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Zero figure pose is not sending my figure to default positions.
maybe i am actually mistaken i attached a screenshot of how the morph shows up in my library. i think it is different. i have a lot of morphs so i might have accidentally mised you on which one it was sorry.
Zero figure pose is not sending my figure to default positions.Yes have that morph pack. Tho not called GHD in my parameters tab. Just Height like this screenshot. When I dial her taller the Y axis for character node does not change, but it does change the hip Y-axis. Zero'ing figure pose tho, she looks normal position-wise. What's that GHD refer too?

So this isn't a character you bought? But instead one you morphed?
Zero figure pose is not sending my figure to default positions.Can you post what "character" you are using? Want to recreate exactly what character you have. Then can check it out.
Alternatively, load a base g8f, and then dial in whatever character morph you are using under parameters. If it is a problem with a morph you should see her shift downwards as you dial in the morph.
I did notice two morphs causing a problem i guess? it could be the GHD height morph? it came with this https://www.daz3d.com/genesis-8-female-body-morphs it seems when i dial that the y axis of the figure changes for some reason? do have the same morph?
Zero figure pose is not sending my figure to default positions.Can you post what "character" you are using? Want to recreate exactly what character you have. Then can check it out.
Alternatively, load a base g8f, and then dial in whatever character morph you are using under parameters. If it is a problem with a morph you should see her shift downwards as you dial in the morph.
Zero figure pose is not sending my figure to default positions.no ignore anything i said about clothing it isn't relevent to the problem and that isn't the problem i'm having. i did the same thing with the male character and from start to finish there was no problem. the problem begins in daz3D before Mavelous Designer/Maya or anything else.
unless maybe i'm confused with what you said. there has got to be some way to re center it in daz. every program can do that. i mean i just used morphs on the base figure. if you loook at the axis stuff i posted it doesn't seem to make any sense.
Whether it's a figure or a clothing, doesn't matter. The default .obj from which the item ever is first made has to be "landing" right where it should be for default position. Because your new character is not going to the expected default position, I'm suggesting that maybe you have inadvertently changed where it is that new figure is landing - that the .obj's position was affected. While I'm thinking that maybe you have done something like this, I do not know "how" you could have because I do not know the workflow you were using to make your new character. Was this a complete remake from an .obj of G8F? Like, how did you get from default G8F to your new character? If simply by adding morphs, then by simply removing those morphs the figure would be back to looking exactly like the G8F model.
if it was the fault of the morphs why would a morph have anything to do with the landing position.
all it takes is one accident when making morphs that you didn't notice and you can introduce a whole lot of fun. Few times when testing morphs had a big mesh shift happened. Usually it's when attenuating. But can happen for other reasons too that can get missed with all the things that are done while making morphs. It happens.
wish i knew which morphs did it so i could warn others. i got all of my morphs from the daz store here, i created none myself actually. i'm definitely not a professional with daz yet. i've always used prgrams like maya or blender so getting used tot his is tricky for me lol.
Zero figure pose is not sending my figure to default positions.no ignore anything i said about clothing it isn't relevent to the problem and that isn't the problem i'm having. i did the same thing with the male character and from start to finish there was no problem. the problem begins in daz3D before Mavelous Designer/Maya or anything else.
unless maybe i'm confused with what you said. there has got to be some way to re center it in daz. every program can do that. i mean i just used morphs on the base figure. if you loook at the axis stuff i posted it doesn't seem to make any sense.
Whether it's a figure or a clothing, doesn't matter. The default .obj from which the item ever is first made has to be "landing" right where it should be for default position. Because your new character is not going to the expected default position, I'm suggesting that maybe you have inadvertently changed where it is that new figure is landing - that the .obj's position was affected. While I'm thinking that maybe you have done something like this, I do not know "how" you could have because I do not know the workflow you were using to make your new character. Was this a complete remake from an .obj of G8F? Like, how did you get from default G8F to your new character? If simply by adding morphs, then by simply removing those morphs the figure would be back to looking exactly like the G8F model.
if it was the fault of the morphs why would a morph have anything to do with the landing position.
all it takes is one accident when making morphs that you didn't notice and you can introduce a whole lot of fun. Few times when testing morphs had a big mesh shift happened. Usually it's when attenuating. But can happen for other reasons too that can get missed with all the things that are done while making morphs. It happens.
FaceGen vs Face Transfer vs Headshop 12. Pros & Cons?I honestly cannot think of a single advantage for Daz Face Transfer over the other 2 aside from its price, and its a Daz Original...I guess? Both Facegen and Headshop have vastly more features than Face Transfer.
