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Where do I find image map file for face transfer ...
Need to fix eyes and seam ...
When you saved the file the textures are saved to a Face Transfer subfolder under your name under Textures under Runtime under My Library.
Where do I find image map file for face transfer ...Need to fix eyes and seam ...
Malik HD Main Promo Hair Is Short Afro Hair SOLVED@NorthOf45 Thanks. First place I looked. I have Malik Hair, and I have done some extensive morphing to it in order to alter its Neanderthal hairline. The peak morph doesn't really help much. I have been unable to whip it into something like the hair I see in Malik's promos, even when I fit it to another hair cap with lots of morphs.
Darwins' Schtuff Pt Deux
Body/head morphs done, HD Morph Details done (shown with the body/head morphs), basic skin started (shown); chest, arm, facial hare are from Changeling Chick, hair is Casual Spikes. HDRI and two point/two spot lights added for additional depth. Raw render.
Using Daz Studio for Game ModelsThere's no license required to use the program for game development, it's for using Daz content in your game that you need one.
Interactive licence needs to be purchased per product (or per bundle if they're in a bundle). There used to be licences which covered all products by a given vendof vendor (well, there was one for Daz originals, and a few vendors had one too) before Daz introduced individual interactive licences, which is probably why you can find references to those kind of "bulk" licences too.
Oh so that license has been discontinued. Okay. What about using the base Gen 8 model and morphing your own figure? Obviously need a license for the morph, but what licence do I need for the base model?
So basically I need to buy a license for every figure, wardrobe, prop, hair and such that I use?
An interactive license for Genesis 8 base figures is available on this page: https://www.daz3d.com/genesis-8-starter-essentials
And yes you need the individual licenses for each item you use.
Using Daz Studio for Game ModelsThere's no license required to use the program for game development, it's for using Daz content in your game that you need one.
Interactive licence needs to be purchased per product (or per bundle if they're in a bundle). There used to be licences which covered all products by a given vendof vendor (well, there was one for Daz originals, and a few vendors had one too) before Daz introduced individual interactive licences, which is probably why you can find references to those kind of "bulk" licences too.
Oh so that license has been discontinued. Okay. What about using the base Gen 8 model and morphing your own figure? Obviously need a license for the morph, but what licence do I need for the base model?
So basically I need to buy a license for every figure, wardrobe, prop, hair and such that I use?
Using Daz Studio for Game ModelsI'm starting to learn Unity, and realizing how pricey it would be to hire somebody to make unique character models for a game.
I know there's a $500 license through Daz to use the program for game development, but I've gotten a lot of conflicting info about the exact legal rights, like if I also need to buy a license for each item or morph I end up using, any specific restrictions, ect.
Anyone got any good resources to get "Explain like I'm 5" answers to legally using Daz figures and clothing for game models?
Do you already have this license? As far as I know it is no longer available. If you already have this license it covers all the items where the artist is shown as DAZ Original. It does not cover tems that are solely owned by the PA and seperate licenses are required for them.
Under the current system licenses are only available for individual items and a seperate license is required for each item where the 3D mesh (or any part of it) is used in the game
Using Daz Studio for Game ModelsI'm starting to learn Unity, and realizing how pricey it would be to hire somebody to make unique character models for a game.
I know there's a $500 license through Daz to use the program for game development, but I've gotten a lot of conflicting info about the exact legal rights, like if I also need to buy a license for each item or morph I end up using, any specific restrictions, ect.
Anyone got any good resources to get "Explain like I'm 5" answers to legally using Daz figures and clothing for game models?
Who is this?The skin texture looks like Babina 8. The face morph could be a custom morph.
Other place than DAZ and Rendo ?Oh, I missed the mother goose one. The other one I left out because of the shoulder puffs (hope that is the right term). Somehow I don't like the look of them. But mother goose could do the trick. I just need to make new textures. Let's see if I can do that.
Thanks.
If it is just the shoulds puffs you could either create a morph in a modelling program, or even simpler get https://www.daz3d.com/mesh-grabber and adjust to your liking,
Suddenly can't delete Morph keys??Is the this the General release (4.12.0.86) or the Public Build (4.12.1.40)?
General release.
If you can do that to order, in the beta, it would bear reporting as a possible bug.
