-
can Michael 4 be aged up or down? by using Growing Up for Genesis 2?
Here's a quick comparison chart. The only morphs used here was the Michael 4 morph and the Youth morph from Growing Up. The three youths on the right use the Brothers skin. The middle child uses Teen Jayden, the second eldest uses the default G2M texture and the eldest uses the Bjorn texture from Michael 6 HD.
Regency for Michael 4Hello!
I would like to ask where I can find poses like noblemen, lords etc. I want to use them with this purchase:
http://www.daz3d.com/regency-for-michael-4Thank you for any help on this!
Regards, A.can Michael 4 be aged up or down? by using Growing Up for Genesis 2?Sort of. If you own Michael 4 for Genesis 2 Male and Growing Up for Genesis 2 Male, then you can turn the Genesis 2 Male figure into a clone of Michael 4 which you can then make younger using Growing Up. To age up, consider the Aging product.
If you prefer to work with the Michael 4 figure, you might consider Aged for V4/M4 to add age; I'm less familiar with the methods of making M4 look younger though.
can Michael 4 be aged up or down? by using Growing Up for Genesis 2?I wondered if Michael 4 can be aged up or down using Growing Up for Genesis 2?
I am looking for versatility like this in a single character.
Thanks so much.
Help needed: Kitbashing Quidditch UniformThanks :) I have some of those already purchased, but I'd actually forgotten I had those boots.
I was thinking the breeches from the M4 Regency sets might work for the pants: http://www.daz3d.com/regency-for-michael-4
or alternately the breeches from the Corsair set: http://www.daz3d.com/corsair-for-m5-and-genesis
or again, from the riding habit: http://www.daz3d.com/riding-habitand hmm, I guess the best place to start looking for the shin/knee guards would be if I could find a sports set or something. *goes to look*
ETA:
The shin guards from this might work alright actually, with leather shaders applied: http://www.daz3d.com/way-of-the-shinobi-for-genesis
Help needed: Kitbashing Quidditch UniformSo far im thinking:
Cloak: http://www.daz3d.com/hooded-cloak-pack-for-genesis-2-females
Gloves: http://www.daz3d.com/mma-shorts-and-gloves-for-genesis-2-male-s
Bracers: http://www.daz3d.com/genesis-bracers
Boots: http://www.daz3d.com/high-tech-trekker-boots-for-michael-4 (M4)
http://www.daz3d.com/high-tech-trekker-boots-for-v4-and-a4 (V4/A4)The pants and boots are going to be tough to match. Im almost thinking you're going to have to settle for Pants/Boots set, maybe even a whole set underneathe the cloak... such as this: http://www.daz3d.com/jack-of-hearts for example.
I will think on this a little more.
-MJ
(Commercial) NOW IN STORE - Sickle Rigging And Morphing Systemkrickerd said:Would SRMS work for Genesis 2 with gen4 clone figures such as Michael 4 for Genesis 2 Male ? I've had some success using it to rig a gen4 for Genesis, then taking that saved asset and transferring it using autofit for Genesis 2. Maybe with the clone figure SRMS would work even better than autofitting?At that point you technically don't need SRMS. You can convert directly from V4 to G2F and M4 to G2M.
To make that happen for both sexes you need:
Daz Illustrated - The Gatekeeper: From Dust to the BeyondYonas Ang said:For skin texture, I think you could use Genesis 2 with Genesis 1 or Victoria 4 UV map, but not with the morph. For Genesis 2 into Genesis 1, I don't think you could do that, since Genesis 2 have more features that Genesis 1 not provide.Genesis 2 can only use Genesis 1 textures out of the Box. For V4 and other Generation 4 figures, you'd need the appropriate products like these to get the UVs:
http://www.daz3d.com/victoria-4-for-genesis-2-female
http://www.daz3d.com/michael-4-for-genesis-2-maleYou can also purchase a Genesis 2 clone to fit Genesis 2 clothes to Genesis 1 from Sickleyield:
http://www.daz3d.com/genesis-2-male-clone-for-genesis
http://www.daz3d.com/genesis-2-female-clone-for-genesisV4 or V4 for G2FThis is really one of those 'your mileage may vary' questions! In some ways it's akin to comparing apples to oranges, with the only commonality being they are both fruits!