I agree. Actually I use HS and FG together. HS is better with pictures. FG is better with textures. I turn both morphs down to 40 to 50%. One nice thing about FG is that you can export the texture to other skin texturs that you own, not just the base Genisus character.
Is it possible to make a morph override other morphs?Richards info and knowledge is usually spot on. This is one time have to disagree. Blue moons do happen.
If you make your own morphs in Hexagon using the super-easy Daz bridge, you can totally overrride existing morphs in the same area. Do it all the time.
If you are doing shape changes, you really should watch Arki's and Sickleyields tuts that you can buy at store. There's info in there that you just can't find on these forums.
I am a bit curious.
How do you consider that you are overriding other morphs?
If you dilaing the other morphs out, I wouldn't call that overriding.
Am not dialing out the other morphs. Load morph-dialed product into Hexagon and rearange verts which in effect can override the previous morph...as much or as little as you want. Easy

Richards info and knowledge is usually spot on. This is one time have to disagree. Blue moons do happen.
If you make your own morphs in Hexagon using the super-easy Daz bridge, you can totally overrride existing morphs in the same area. Do it all the time.
If you are doing shape changes, you really should watch Arki's and Sickleyields tuts that you can buy at store. There's info in there that you just can't find on these forums.
Heh, but in this case I am going to have to disagree with your disgreement. You can certainly add an inverse effect for any applied morph(s), but that will work only for those morphs applied at those values - different morphs, or the same morphs with different values, will still have a visible effect.
Haha. Don't diasgree at all with what you wrote.
Are we interpreting the OP's end goal and how to achieve that differently?
Dear Creature CreatorsWOULD it cost more, though? Let's go back to Octiana: you're not just buying the octopus tentacle geograft, but also a human torso/head morph with accompanying textures. Would it have been MORE work to create a set of octopus tentacles that could work with any character skin than it was to make Octiana the way she is? Or would it just be DIFFERENT work? Compare the above mermaid examples with the G8 Aguja/Alascanus mermaid sets. The G8 mermaids are full characters, with separate human and "mermaid" skin textures, not just for the human part, but for the mertail itself and several of the other geografts. That's a lot of extra texturing work that wouldn't have to happen if the geografts had transparency around them rather than skin texture.
A geograft CANNOT have a transparent edge. The edge of a geograft is always a hard line that has to line up with the mesh that it is attacehd to.
As such it cannot blend from base figure to graft smoothly unless textures are made specifically for it.
There is no decent character maker that would accept a hard line edge as a natural organic look.
If you wanted to pop a different skin on the human part of my Octiana, you would get that same ugly cut like you have on the snake you have shown. So if that is the look you like, then go for it. But for a natural blending. That cannot be done with geografts.
One could argue that the use of geoshells atop a grafted area can maybe work out some limited blending, but that would be a significant amount of extra work and would really limit the design possibilities for the character if it had to rely on that.
Looking at the new adult geografts on Renderotica, they use a script to convert the skins to their grafts. They're completely seamless and except for a very few exceptions, you cannot tell the difference. So, for your tentacles for example, why couldn't you get a script that would match the head to your tentacle head, copy the skin onto the geograft say from the arm or leg texture and then utilize a LIE for the patterns? I would think using the non-elbow/knee portion of the appendage would be the best for copying onto the tentacles.
For other body parts, like the medusa/mermaid tail, having the script copy the torso and then layering it with the scales would eliminate the need for the hard line transition.
Brows that actually follow the bone shapeThe Super Natural Brows product has a lot of shaping morphs, which is nice. And yes, they only affect the eyebrows themselves, not the brow area of the character's face. Personally, I tend like the overall look of the Beautiful Brows products better, as the hairs look a bit finer and more sleek, but they don't have their own shaping dials. There are a lot of different shapes in the product, though, and many variations on each of the shapes, so it's not hard to find a set that fits the face you're working with. They're both really great products and I use them both a lot.
Of course, if you're handy with a 3D modeling program like Blender or Zbrush, you can reshape either of those sets' eyebrows that way.
I am handy enough with Blender to be able to create my own morphs, all the brows are in my wishlist but I'll prioritize the Beautiful ones then. I don't know why but I had not thought I could make a morph for a brow. Maybe as a first step I'll just morph one the plenty of available ones from the characters I bought and when there is a proper discount I'll buy one or all of the ones mentioned above. Thank you for the feedback.
