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Is there a maximally identical uv for genesis 1 and female 8?
I would have to study that tutorial myself first because it's not actually what I used and looks way more involved than what I do
which is literally what I typed earlier except I have clones I made myself not the product linked
I have no intention of getting into how to make a clone shape, Sickleyield among others have tutes for that too or you could buy that product, wishlist it and wait for a sale
basically you need to fit your target figure to your source figure as clothing (you need a clone shape),
https://www.daz3d.com/mmx-genesis-9-clones-for-all
dial up the morph
no subdivision, convert the fitted figure to a prop
export it as an obj and load it into morphloader
there is a bit more
I also find G1, G2 and G3 T pose an issue with G9, I have to A pose them before converting the clothing figure to prop
Is there a maximally identical uv for genesis 1 and female 8?WendyLuvsCatz said:
zeni1agent said:
WendyLuvsCatz said:
zeni1agent said:
I know how to create morphs for a figure. I'm interested in how to transfer a morph from one generation to another
I was trying to tell you how to do just that
Do you mean this way? Transferutility Morph
definitely more detailed than what I posted here, Sickleyield was indeed one of many I learnt from
If you have already studied this, then please answer this question as well.
I decided to put this in a separate question because I'm afraid that the topic might not fit with the current question.Is there a maximally identical uv for genesis 1 and female 8?zeni1agent said:
WendyLuvsCatz said:
zeni1agent said:
I know how to create morphs for a figure. I'm interested in how to transfer a morph from one generation to another
I was trying to tell you how to do just that
Do you mean this way? Transferutility Morph
definitely more detailed than what I posted here, Sickleyield was indeed one of many I learnt from
Is there a maximally identical uv for genesis 1 and female 8?WendyLuvsCatz said:
zeni1agent said:
I know how to create morphs for a figure. I'm interested in how to transfer a morph from one generation to another
I was trying to tell you how to do just that
Do you mean this way? Transferutility Morph
Easy FilaToon [Commercial]@RAMWolff Thank you! That's sweet of you to say!
@SapphireBlue Oh thank you! I do like that set, I'm glad I picked it up. It's not my profile character, it's a mix of Friends Forever and The Girl 6, if I remember correctly. I think I ended up reducing the head size and adding a leg length morph as well.
I'd be happy to share my comic once it's ready. I'm so slow at creating things (you saw how long it took me to test, refine, and finally release the FilaToon product lol). So yeah, I'm excited to share the comic when I'm happy enough with it to release it into the wild. lol :D I am looking forward to being able to share it!
How to fix this?That loioks as if a hidden corrective moprh is being aplied when it isn't needed - a new shape that (probably) helps the lips to close properly when a particular head morph is applied. Are you sure there are no poses or expressions applied to the figure on load?
how to copy morphs using Transferutility Morph?I couldn't get the addons to run so I decided to use a hack method using Transferutility Morph
I created a morph that replicates the shape of GF3 For G1 GF2 GM2 GF3 GM3 GF8 GM8 G9

for more accurate transfer of morphs
I'm trying to run this


Tell me what I'm doing wrong
Is there a maximally identical uv for genesis 1 and female 8?zeni1agent said:
I know how to create morphs for a figure. I'm interested in how to transfer a morph from one generation to another
I was trying to tell you how to do just that
Is there a maximally identical uv for genesis 1 and female 8?WendyLuvsCatz said:
zeni1agent said:
WendyLuvsCatz said:
it really depends what you are wanting to do
it you want to transfer textures between generations you can do that using vertex painting and clone shapes
I use Ultimate Unwrap 3D to do that but Blender and Zbrush can do it too
morphs you can do in DAZ studio itself without UV's being involved, just clone shapes obj exports and morphloader are many threads on it
basically you need to fit your target figure to your source figure as clothing (you need a clone shape),
https://www.daz3d.com/mmx-genesis-9-clones-for-all
dial up the morph
no subdivision, convert the fitted figure to a prop
export it as an obj and load it into morphloader
there is a bit more
I also find G1, G2 and G3 T pose an issue with G9, I have to A pose them before converting the clothing figure to prop
by morphloader do you mean morph loader pro?
As far as I know it only works with identical mesh, if the mesh do not match, the program writes an erroryes and yes, using a clone shape to fit the mesh you want to morph at base resolution to the target figure means it is the original mesh retaining vertex order for morphloader once converted to a prop while fitted then unparented, the rest of the scene deleted and then exported as an obj
G9 is exceptionally good for this as can fit just the base without eyes, mouth, lashes and eyebrows
but make sure resolution is base as loads with subdivision
by there more, I mean you need to adjust rigging to figure shape, run ERC freeze then save the morph, reading documentation or watching tutorials on using morphloader is recomended
I know how to create morphs for a figure. I'm interested in how to transfer a morph from one generation to another
problem with the hair, it is totally stiffrealhumanartists said:
realhumanartists said:
felis said:
Still no image.
But I assume, that you should weightpaint the hair so it follows the head bone (all hair should be red).
I just used transfer utility I didn't do weight paint, I don't know how to do that
The hair is broken but I did it to test, it is not the final result
problem with the hair, it is totally stifffelis said:
Still no image.
But I assume, that you should weightpaint the hair so it follows the head bone (all hair should be red).