Where do I report a bug?
Use a Techncial Support ticket https://www.daz3d.com/help/help-contact-us
I can confirm that deleting keys from the new timeline does not work. I have gone back to using my old graphmate/ keymate plugins to get any work done. :-(Wolf, I can delete key frames for joint rotations, but not for morphs. Is this the same for you? And has it always been like that for you in 4.12? I have been animating in the new timeline for a few months and thought it was working great. I haven't done a lot of morph animating in my tests so far, but I have done some, so I think I would have noticed that I couldn't delete morph key frames by now(?)
Richard, I'm a recent convert to Windows, so I'm not wise in the ways of PCs, but I noticed that there was an automatic update the other day. Could that be the culprit?
I would be surprised if it was down to an update, though not to the point of a priori complete disbelief
Suddenly can't delete Morph keys??Is the this the General release (4.12.0.86) or the Public Build (4.12.1.40)?
General release.
If you can do that to order, in the beta, it would bear reporting as a possible bug.
Where do I report a bug?
I can confirm that deleting keys from the new timeline does not work. I have gone back to using my old graphmate/ keymate plugins to get any work done. :-(Wolf, I can delete key frames for joint rotations, but not for morphs. Is this the same for you? And has it always been like that for you in 4.12? I have been animating in the new timeline for a few months and thought it was working great. I haven't done a lot of morph animating in my tests so far, but I have done some, so I think I would have noticed that I couldn't delete morph key frames by now(?)
Richard, I'm a recent convert to Windows, so I'm not wise in the ways of PCs, but I noticed that there was an automatic update the other day. Could that be the culprit?
Helpful Blender Scripts - shapekey transfer and material slot combinerThanks for sharing your scripts. As they are designed for your own workflow, could you expand on what that is, in particular how you transfer your Daz characters into Blender, and where the scripts fit into your workflow? That would be useful in understanding how and when these scripts will help the rest of us.
Sorry for the post and ghost. I wanted to put together a quick overview of my workflow and where these scripts fit in. It took longer than I thought.
I should probably make another whole post just for details if anyone is interested. It's has been a little while since I did these from start to finish, details are a bit rusty.I start with the Basic Male or Female character and add any geografts I might need,
I save copies with default UVs, and 2nd UVs if available. Then I use the Diffeomorphic Daz to Blender plugin to export and save a copy too.
I then merge fitted figure's geometry, delete the extra meshes that are created and convert the character back to SubD if needed.
In 4.11 and 4.12 there is a bug that makes the eyelashes disappear. I did submit the bug, hopefully it will get fixed.
I export the character as an FBX file 4 times
1 Base resolution UV1 no morphs (Base Poly)
2 Base resolution UV2 no morphs (Base Poly)
3 Subdivision 1, UV1, with Mouth Open, and Eyes Closed Morphs (1Subdivision Poly)
4 Subdivision 1, UV2, no morphs (1Subdivision Poly)In Blender
I import the 1Sub Poly first then the Base Poly next.
I remove the eyes from both ( I think i used a script for this too)
I apply a subdivision modifier on the Base Poly mesh, then transfer mesh data - vertex groups - to copy weight paints to the 1Sub Poly mesh.
There is a lot of cleanup to do after this as some of the weight paint get copied to the wrong vertex if they are too close.
Mostly around the mouth and eyelids, but also around the toes. Having the mouth open and eyes closed morphs helps when the rigging isn't working right.
Once I am happy with the cleanup efforts I import the 2nd uv character and transfer UV's to the one with UV1
I now have a 1 Subdivided Poly Daz model, fully rigged, with multiple UV channels.
Back in Daz Studio I start exporting my purchased characters.
I will dial in Aiko and click Currently Used in the shaping tab to see what morphs are applied to her.
I will dial out the Aiko Character morph and reapply the Body and Head morphs. This will make the head and body the correct shape but not adjust the size. Important for animations.
Can be resized later with math and stuff)
Add geografts, Save file and export and save using the Diffeomorphic Plugin
I Merge fitted figures like before, remove extra geometry, convert back to SubD if needed
Export FBX 2 times. 1Sub Poly with no morphs and one with any morphs you want to have.