With the Bundle you mention you get the base Victoria 4.2 figure. That, for ages, was the number one female figure in the DS/Poser world - and many people will tell you that it still is! For a while it was free, so pretty much every one had a copy.
Now, with DS4+ (DS4, DS4.5, DS4.6, etc.,) the free figures are Genesis and the Genesis 2 Male and Female figures.
Items (such as clothing, hair and textures) for Generation 4 figures (Victoria 4, Michael 4) will work on the Genesis figure natively, via 'Fitting Clones'. Some issues may arise with certain items such as long skirts and heeled shoes, but auto-fit handles a lot of things very well.
The same items (for Generation 4) require additional products (such as the V4 for G2F product you mention) to work on/with the appropriate Genesis 2 figure. Genesis items tend to work directly with.on Genesis 2 figures - with the over-riding caveat that skin textures HAVE to be applied via duf format files and that a lot of skin textures for Genesis make use of Genesis's native ability to take Generation 4 UV mapped textures.
The upshot of this is that Generation 4 stuff can be made to work on.with Genesis and Genesis 2 figures, but not the other way around.
If you are just starting out I'd be inclined to go the Genesis and Genesis 2 route, bearing in ind that you CAN use a lot of the really great Generation 4 items on them - in fact a few of the freebies you can get at various places such as ShareCG actually tend to work better on Genesis with auto-fit than they did on V4!
To make full use of V4 stuff on G2F you'll need, at the least, the V4 for G2F product, which supplies both the UV mapping for the figure (allowing V4 skin textures to be used) and the auto-fit Clone so that clothing, hair, etc., can be made to fit. There is also a product that aids the applying of V4 skin textures to G2F so you don't have to go through all the hoops of re-saving them as duf files.
DAZ 3D Human Figures - A HistoryScott-Livingston said:Kharma said:Scott, thanks so much for putting that list together, the only thing I have to add now is what UV set each uses. I notice in my DS some load with no UV listed so I have to try different ones to be sure it uses base UV, or if it has its own UV map. Appreciate you doing all that work.
That's a good idea for an update...thanks for the feedback. :)Here goes...let me know if you spot any errors or have anything to add...once it's finished I'll add it to one of the posts in the front of the thread...
List of UV sets for Generations 4-6
Q: What is a UV set? And how do I manually change the UV set?
A: Please refer to page 46 of the User Guide for the official explanationFigure/Character--Default UV
Victoria 4--V4
Aiko 4--V4
Girl 4--V4
Stephanie 4--V4
Michael 4--M4
Hiro 4--M4
Freak 4--M4
The Kids 4--K4Genesis--V4 (note: Genesis also comes with M4, K4, Genesis Basic Female, and Genesis Basic Male options)
Victoria 5--V5
Hitomi--Hitomi
Michael 5--M5
Stephanie 5--S5
Hiro 5--H5
Freak 5--F5
Justin--V4
Julie--V4
Aiko 5--A5
David 5--D5
Monstrosities, Troll, and some others each have their own UV set as wellGenesis 2 Female--G2F (note: also comes with V5 UVs)
Victoria 6--V6
Gia 6--Gia6
Girl 6--Girl6
Olympia 6--O6
Josie--G2F (note: also comes with V6 UVs)
Stephanie 6--S6Genesis 2 Male--G2M (note: also comes with M5 UVs)
Michael 6--M6
Jayden--G2MCurrently, V5 and M5 UVs are compatible with Genesis 2 by default. There are products available that will enable V4 and M4 UVs to be used with Genesis 2. If you wish to use a skin texture that uses another UV, you can try a map transfer (see tutorial here).
For female Genesis characters, there's a list here of which characters use which UV sets.
Transferring Morphs from Genesis to G2M/G2F and from G2M/G2F to Genesis (Now with Clones!)Hello, 3Ddreamer!
I think I got something to share at this matter :)
Mostly it is based on Sickleyield's refit tutorial but I've found that for Gen4 to Genesis refits there are a couple of extra steps and several extra problems.
This isn't a perfect solution. As it seen later, there are a couple of places where rather lots of work needed to get things right. But it might work as a good starting point.
A note: whatever you do, DON'T resave Genesis figure itself in any way, shape or form.I) Getting Trench shape right
You'd need only an obj that fits Genesis properly. It can be done in several ways
1) Load Genesis, Load M4 Trench and just scale, rotate and move M4 Trench (and parts) around Genesis as if it was dummy until it more or less fits, using M4 Trench FBMs to get more androgynous shape right.
