false Convert true
2020-04-23 22:46:02.978 Converting Character: Genesis 8 Male
2020-04-23 22:46:02.978 DEBUG: GetUsedMorphs Genesis8Male
2020-04-23 22:46:04.104 DEBUG: /Actor/Head/Face/Mouth/Real World/EJ Face Morphs/EJFM Lip Lower Definition false
2020-04-23 22:46:05.005 DEBUG: RemoveExistingMorphs Genesis3Male nameList EJFM Lip Lower Definition overwriteList
2020-04-23 22:46:05.007 DEBUG: EJFM Lip Lower Definition
2020-04-23 22:46:05.274 DEBUG: Setting Scale to 1 BEFORE, raw=1, value=1
2020-04-23 22:46:05.349 DEBUG: Setting Scale to 1 AFTER, raw=1, value=1
2020-04-23 22:46:05.349 Converting Morphs: EJFM Lip Lower Definition
2020-04-23 22:46:05.351 DEBUG: Trigger Action DzZeroFigureShapeAction
2020-04-23 22:46:11.128 DEBUG: Triggered Action DzZeroFigureShapeAction
2020-04-23 22:46:11.642 DEBUG: Transfer Item, Source is Genesis 8 Male, Target is Genesis 3 Male
2020-04-23 22:46:11.642 Transferring Morphs from Genesis 8 Male to Genesis 3 Male
2020-04-23 22:46:11.643 WARNING: Script Error: Line 2514
2020-04-23 22:46:11.643 WARNING: TypeError: Result of expression 'transfer.setDistanceSquaredTolerance' [undefined] is not a function.
2020-04-23 22:46:11.643 WARNING: Stack Trace:
<anonymous>()@F:/My DAZ 3D Library/data/RiverSoft Art/Common/RSG8G3CharacterConversionFunctions.dse:2514
2020-04-23 22:46:11.659 Error in script execution: F:/My DAZ 3D Library/scripts/riversoft art/character converter/convert custom character g8m to g3m.dse
2020-04-23 22:46:12.316 Loaded Morph Deltas in 0 min 0.0 sec.
2020-04-23 22:46:12.316 Loaded file: pJCMShldrUp_90_L.dsf
2020-04-23 22:46:12.328 Loaded Morph Deltas in 0 min 0.0 sec.
2020-04-23 22:46:12.328 Loaded file: pJCMShldrUp_90_R.dsf
Are you using an old version of DS? The SetDistanceSquaredTolerance function was added in 4.10.0.50.
Aaah! Thanks. I've been delaying my upgrade, but the time has truly come. Thanks for bothering with this, and sorry for wasting your time.
Star Trek Builders Unite 8: THE REBOOTThe antennae are separate, this could make a for a decent Andorian: https://www.daz3d.com/planetary-smuggler-hd-for-genesis-8-male
Unfortunatley not seperate and no pose controls, I've done a comparison between my hand crafted Andorian, i do like the Smuggler but leaning towards my own for more morph options
Actually they are. They're located under G8 male Anatomy Planetary Smuggler and have a bend, twist, and side to side parameter
Blender Sculpting DAZ Characters help?Hi :) I'm not sure I understand or explain correctly because I use a translator,
I'm not sure about the technique I rarely use blender, try this with a quick sculpting, use the "multiresolution" modifier, make your "sculpt" as you wish once done, apply the "apply base" option in the multiresolution modifier, then delete the "multiresolution" modifier, import in daz your morph and apply change the resolution of the character
When I hit "apply base", it makes the object all spiky, not smooth.
Hopefully these images come through in order. Slightly crumply ear is what I get in DAZ. Smooth side of the head is the Sculpt, and the weirdo spiky geometry is after hitting "Apply Base"Exploding Mesh When creating a morphhi ;)
I used blender 2.79, my options for exporting from blender a morph to daz was this one
selection only,apply modifiers, include edges, write normal, include uv, write material, poly group, keep vertex order
also change the property group for your morph, dont save under morph/morph loader ;)
edit : when you import in blender, under geometry you need to check poly group under "keep vertex order"
Star Trek Builders Unite 8: THE REBOOTThe antennae are separate, this could make a for a decent Andorian: https://www.daz3d.com/planetary-smuggler-hd-for-genesis-8-male
Unfortunatley not seperate and no pose controls, I've done a comparison between my hand crafted Andorian, i do like the Smuggler but leaning towards my own for more morph options
Will There Never Be a Way to Transfer HD Morphs?I think @Ellessarr 's demo is quite interesting. There is more than one way to get a desired result.
yeah at first i also was disappointed after learn about the "hd" stuffs which you can't export hd levels and only base outside daz, it make me angry at first because some of mine wanted and purchuased morphs were "hd", but then i remembered about the "bake process" which i've learned at my game design school, then after tried it and get the positive results i've wanted i get happy, to be fair it's not perfect and a really big close-up can make the "illusion" disappear but only if you want like to stared at the "pores of the skin in your face it not a big deal for any animation or game design they are perfect and even render if again is not about a super close-up and if you are really good with working on material and know how to work with tesselation you can even "fix" this issue using tesselation to make a even more perfect illusion but it's need a really deep knowledge and work time to achiev that level one thing which i really don't have and have much time to study about since i've already have too much things to improve and work in game design then i can only go further enough to have the detail level good enough for a good game.