Then I open the 1 Sub Poly Basic Character file was working with and import the 1Sub Poly -no morph Aiko. Remove Eyes, Join as shape to apply Aiko Morph to Basic Female character then remove the Basis Shapekey.
I now have Aiko with all the 1Sub Poly, with Weight Paint and 1st and 2nd UV info.Import Aiko into Blender using the Diffeomorphic plugin and run the Bone uitility to orientate the bone rolls correctly. Save Blender file.
Back in the 1Sub Poly Aiko file, append the Rig from the Diffeomorphic file and parent the 1Sub Poly Aiko mesh to her correctly sized and orientated rig.Almost done. I Import Aiko 1Sub Poly with all her morphs, remove eyes then (here it is!!!!) run the transfer shapekeys script to copy all the shapekeys to your characters and shorten the names to remove the "Genesis8Female__" part
Save a file as backup.
I will usually run the Material Script last and save as a separate "finished" file as it cannot be easily undone. It merges together material slots that are using the same texture.
Why is this important? In Blender and Unreal Engine 4 it is not necessary to have a separate material slots for the the Face, Lips, Ears, and EyeSocket especially if they are using the same texture. You can still achieve the same results of being able to change the lip colors or even textures applied to the ears by using masks instead. Also in Unreal Engine there is a cost per material slot you have in as scene so keeping the amount of slots to a minimum can help performance.
As always I look forward to any feedback or ideas.
Wow, that is quite some workflow! Thanks for writing it all up. I do use the Daz Importer ('Diffeomorphic') plug-in, but i am not targeting Unreal so have found the plugin's 'Merge Materials' option adequate for my purposes thus far. However, I will bookmark your scripts for possible future use.
Victoria 8 / Genesis 8 compatibility??GenX2 with its various add-ons can transfer morphs from generation 3 or 4 up to Genesis 3.
Victoria 8 / Genesis 8 compatibility??How about the possibility of shaping and using morphs based on the real early versions (from Vicky 1 to Vicky 4) for the later versions (Gen to Gen 8)? I've seen applets on here that do transfer some morphs from some version, but not the ones that early. I've got really old stuff and attempting to convert them for use with the later versions hasn't been successful so far.
How to PROPERLY save a WIP so sliders/dials stay intact for further work? Scene? Or some other?Ah. that may be the key to the problem. I, too, have many morph packages for G8F and I have found that some play nice together, others not. I haven't had particular problems with nose morphs, but I have with those for the mouth. In fact, I have made a habit of trying out mouth poses before saving anything, since that will usually reveal any issues. If I find something, I then need to go back and isolate the problem sliders through trial and error. As a rule. I usually try to avoid using more than one slider for a particular effect, although I know how easy it is to inadvertently duplicate things. I have even found instances of where I dialed up a feature with one package and then later dialed it down with another. I cannot say for certain that it is the combination of sliders that is causing your issues. It could be something else, but I cannot think of anything offhand, sorry.
Carrara Non Photo Realistic WorksHeres Two Dogs from the two dog thread

A long time ago I used poser to rebone the daz dog (just the head) and it saves the morphs - sadly they took the tut down and when I wrote to them told me it was old fashioned blah blah blah - but you can do the same thing in the carrara plug in daz studio
Means I can have a head that will morph into different breeeds - here it i stsuck on the pumpkin headed man
the dog on right is low res - hint when posing the dog tail uses the paremeters - and don't forget to hit 'smooth' in the vertex room for the mesh
post work with photodonut
!! Side Renders - More Xerr! - Double More Xerr!! - Other Creatures Also !!wow, lots to see and dog ... er I mean do. thanks for theadsup on oz birds Stezza, Xerr The Unloved he should be called.
Bumyip Black Cockatoos round here are toe munchers
Heres Two Dogs

A long time ago I used poser to rebone the daz dog (just the head) and it saves the morphs - sadly they took the tut down and when I wrote to them told me it was old fashioned blah blah blah - but you can do the same thing in the carrara plug in daz studio
Means I can have a head that will morph into different breeeds - here it i stsuck on the pumpkin headed man
the dog on right is low res - hint when posing the dog tail uses the paremeters - and don't forget to hit 'smooth' in the vertex room for the mesh
post work with photodonut
Helpful Blender Scripts - shapekey transfer and material slot combinerThanks for sharing your scripts. As they are designed for your own workflow, could you expand on what that is, in particular how you transfer your Daz characters into Blender, and where the scripts fit into your workflow? That would be useful in understanding how and when these scripts will help the rest of us.