(note: I prefer this way because of transfer of morphs later (see part IV) and I even save the scene with rescaled Trench just for that but my way of transfer of morphs in this situation is manual - if you aren't using it, you don't need to save the scene for later)2) Convert with usual Autofit and fix the shape in Hexagon or other program of your choice. I found this way as the one that has the most distortions.
3) It requires M4 Iconic Shape.
Load M4 Trench. With it selected, Go to Edit -> Figure -> Rigging -> Convert Figure to Weight Mapping and select Triax option.
Dial Michael4 Iconic Shape on Genesis 100%. Open Transfer Utility. Set Source as Genesis, Current, and Target as TriAx-ed Trench, but also check Reverse Source Shape from the Target and Fit To. Add smoothing modifier should be off.
Then dial Michael 4 shape back to 0 in Genesis - Trench should follow and fit Genesis.
There are some distortions here too, but less so than in autofit and I don't have any artifacts.Anyway, at this stage you only need an obj. Make Genesis invisible.
Export Genesis-fitted Trench obj as, say, Genesis M4 Trench.obj. Don't forget to check Ignore Invisible Nodes, Write UV Coordinates and Write Surfaces. I've also checked Write Object Statements just in case but it probably isn't important. I left everything else unchecked. My scale was Hexagon (1 unit = 1 cm), 100%Import obj back to see if it is right. In Import options check Read UV Coordinates and Read Surfaces. I also had Read Groups checked, although I'm not sure if it matters here.
Once you have a trench obj that is fit to default Genesis shape, clean all trenches (objs and/or figures) from scene.II) Getting the custom bones preserved.
Load fresh M4 Trench. With it selected, Go to Edit -> Figure -> Rigging -> Convert Figure to Weight Mapping and select Triax option.
Now we have a very rough weightmapped M4 Trench that won't fit our Genesis but has all bones preserved.
I'm not sure if saving is a necessary step but I'm saving it to library via File -> Save As -> Support Assets -> Figure/Prop Asset and name like Genesis M4 Trench Raw (so to know it isn't a final conversion).III) Getting custom bones into Genesis M4 Trench refit
1) Load your Genesis M4 Trench obj into a scene. Make sure that nothing is fit to Genesis.
Run Transfer Utility but as a source select that roughtly weightmapped trench from the previous part II - either loaded from library anew or just the one from scene if you didn't delete it.
At this point you can also check Morph Targets -> Source Morphs to transfer all custom morphs from M4 Trench to Genesis trench but I would rather not (why is explained in part IV). Fit to Source and Add Smoothing Modifier are both unchecked.
Target is that Genesis M4 Trench.obj we made in step I
This time don't check Reverse Source Shape from Target.2) Now we have Genesis-shaped Trench with custom bones (and possibly morphs if you checked Source Morphs above) but if you try to fit it to Genesis it will fit mighty wrong.
Delete that raw Trench coat that we used as a source in previous step. So you only have your Genesis figure (all this time invisible) and your Genesis-shaped Trench with custom bones that don't fit properly.3) Select Genesis in Scene tab with left click.
SHIFT-left click on Genesis-shaped Trench in Scene tab. It is very important that you Shift-select it and did it after you selected Genesis.
Go Edit -> Figure -> Rigging -> Transfer Rigging (Figure Space). What it will do is that it will transfer all bone setup from Genesis to Genesis-shaped Trench but only for bones that are the same, i.e. chest, lCollar, etc, leaving all custom bones like Waist, BackPanel01-08 intact.4) Save the result as File -> Save As -> Support Assets -> Figure/Prop Asset -> Genesis Trench Refit
There are two drawbacks
a) In this particular conversion is that Gen4 -> Genesis/G2X transfer is that Gen4 lacks Abdomen2 bone.
Genesis to G2X is easier because they have almost all the same bones but in Gen4 -> Genesix/G2X conversions bones like pelvis, Right/Left Pectoral, Toes and some hands bones might give you a problem, depending on your outfit, because they are absent in Gen 4.Still in this case Abdomen2 isn't a big player, from what I see.
b) weight maps are bigger problem. There will be a bit of pokethrough here and there but especially in custom bones like belt and panels of Trench you'd need to clean up weightmaps or your custom bodyparts might not move properly. For example, my rightPanel of Trench is also glued by weightmap to parts of rightBelt so when I pose my panel it creates bad distortion because a part of belt is stuck to it, and other way around.