I just used transfer utility I didn't do weight paint, I don't know how to do that
problem with the hair, it is totally stifffelis said:
Still no image.
But I assume, that you should weightpaint the hair so it follows the head bone (all hair should be red).
I just used transfer utility I didn't do weight paint, I don't know how to do that
problem with the hair, it is totally stifffelis said:
Which character is it modelled for?
Have you rigged it using 'transfer utility'?
Try to attach an image what it look like.
'Transfer utility' solved the problem, but now all the hair is stuck to the body and has some deformations. Should I add a moprh? how do you do it?
problem with the hair, it is totally stiffWhich character is it modelled for?
Have you rigged it using 'transfer utility'?
Try to attach an image what it look like.
Face Transfer ScriptingRichard Haseltine said:
But this doesn't provide any scripting for actually applying Face Transfer from and image. Do you know of any ways of scripting plugins - FT2 in this case ? I would think if FT2 gave scripts, why didn't they give a script for the main purpose of their plugin. And considering they didn't, do you know of any ways I can make it happen anyways?
Is there a maximally identical uv for genesis 1 and female 8?zeni1agent said:
WendyLuvsCatz said:
it really depends what you are wanting to do
it you want to transfer textures between generations you can do that using vertex painting and clone shapes
I use Ultimate Unwrap 3D to do that but Blender and Zbrush can do it too
morphs you can do in DAZ studio itself without UV's being involved, just clone shapes obj exports and morphloader are many threads on it
basically you need to fit your target figure to your source figure as clothing (you need a clone shape),
https://www.daz3d.com/mmx-genesis-9-clones-for-all
dial up the morph
no subdivision, convert the fitted figure to a prop
export it as an obj and load it into morphloader
there is a bit more
I also find G1, G2 and G3 T pose an issue with G9, I have to A pose them before converting the clothing figure to prop
by morphloader do you mean morph loader pro?
As far as I know it only works with identical mesh, if the mesh do not match, the program writes an erroryes and yes, using a clone shape to fit the mesh you want to morph at base resolution to the target figure means it is the original mesh retaining vertex order for morphloader once converted to a prop while fitted then unparented, the rest of the scene deleted and then exported as an obj
G9 is exceptionally good for this as can fit just the base without eyes, mouth, lashes and eyebrows
but make sure resolution is base as loads with subdivision
by there more, I mean you need to adjust rigging to figure shape, run ERC freeze then save the morph, reading documentation or watching tutorials on using morphloader is recomended
Is there a maximally identical uv for genesis 1 and female 8?WendyLuvsCatz said:
it really depends what you are wanting to do
it you want to transfer textures between generations you can do that using vertex painting and clone shapes
I use Ultimate Unwrap 3D to do that but Blender and Zbrush can do it too
morphs you can do in DAZ studio itself without UV's being involved, just clone shapes obj exports and morphloader are many threads on it
basically you need to fit your target figure to your source figure as clothing (you need a clone shape),
https://www.daz3d.com/mmx-genesis-9-clones-for-all
dial up the morph
no subdivision, convert the fitted figure to a prop
export it as an obj and load it into morphloader
there is a bit more
I also find G1, G2 and G3 T pose an issue with G9, I have to A pose them before converting the clothing figure to prop
by morphloader do you mean morph loader pro?
As far as I know it only works with identical mesh, if the mesh do not match, the program writes an errorAI as render engineAi image generation tech, such as stable diffusion, does not simulate light bounces like Iray, or have a 3d reference of the scene. So it's more like post processing on an already-rendered image.
You can give stable diffusion extra information about 3d space using ControlNets. That can help reduce the divergence from your original input image as the ai reimagines it.
For example, you can use a normal map to indicate surface directions, and a depth map to show each object's distance from the camera, canny or lineart to preserve detail areas, and tile to maintain overall composition. Other tools can do object recognition or body parts recognition, like automatically detecting and detailing eyes, or style transfer to completely change the look and feel.
Daz Studio can already render some of the maps useful as input for ControlNet. (Depth and Normal in particular.) So somebody could definitely make a plugin to help smooth the workflows. Some future iteration of Daz Studio could also push a scene into the cloud, render it in Iray or Filament, and help apply some ai post processing without the user needing a powerful PC or fiddling with a complicated stable diffusion setup. ie There's some opportunity to make tools like stable diffusion more accessible to 3d artists.
Diffeo - Baking to FK isn't workingHi Padone,
Thanks for looking into this! I really appreciate your help.
I'll try transfer IK>FK. That sure sounds like it would fit the bill.I'm not planning on going back to DAZ, just wanted to point out that this currently wasn't possible with Bake to FK.
I'm used to frequently bake to the skeletal bones, so no fancy IK features are needed any longer at that point and all constraints can be deleted.
Otherwise the animation just gets too convoluted, with multiple constraints pulling bones in different directions.Diffeo - Baking to FK isn't workingI'm not sure what Thomas intended "bake pose to FK rig" for. Actually to bake IK to FK I rather use "transfer IK > FK" in the MHX panel, animation tab, which works fine. However, if you plan to export the blender animation back to daz, then be aware that daz can't provide all the fancy IK features of MHX, as "tweak bones" or "stretchy limbs" for example, so you have to turn them off.
Below the settings I'd use for MHX to daz. I'm also suggesting a preset to Thomas which could be useful to others as well.