Sorry for the post and ghost. I wanted to put together a quick overview of my workflow and where these scripts fit in. It took longer than I thought.
I should probably make another whole post just for details if anyone is interested. It's has been a little while since I did these from start to finish, details are a bit rusty.I start with the Basic Male or Female character and add any geografts I might need,
I save copies with default UVs, and 2nd UVs if available. Then I use the Diffeomorphic Daz to Blender plugin to export and save a copy too.
I then merge fitted figure's geometry, delete the extra meshes that are created and convert the character back to SubD if needed.
In 4.11 and 4.12 there is a bug that makes the eyelashes disappear. I did submit the bug, hopefully it will get fixed.
I export the character as an FBX file 4 times
1 Base resolution UV1 no morphs (Base Poly)
2 Base resolution UV2 no morphs (Base Poly)
3 Subdivision 1, UV1, with Mouth Open, and Eyes Closed Morphs (1Subdivision Poly)
4 Subdivision 1, UV2, no morphs (1Subdivision Poly)In Blender
I import the 1Sub Poly first then the Base Poly next.
I remove the eyes from both ( I think i used a script for this too)
I apply a subdivision modifier on the Base Poly mesh, then transfer mesh data - vertex groups - to copy weight paints to the 1Sub Poly mesh.
There is a lot of cleanup to do after this as some of the weight paint get copied to the wrong vertex if they are too close.
Mostly around the mouth and eyelids, but also around the toes. Having the mouth open and eyes closed morphs helps when the rigging isn't working right.
Once I am happy with the cleanup efforts I import the 2nd uv character and transfer UV's to the one with UV1
I now have a 1 Subdivided Poly Daz model, fully rigged, with multiple UV channels.
Back in Daz Studio I start exporting my purchased characters.
I will dial in Aiko and click Currently Used in the shaping tab to see what morphs are applied to her.
I will dial out the Aiko Character morph and reapply the Body and Head morphs. This will make the head and body the correct shape but not adjust the size. Important for animations.
Can be resized later with math and stuff)
Add geografts, Save file and export and save using the Diffeomorphic Plugin
I Merge fitted figures like before, remove extra geometry, convert back to SubD if needed
Export FBX 2 times. 1Sub Poly with no morphs and one with any morphs you want to have.
Then I open the 1 Sub Poly Basic Character file was working with and import the 1Sub Poly -no morph Aiko. Remove Eyes, Join as shape to apply Aiko Morph to Basic Female character then remove the Basis Shapekey.
I now have Aiko with all the 1Sub Poly, with Weight Paint and 1st and 2nd UV info.Import Aiko into Blender using the Diffeomorphic plugin and run the Bone uitility to orientate the bone rolls correctly. Save Blender file.
Back in the 1Sub Poly Aiko file, append the Rig from the Diffeomorphic file and parent the 1Sub Poly Aiko mesh to her correctly sized and orientated rig.Almost done. I Import Aiko 1Sub Poly with all her morphs, remove eyes then (here it is!!!!) run the transfer shapekeys script to copy all the shapekeys to your characters and shorten the names to remove the "Genesis8Female__" part
Save a file as backup.
I will usually run the Material Script last and save as a separate "finished" file as it cannot be easily undone. It merges together material slots that are using the same texture.
Why is this important? In Blender and Unreal Engine 4 it is not necessary to have a separate material slots for the the Face, Lips, Ears, and EyeSocket especially if they are using the same texture. You can still achieve the same results of being able to change the lip colors or even textures applied to the ears by using masks instead. Also in Unreal Engine there is a cost per material slot you have in as scene so keeping the amount of slots to a minimum can help performance.
As always I look forward to any feedback or ideas.
Wolf Dog 8, Husky Dog 8, and German Shepherd Dog 8 ??
Yes. There's a morph to make it female and another just to neuter.Stupid doggo question: Does Dog 8 have a "non-male" morph?