It happens because in step III.1 we transfered weightmaps from very raw-weightmapped M4 version of coat and not only those weightmaps were imprecise by themselves (being a result of very rough automated conversion that just approximated them from classic rigging) but also M4 trench is scaled bigger than Genesis-shaped trench.
I have a lingering suspicion that there is a way to transfer weightmaps more accurately but I can't yet tell how.
Genesis to G2X and back refits don't have that problem or have it less because they are closer in shape and they are both already weightmapped, so their weightmaps are much more accurate already.IV) Preserving (some) custom morphs.
If at step III.1 you checked Morphs -> Source Morphs right now you should have all morphs in your Trench.
The problem that I don't know how to solve yet is that in Gen4 -> Genesis conversions of this kind, all bodymorphs become fragmented, i.e. instead of FBM Thin you have FBM Thin_hip, FBM Thin_lShldr, etc. You certainly can put FBM Thin in a filter box and dial all morphs manually but I found it not a very comfortable way. I don't yet know how to consolidate those morphs fast or prevent this fragmentation in a first place.
Genesis to G2X and back refit doesn't have this problem because Genesis and G2X doesn't have bodyparts, strictly speaking.What I do. In part I I use first way to get Genesis shape right (scaling and rotating fit). After I got my Genesis Trench refit from part III I clean the scene, load that scaled and fit to Genesis M4 Trench that I saved in part I and I dial and export all morphs one by one as objs (FMB Thin.obj, etc). At step III.1 I don't check Source Morphs, so my Genesis-shaped Trench is blank and then I re-import objs into it via Morph Loader Pro into this blank Genesis Trench refit.
Again, I don't know so far any better way than export and reimport all of morphs manually.
Some morphs from Trench won't transfer well anyway. Morphs that control poses of coat panels especially won't transfer because they aren't real morphs but ERC links that chain _posing_ dials (Side-Side, Bend, Twist) like in tentacles, not some actual morph deltas. Transfer Utility doesn't see them because they aren't real morphs and if you try to export and reimport them as objs they will look right in first and last position but might look wrong in-between.
The only way I know how to recreate such controls is to do ERC freeze for each dial like manually.There is a result (with unfixed weightmaps and morphs transferred via Transfer Utility). I don't know if this method was helpful at all to you. Even with this process refitted Trench still needs quite a bit of work (cleaning of weightmaps and morphs, adding posing dials, smoothing of geometry, custom Genesis morphs so there is no shrinkwrap. maybe even adding abdomen2 bone back manually) to be right at the end.
But if you wish to get a full conversion I think it is a good start.repeatable error on daz4.6 wont loadJudging by the duplicate formula alerts you have a really old set of files for the morphs - you need to redownload and reinstall the Michael 4 and Victoria 4 shapes for Genesis. I don't think that will help with crashing though.
repeatable error on daz4.6 wont loadCan anyone please help this has been going on a while now. Every time i try to start daz4 it goes through the loading faze even gives me the tray icon but i cant open the main window to do anything. I get a preview of what its doing in the tray but no main window so i cant adjust or sort anything out programme wise
Im running
the latest download of DAZ4.6
AMD phenom QUAD CORE
8 gigram
windows 7 64
extra graphics card
AMD RADION HD 5700
I have attached the log file hoping it might help ok i cant load the log it wont let me
EDITED to add log+++++++++++++++ DAZ Studio 4.6.1.39 starting +++++++++++++++++
Platform bits: 64
Qt Version: 4.8.4
Running on Windows 7, Build 7601, Service Pack 1
CPU Information:
CPU String: AuthenticAMD
CPU Brand String: AMD Phenom(tm) 9600 Quad-Core Processor
Cache Line Size = 64
L2 Associativity = 8
Cache Size = 512
Stepping ID = 2
Model = 2
Family = 15
Extended family = 1
CLFLUSH cache line size = 64
Supported CPU Features:
SSE3 New Instructions
MONITOR/MWAIT
x87 FPU On Chip
Virtual-8086 Mode Enhancement
Debugging Extensions
Page Size Extensions
Time Stamp Counter
RDMSR and WRMSR Support
Physical Address Extensions
Machine Check Exception
CMPXCHG8B Instruction
APIC On Chip
SYSENTER and SYSEXIT
Memory Type Range Registers
PTE Global Bit
Machine Check Architecture
Conditional Move/Compare Instruction
Page Attribute Table
Page Size Extension
CFLUSH Extension
MMX Technology
FXSAVE/FXRSTOR
SSE Extensions
SSE2 Extensions
Hyper-threading Technology
Physical Memory:
Total: 7.9 GB (8588345344)
Avail: 5.3 GB (5779955712)
Virtual Memory:
Total: 7.9 TB (8796092891136)
Avail: 7.9 TB (8795881275392)
Current Memory Usage: 32%
Current DateTime:
Loc: Sun 9. Feb 04:03:36 2014
UTC: Sun 9. Feb 04:03:36 2014
Temp Data:
Location = C:/Users/Tigger/AppData/Roaming/DAZ 3D/Studio4/temp
Disk Total: 465.6 GB (500000878592)
Disk Avail: 115.3 GB (123828670464)
Locale: en_GB
No translator found.