Ofcource my experience is outside daz in my case inside unreal, when come to daz i really don't know the full process in how to improve it, but if it's about a single normal map then bake can do the job.
Another good exemple would be the "age morph" from zevo you can use almost the same process to "export" the age morph it would take just few more steps if you want to have "outside control over the morph otherwise you can just follow the normal steps and just use the morphed mesh, because you need to export the model one time with the dial morph applied to create the bake then a second time to "export" the character with the "morph dial" to be applied outside daz in case you want to have the "not modified base mesh" and be able to "control" when it will "age", then you can make a blueprint to "when apply the dial morph in the mesh it also will applie the "baked age Normal" too, just some tricks to work around the issue.
any question feel free to ask maybe here or maybe in pm, to be fair and clear i'm not the best and ultra knowledge in all of those things then don't expect me know and answer everything, i can´t full help with any question but the ones i can i will try to help.
Ofcourse bake process is not perfect and in some cases it can be possible to not achieve the "desired results for you, based on the complexibility of the model but overal can still work pretty well in most of the cases.
Blender Sculpting DAZ Characters help?Hi :) I'm not sure I understand or explain correctly because I use a translator,
I'm not sure about the technique I rarely use blender, try this with a quick sculpting, use the "multiresolution" modifier, make your "sculpt" as you wish once done, apply the "apply base" option in the multiresolution modifier, then delete the "multiresolution" modifier, import in daz your morph and apply change the resolution of the character
Gen 8 Morph Bundle vs ParametersThe two morph packages you have selected are almost essential as base morphs. Several other morph characters expect one to have those morphs to draw from, to make their character look right.
Blender Sculpting DAZ Characters help?Maybe I am not fully understanding.
You can use smooth brush without multires.
And if you want to bake a normal map on top of your morph, I think you need to sculp your morph first, witout multires, so you have a base mesh you can export back to DS. And then do the sculpting you can bake as a normal map relative to your base.
Will There Never Be a Way to Transfer HD Morphs?
Thank you so much for sharing these, that looks totally impressive. I will definitely study it further and see what I can do with it ... I bookmarked your tips and hope to have a more thorough look at it. Thanks again.Exporting at base resolution **is** the actual model, it's not the program helping with the smallest export possible. This is the mesh you work with to create your characters.That was my point exactly, perhaps poorly expressed. I meant that the program "helps you" by not unnecesarily exporting the much larger subdivided model, because you can subdivide the base model any way you like in the target app. That's exactly what Daz itself does.
The most important distinction that tripped me up for a while is that the base res model and the base res model at subd level 0 are NOT the same thing.
you can aways try to export the high resolution in obj(daz allow you export the subdivided model in obj which will be just the mesh without any bones with the "current look) to bake the high mesh into the low resolution one, in some cases it can really work amazing and in some others it will work "average" what is matter is the complex of the "high resolution model" to be baked in the low resolution, many animators and game designers do that.
I read about that a while ago and saw amazing results with that technique. Do you know of a source that elaborates on this any further? Doesn't need to be about any particular app, for the beginning I wish yo understand what this is about.here i posted a "tutorial about bake, since it's just about creating a "normal map" with details then it can be used anywhere even maybe here on daz if it's just about bake normal.
https://www.daz3d.com/forums/discussion/comment/5252246/#Comment_5252246
maybe it can help you, you can find a lot of usefull info too and others tutorials
also maybe this link can help too
ofcourse those links are about using daz inside unreal engine.
Thank you - very useful indeed.np, i hope it help's you, here a exemple of "aureka character using her highest resolution full baked:

a baked hd aureka, you can't have the full hd mesh but you can "fake it" with the bake technic.
this is her without any normal

you can see the diference, while this is not the real and perfect soluction is a good work around to use "hd morphs" the same goes for any morph you want to apply, dial the morph then export the base mesh with the morph then export the high resolution obj with the morph applied then bake the high resolution into the base mesh, now you have that morph.
Exploding Mesh When creating a morphHello everyone, I hope you are all healthy.