If you are creating your own morphs, remember to use the "adjust rigging to shape" feature. This will adjust the face bones to the geometry you made. This may be why the eyebrows don't correctly follow, if I am understanding your issue. Even if you are dialing in a bunch of store bought morphs you still may need to perform this task.I had forgotten to adjust rigging to shape this time, thanks for reminding me. I created my morph properly, with adjust rigging and ERC freeze. I doesn't make that much of a difference unfortunately. I think this is because I have not modified the brows themselves that much. I believe some brow shapes are just created with a higher line than they should be (most of them in my opinion). I feel like almost none of the female brows have the outer corner where it should be, it is always higher.
Super Brows only adjusts the hair, not the head shape. No such product exists. You need to adjust the brow from Genesis 8's head shaping options. If you need a morph pack, look up Rarestone's 200 Head Morphs pack. There are tons of very specific shaping options that no other pack offers, and some pertain to the forehead and brow.I am happy it does not adjust the head shape itself. I have already Rarestone's one, EJ Face, 200+, the DO one and the free one from SickleYield. I have more than enough morphs for the head shape, I need one affecting only the hair so that is perfect for me.
CJ 8(She uses 50% of the CJ8 head morph. Maybe that would reduce the bags under her eyes. She also uses 70% of CJ8's body morph, if I've read the dsf files correctly.)Somewhat OT, but how do you find out how many % of a base character an add-on character uses without having the base character?
You would need to open the morph asset for the master slider in a text editor, and check the values it sets for the corresponding morph.
Hm, I tried that once and didn't get far... I need to give it another try.
HeadshopYou probably want to read this recent discussion: https://www.daz3d.com/forums/discussion/381026/facegen-vs-face-transfer-vs-headshop-12-pros-cons#latest
The headshop author also chips in at the end.
Zero figure pose is not sending my figure to default positions.no ignore anything i said about clothing it isn't relevent to the problem and that isn't the problem i'm having. i did the same thing with the male character and from start to finish there was no problem. the problem begins in daz3D before Mavelous Designer/Maya or anything else.
unless maybe i'm confused with what you said. there has got to be some way to re center it in daz. every program can do that. i mean i just used morphs on the base figure. if you loook at the axis stuff i posted it doesn't seem to make any sense.
Whether it's a figure or a clothing, doesn't matter. The default .obj from which the item ever is first made has to be "landing" right where it should be for default position. Because your new character is not going to the expected default position, I'm suggesting that maybe you have inadvertently changed where it is that new figure is landing - that the .obj's position was affected. While I'm thinking that maybe you have done something like this, I do not know "how" you could have because I do not know the workflow you were using to make your new character. Was this a complete remake from an .obj of G8F? Like, how did you get from default G8F to your new character? If simply by adding morphs, then by simply removing those morphs the figure would be back to looking exactly like the G8F model.
you're probably right, i probably screwed up the landing position of the model i just don't actually know how i did that. it could've been anything i started working on it back in november. if it was the fault of the morphs why would a morph have anything to do with the landing position. on the male character i used a lot of the "same" morphs and nothing ever messed up his position. only hers. it's really strange.
Brows that actually follow the bone shapeThe Super Natural Brows product has a lot of shaping morphs, which is nice. And yes, they only affect the eyebrows themselves, not the brow area of the character's face. Personally, I tend like the overall look of the Beautiful Brows products better, as the hairs look a bit finer and more sleek, but they don't have their own shaping dials. There are a lot of different shapes in the product, though, and many variations on each of the shapes, so it's not hard to find a set that fits the face you're working with. They're both really great products and I use them both a lot.
Of course, if you're handy with a 3D modeling program like Blender or Zbrush, you can reshape either of those sets' eyebrows that way. I
I made some additional morphs and extra material zones, so I can hide some of the hairs.
There is a fine morph included, this makes them thinner.
FaceGen vs Face Transfer vs Headshop 12. Pros & Cons?Let's not forget that HeadShop also:
1. Auto-finds all 50 points - no need to manually pick points
2. Automatically turns/aligns heads to frontal - you can use photos that are turned away from frontal
3. Lets you morph between two people via LoveChild.
Otherwise I agree with Outrider's assesment.