Reading style definition C:/Program Files/DAZ 3D/DAZStudio4/resources/style/Darkside.style
Creating managers
Reading help index
Reading help file C:/Program Files/DAZ 3D/DAZStudio4/docs/DAZ Studio/DAZStudioHelp.dsx
Reading help file C:/Program Files/DAZ 3D/DAZStudio4/docs/Plugins/EXPExporter/ExPExporter.dsx
Reading help file C:/Program Files/DAZ 3D/DAZStudio4/docs/Plugins/FBXExporter/FBXExporter.dsx
Reading help file C:/Program Files/DAZ 3D/DAZStudio4/docs/Plugins/FigureSetup/FigureSetup.dsx
Reading help file C:/Program Files/DAZ 3D/DAZStudio4/docs/Plugins/JointEditor/JointEditor.dsx
Reading help file C:/Program Files/DAZ 3D/DAZStudio4/docs/Plugins/LayeredImageEditor/LayeredImageEditor.dsx
Reading help file C:/Program Files/DAZ 3D/DAZStudio4/docs/Plugins/MorphLoader/MorphLoader.dsx
Reading help file C:/Program Files/DAZ 3D/DAZStudio4/docs/Plugins/MorphLoaderPro/MorphLoaderPro.dsx
Reading help file C:/Program Files/DAZ 3D/DAZStudio4/docs/Plugins/PolygonGroupEditor/PolygonGroupEditor.dsx
Reading help file C:/Program Files/DAZ 3D/DAZStudio4/docs/Plugins/TextureAtlas/TextureAtlas.dsx
Reading help file C:/Program Files/DAZ 3D/DAZStudio4/docs/Plugins/WeightMapBrush/WeightMapBrush.dsx
Reading help file C:/Program Files/DAZ 3D/DAZStudio4/docs/inlinehelp.dsx
Scanning import folders
Scanning content folders
Using GLEW 1.9.0
Supported OpenGL extensions:
GL_AMDX_debug_output : NOT INITIALIZED
GL_AMDX_vertex_shader_tessellator : NOT INITIALIZED
GL_AMD_conservative_depth
GL_AMD_debug_output
GL_AMD_depth_clamp_separate
GL_AMD_draw_buffers_blend
GL_AMD_multi_draw_indirect
GL_AMD_name_gen_delete
GL_AMD_performance_monitor
GL_AMD_pinned_memory
GL_AMD_query_buffer_object
GL_AMD_sample_positions
GL_AMD_seamless_cubemap_per_texture
GL_AMD_shader_stencil_export
GL_AMD_shader_trace : NOT INITIALIZED
GL_AMD_texture_cube_map_array : NOT INITIALIZED
GL_AMD_texture_texture4
GL_AMD_transform_feedback3_lines_triangles
GL_AMD_vertex_shader_layer
GL_AMD_vertex_shader_tessellator
GL_AMD_vertex_shader_viewport_index
GL_ARB_ES2_compatibility
GL_ARB_ES3_compatibility
GL_ARB_arrays_of_arrays
GL_ARB_base_instance
GL_ARB_blend_func_extended
GL_ARB_clear_buffer_object
GL_ARB_color_buffer_float
GL_ARB_compatibility
GL_ARB_compressed_texture_pixel_storage
GL_ARB_compute_shader
GL_ARB_conservative_depth
GL_ARB_copy_buffer
GL_ARB_copy_image
GL_ARB_debug_output
GL_ARB_depth_buffer_float
GL_ARB_depth_clamp
GL_ARB_depth_texture
GL_ARB_draw_buffers
GL_ARB_draw_buffers_blend
GL_ARB_draw_elements_base_vertex
GL_ARB_draw_indirect
GL_ARB_draw_instanced
GL_ARB_explicit_attrib_location
GL_ARB_explicit_uniform_location
GL_ARB_fragment_coord_conventions
GL_ARB_fragment_layer_viewport
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_framebuffer_no_attachments
GL_ARB_framebuffer_object
GL_ARB_framebuffer_sRGB
GL_ARB_geometry_shader4
GL_ARB_get_program_binary
GL_ARB_gpu_shader5
GL_ARB_gpu_shader_fp64
GL_ARB_half_float_pixel
GL_ARB_half_float_vertex
GL_ARB_imaging
GL_ARB_instanced_arrays
GL_ARB_internalformat_query
GL_ARB_internalformat_query2
GL_ARB_invalidate_subdata