I am currently having a problum with creating a morph that will not expload. I tryed everything I can think of and nothing has helped.
I am currently working on fixing a shirt with some JCMs but just a simple sphere is having the same problum when i try to create a morph for it and i have no idea whats wrong.
So if I can get the sphere working correctly I can get my JCMs working correctly.
Anyways I attached some images explaining my problum, if there is anyone that can give me some advice for have had a similar problum and can share inside I would be very grateful.
With the sphere, I am using Blender as my modeling software.
I create a sphere in Daz3d then I export it out using the Daz3D preset option so the scale is all correct.
Next i import it into Blender, then I activate edit mode and pull out some vertacies. As seen here. So I havent added or taken away anything, just moved the verts around.
Next I export the 3D model out of Blender and uncheck everything so that it exports out as clean as possoble.
Next i open Morph loader Pro, and select the edited model.
I chose reverse deformation in the options, and press ok
I get a success!
then when i turn up the morph dial, my model Exploads!
Can anyone help please.
Thank you all so much.
Acharya
Face Transfer plugin Genesis 8 to Genesis 3?I am wondering if there is a face transfer tool that can use Genesis 8 faces on Genesis 3?
ZBrush morph Qs: amount of geometry; saving morphs; single vs multiple morphs?1. That is the base resolution, yes, and morphs work on the base resolution. If you want more detail you can do it, but you need to go back to base (and check the teeth are OK) before sending the morph back to DS and export the hgher resolution details as displacement or normal maps.
2. Make sure you use Reverse Deformations on bringing the morph back in to give a clean, all-your-own-work morph, then save as a morph asset (File>Save As>Support Assets>Morph Asset, the names in the option dialogue determne the folder names used in /data/daz 3d/genesis 8/[sex]/morphs in the content directory set at the top of the dialogue - I suggest using a clean, new directory so that it holds only your own files as that makes packaging easier).
3. that is a matter of taste and workflow.
IRAY Photorealism?It is the same principle as i think rigging fibermesh. You have to make sure the mesh follows the morphs. you can do that in the parameter section and enter edit mode, select all the morph and click on auto follow. Maybe that will help
IRAY Photorealism?I think you can do that at Edit-Object-Transfer Utility
Then select Gen8 and in the scnd column your mesh
select item shape current
then show options
click on morph targets and then from source : shape and pose
Then accept
IRAY Photorealism?I made transitional mesh for g8f.. does anyone know how to use the transfer utility to make it an attachment that follows morphs? I attached the obj here.
[Released] Character Converter from Genesis 8 Male to Genesis 3 Male [Commercial]Hi RiverSoftArts, I followed the pdf instructions explicitly, but I got an Error Reading File three times in a row (I closed Studio, and started over each time). I was only converting one morph. I used the Custom Character script. Any guidance is appreciated. Here's the log file:
2020-04-23 22:41:00.846 Loading script: F:/My DAZ 3D Library/scripts/riversoft art/character converter/convert custom character g8m to g3m.dse
2020-04-23 22:41:00.859 DEBUG: Found: F:/My DAZ 3D Library/data/RiverSoft Art/Common/RSConstants.dsa
2020-04-23 22:41:00.861 DEBUG: Found: F:/My DAZ 3D Library/data/RiverSoft Art/Common/RSG8G3CharacterConversionConstants.dsa
2020-04-23 22:41:00.870 DEBUG: Found: F:/My DAZ 3D Library/data/RiverSoft Art/Common/RSBuildPanels.dsa
2020-04-23 22:41:00.879 DEBUG: Found: F:/My DAZ 3D Library/data/RiverSoft Art/Common/RSHelperFunctions.dse
2020-04-23 22:41:00.890 DEBUG: Found: F:/My DAZ 3D Library/data/RiverSoft Art/Common/RS2019HelperFunctions.dse
2020-04-23 22:41:00.895 DEBUG: Found: F:/My DAZ 3D Library/data/RiverSoft Art/Common/RSG8G3CharacterConversionFunctions.dse
2020-04-23 22:41:00.908 WARNING: libpng warning: iCCP: known incorrect sRGB profile
2020-04-23 22:46:02.978 DEBUG: DoConvertSceneCharacter Genesis8Male Genesis3Male EJ Genesis 8 Male for Genesis 3 Male EJFM Lower Lip Define 0.05999999865889549 Overwrite Morphs=false Convert JCMs=false Hide Eyes=true Use Legacy Conversion Process=false Convert true