Brows that actually follow the bone shapeIf you are creating your own morphs, remember to use the "adjust rigging to shape" feature. This will adjust the face bones to the geometry you made. This may be why the eyebrows don't correctly follow, if I am understanding your issue. Even if you are dialing in a bunch of store bought morphs you still may need to perform this task. Super Brows only adjusts the hair, not the head shape. No such product exists. You need to adjust the brow from Genesis 8's head shaping options. If you need a morph pack, look up Rarestone's 200 Head Morphs pack. There are tons of very specific shaping options that no other pack offers, and some pertain to the forehead and brow.FaceGen vs Face Transfer vs Headshop 12. Pros & Cons?None of them are going to be a substitute for a proper sculpt, but under good conditions they can work pretty well. They rely heavily on the photo texture detail to provide their illusion. Like if you have a face of a person with wrinkles those wrickles are purely textures on the 3d model it creates. They are not capable of that level of sculpting. Rather you will get a general head shape. Of the 3, only Facegen will offer a full set of textures for the face and body. FG attempts to blend the texture with the body. The other 2 options only blend the photo into the face texture, leaving the rest alone. This makes them more prone to looking like a clown face where the face is an obvious mismatch for the body. Though FG can also do this as well, it does handle it better. So in this area FG is the best one. Headshop is unique in that it can handle a smiling photo. The other two need photos that are more like mugshots. But your results will vary. I honestly cannot think of a single advantage for Daz Face Transfer over the other 2 aside from its price, and its a Daz Original...I guess? Both Facegen and Headshop have vastly more features than Face Transfer. Oh, one cool thing about Facegen is that it uses .fg files to save within its app. These files can be freely shared, and you can find places where people have uploaded their own Facegen creations. Sometimes you can also find Daz characters with some bits of Facegen in them. At sharecg there is dumbuser who uploads various characters which were created with Facegen.(Released) COG Jackboots for Genesis 8 Female [Commercial]Here is my new product)
https://www.daz3d.com/cog-jackboots-for-genesis-8-female
Is there anything these boots can't do?
COG Jackboots for Genesis 8 Female are boots with two types of over-knee parts, morph for smoothing bootlegs, numerous morphs to adjust soles, heels and other parts of boots.
They come with Eight hiding options to hide various parts of boots and tons of textures: four metallic options for embossing, seven variants of main textures (each with 21 color variations), texture sets for smoothed bootlegs, ten color variations for stripes' buckles, twenty-one color variations for sole, sole's bottom and heel's tip.
With so many Options, COG Jackboots let you make any boot you like.
CJ 8I have never seen a human with hair that starts millimetres above the ear. But there are several such hairstyles in the Daz store, and, invariably, they lack an ear height morph. I wonder what that's about?

TRUST when I say as a hairdresser that always upsets my sense of cutting style. If a client ever walked out of my salon like that they would never come back! LOL
In older hair models many of the published artists would provide a lower / raise dial for around this area. Not sure why today's published artists are leaving that out of the adjustements sub category for the hair. It's an important adjustment feature!
what would persuade Daz Inc there's value in updating Bryce and Carrara?It probably costs more money to upgrade old tech with dated code than to develop a new state of the art software. But no amount of money will change the impression in the minds of most users that Bryce and Carrara are old tech software. Impressions are like that , entrenched. Time to move on. I personally still use carrara, and like it. But I don't expect it to be updated.
Basically the only real need for the Brycers is 64 bit, it would be great. I think we have to accept that Bryce will never be updated to work on a Mac again, as the Mac OS has changed so much. Still having marvellous fun with the program I have known and loved since I first lusted after it, having seen it in action on a Mac in the little computer store I used a lot.
That was before the big computer stores arrived with loads of space, loads of stuff and staff that didn't really know as much as the customers. That was even before the internet was an everyday thing and one bought reams of computer magazines and went to computers shows at Earls Court or Olympia (substitute your own Exhibition centres)) Bryce arrived, as did Poser and possibly even Carrara (although I had Ray Dream Studio at the time) when the norm was small niche stores run by people who loved computers and loved what they did and were quite happy to demonstrate that by showing customers stuff on computers in the store when they weren't busy. And of course those same people would be at whichever exhibition Centre was nearest to you to visit when they had an exhibition/show/whatever. It's a whole new ball game now.
I still think that Daz should have kept having various levels of Daz Studio, so that those who do not wish to do more than prepare content to transfer to another program could have a basic level version, without all the bells and whsitles that seem to be necessary for others.or alternatively a simple standalone duf to obj export facilty with various options for textures without having to open DAZ studio and load the library from DIM
this as it sorts through it's Post Grey Squirrel database nut pile takes yonks
often one wants just a prop in obj form for iClone, Twinmotion, UE4, Blender, and Bryce

D3D DSF tool box sort of can but not with texture paths or a folder
I do have the DSF toolbox, It was recommended to me to try. I really must download it and see what it does.