GL_ARB_map_buffer_alignment
GL_ARB_map_buffer_range
GL_ARB_multi_draw_indirect
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_occlusion_query
GL_ARB_occlusion_query2
GL_ARB_pixel_buffer_object
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_program_interface_query
GL_ARB_provoking_vertex
GL_ARB_query_buffer_object : NOT INITIALIZED
GL_ARB_sample_shading
GL_ARB_sampler_objects
GL_ARB_seamless_cube_map
GL_ARB_seamless_cubemap_per_texture : NOT INITIALIZED
GL_ARB_separate_shader_objects
GL_ARB_shader_atomic_counters
GL_ARB_shader_bit_encoding
GL_ARB_shader_image_load_store
GL_ARB_shader_image_size
GL_ARB_shader_objects
GL_ARB_shader_precision
GL_ARB_shader_stencil_export
GL_ARB_shader_storage_buffer_object
GL_ARB_shader_subroutine
GL_ARB_shader_texture_lod
GL_ARB_shading_language_100
GL_ARB_shading_language_420pack
GL_ARB_shading_language_packing
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_stencil_texturing
GL_ARB_sync
GL_ARB_tessellation_shader
GL_ARB_texture_border_clamp
GL_ARB_texture_buffer_object
GL_ARB_texture_buffer_object_rgb32
GL_ARB_texture_buffer_range
GL_ARB_texture_compression
GL_ARB_texture_compression_bptc
GL_ARB_texture_compression_rgtc
GL_ARB_texture_cube_map
GL_ARB_texture_cube_map_array
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_gather
GL_ARB_texture_mirror_clamp_to_edge : NOT INITIALIZED
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_multisample
GL_ARB_texture_non_power_of_two
GL_ARB_texture_query_levels
GL_ARB_texture_query_lod
GL_ARB_texture_rectangle
GL_ARB_texture_rg
GL_ARB_texture_rgb10_a2ui
GL_ARB_texture_snorm : NOT INITIALIZED
GL_ARB_texture_storage
GL_ARB_texture_storage_multisample
GL_ARB_texture_view
GL_ARB_timer_query
GL_ARB_transform_feedback2
GL_ARB_transform_feedback3
GL_ARB_transform_feedback_instanced
GL_ARB_transpose_matrix
GL_ARB_uniform_buffer_object
GL_ARB_vertex_array_bgra
GL_ARB_vertex_array_object
GL_ARB_vertex_attrib_64bit
GL_ARB_vertex_attrib_binding
GL_ARB_vertex_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_vertex_type_10f_11f_11f_rev : NOT INITIALIZED
GL_ARB_vertex_type_2_10_10_10_rev
GL_ARB_viewport_array
GL_ARB_window_pos
GL_ATI_draw_buffers
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_separate_stencil
GL_ATI_texture_compression_3dc
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_bindable_uniform
GL_EXT_blend_color
GL_EXT_blend_equation_separate
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_copy_buffer : NOT INITIALIZED
GL_EXT_copy_texture
GL_EXT_direct_state_access : NOT INITIALIZED
GL_EXT_draw_buffers2
GL_EXT_draw_instanced
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_blit
GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object
GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4
GL_EXT_gpu_program_parameters
GL_EXT_gpu_shader4
GL_EXT_histogram
GL_EXT_multi_draw_arrays
GL_EXT_packed_depth_stencil
GL_EXT_packed_float
GL_EXT_packed_pixels
GL_EXT_pixel_buffer_object
GL_EXT_point_parameters
GL_EXT_provoking_vertex
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shader_image_load_store