2020-04-23 22:46:02.978 Converting Character: Genesis 8 Male
2020-04-23 22:46:02.978 DEBUG: GetUsedMorphs Genesis8Male
2020-04-23 22:46:04.104 DEBUG: /Actor/Head/Face/Mouth/Real World/EJ Face Morphs/EJFM Lip Lower Definition false
2020-04-23 22:46:05.005 DEBUG: RemoveExistingMorphs Genesis3Male nameList EJFM Lip Lower Definition overwriteList
2020-04-23 22:46:05.007 DEBUG: EJFM Lip Lower Definition
2020-04-23 22:46:05.274 DEBUG: Setting Scale to 1 BEFORE, raw=1, value=1
2020-04-23 22:46:05.349 DEBUG: Setting Scale to 1 AFTER, raw=1, value=1
2020-04-23 22:46:05.349 Converting Morphs: EJFM Lip Lower Definition
2020-04-23 22:46:05.351 DEBUG: Trigger Action DzZeroFigureShapeAction
2020-04-23 22:46:11.128 DEBUG: Triggered Action DzZeroFigureShapeAction
2020-04-23 22:46:11.642 DEBUG: Transfer Item, Source is Genesis 8 Male, Target is Genesis 3 Male
2020-04-23 22:46:11.642 Transferring Morphs from Genesis 8 Male to Genesis 3 Male
2020-04-23 22:46:11.643 WARNING: Script Error: Line 2514
2020-04-23 22:46:11.643 WARNING: TypeError: Result of expression 'transfer.setDistanceSquaredTolerance' [undefined] is not a function.
2020-04-23 22:46:11.643 WARNING: Stack Trace:
<anonymous>()@F:/My DAZ 3D Library/data/RiverSoft Art/Common/RSG8G3CharacterConversionFunctions.dse:2514
2020-04-23 22:46:11.659 Error in script execution: F:/My DAZ 3D Library/scripts/riversoft art/character converter/convert custom character g8m to g3m.dse
2020-04-23 22:46:12.316 Loaded Morph Deltas in 0 min 0.0 sec.
2020-04-23 22:46:12.316 Loaded file: pJCMShldrUp_90_L.dsf
2020-04-23 22:46:12.328 Loaded Morph Deltas in 0 min 0.0 sec.
2020-04-23 22:46:12.328 Loaded file: pJCMShldrUp_90_R.dsf
Are you using an old version of DS? The SetDistanceSquaredTolerance function was added in 4.10.0.50.
Gen 8 Morph Bundle vs ParametersHi All,
First, I want to mention that I appreciate DAZ soooooo much for all the great deals they are offering, that have made the creation of an animation capability much less painful to the wallet.
-
May I please ask a couple morph questions.
-
CONTEXT: I'm a DAZ noob (JUST STARTED THIS MONTH), and have been buying multiple items from the DAZ store so that I can create some custom animations (e.g. carrara pro, mimic pro, Face Transfer Unlimited).
-
REQUIREMENT: I want to be able to manipulate the greatest number of features in Gen 8 Males and Females.
-
OBSERVATIONS: While using my Gen 8 starter (e.g. Basic Gen 8 Female figure is in viewport and selected), my right-side shape tab contains nothing, but my right-side parameters tab contains PLENTY (a broad range of options)... SEE ATTACHED PIC.=>NOTE: You can scroll through multiple params.
-
ITEMS I'M LOOKING TO PURCHASE: Gen 8 head morph and body morph bundles. URL's to the ones I'm considering are below:
https://www.daz3d.com/genesis-8-female-head-morphs
https://www.daz3d.com/genesis-8-female-body-morphs
-
QUESTION-1:
What is the difference between using morphs from these two packages above "genesis-8-female-head-morphs" and "genesis-8-female-body-morphs" vs. just using the parameters?
-
QUESTION-2:
Is there any bundle options (what is the best way to get the most morphs)?=>I would really love to get these two (above URL's) in a bigger bundle of 4 (Gen 8 male and female head and body morphs), but found nothing.
-
INITIAL IMPRESSION: DAZ Store Package URL links above appear to offer little or no advantage over parameter adjustment (appear to offer most of the same control options). Also, I can find no bundle (e.g. Gen 8 Pro, or staff select products bundle) that contains the above morphs packages that I'm interested in.Thank you!
converting head from Genesis to Genesis 3I love this beautiful head for Genesis 1, and I tried to convert to Genesis 3 on my own by just adding a extension to the neck to connect to G3F neck for geo-graft, and everything went all ok. However, the morphs went all AWRY, it went so distorted on pretty much of the entire figure when I move the slider on any morph. When I loaded in the Geo-graft, I used Transfer Utility to transfer the morphs from the original figure from Genesis to the new geograft on Genesis 3.
if you can compare to Genesis and Genesis 3 (see attachment)