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_subtexture
GL_EXT_texgen_reflection : NOT INITIALIZED
GL_EXT_texture3D
GL_EXT_texture_array
GL_EXT_texture_buffer_object
GL_EXT_texture_compression_bptc : NOT INITIALIZED
GL_EXT_texture_compression_latc
GL_EXT_texture_compression_rgtc
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_integer
GL_EXT_texture_lod : NOT INITIALIZED
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_texture_sRGB
GL_EXT_texture_sRGB_decode
GL_EXT_texture_shared_exponent
GL_EXT_texture_snorm
GL_EXT_texture_storage : NOT INITIALIZED
GL_EXT_texture_swizzle
GL_EXT_timer_query
GL_EXT_transform_feedback
GL_EXT_vertex_array
GL_EXT_vertex_array_bgra
GL_EXT_vertex_attrib_64bit
GL_IBM_texture_mirrored_repeat
GL_KHR_debug : NOT INITIALIZED
GL_KTX_buffer_region
GL_NV_blend_square
GL_NV_conditional_render
GL_NV_copy_depth_to_color
GL_NV_copy_image
GL_NV_explicit_multisample
GL_NV_float_buffer
GL_NV_half_float : NOT INITIALIZED
GL_NV_primitive_restart
GL_NV_texgen_reflection
GL_NV_texture_barrier
GL_SGIS_generate_mipmap
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays : NOT INITIALIZED
GL_WIN_swap_hint
WGL_EXT_swap_control : NOT INITIALIZED
WGL_ARB_extensions_string
WGL_ARB_pixel_format
WGL_ATI_pixel_format_float
WGL_ARB_pixel_format_float
WGL_ARB_multisample
WGL_EXT_swap_control
WGL_EXT_swap_control_tear
WGL_ARB_pbuffer
WGL_ARB_render_texture
WGL_ARB_make_current_read
WGL_EXT_extensions_string
WGL_ARB_buffer_region
WGL_EXT_framebuffer_sRGB
WGL_ATI_render_texture_rectangle
WGL_EXT_pixel_format_packed_float
WGL_I3D_genlock
WGL_NV_swap_group
WGL_ARB_create_context
WGL_AMD_gpu_association
WGL_AMDX_gpu_association
WGL_ARB_create_context_profile
WGL_NV_DX_interop
WGL_NV_DX_interop2
WGL_NV_float_buffer
OpenGL features for current hardware:
OpenGL provider: ATI Technologies Inc.
OpenGL renderer: AMD Radeon HD 5700 Series
OpenGL version: 4.3.12618
Maximum number of lights: 8
Number of auxiliary buffers: 4
Number of texture units: 8
Depth buffer bit resolution: 24
Maximum OpenGL texture size: 16384 x 16384
Current OpenGL Texture Quality Setting: High Quality
RGBA color bitplane resolutions: 8 8 8 8
GLSL version: 4.30
Shadow mapping supported
VBO supported
WARNING: dzvalentinaobjectdatabase.cpp(38): DB Register Open error: Cannot establish VC_Connection with remote server.
Make sure the server address and port number are correct.
DB Register Open error: Cannot establish VC_Connection with remote server.
Make sure the server address and port number are correct.
WARNING: dzvalentinaobjectdatabase.cpp(38): DB Register Open error: Cannot establish VC_Connection with remote server.
Make sure the server address and port number are correct.
DB Register Open error: Cannot establish VC_Connection with remote server.
Make sure the server address and port number are correct.
*** Scene Cleared ***
Loading plug-ins:
aniMate2.dll
dazscriptide.dll
dz3dconnexion.dll
dz3dmouse.dll
dzalignace.dll
dzassetiofilters.dll
dzautofit.dll
dzautoriggerbasic.dll
dzautoshaderbakeractions.dll
dzbrycebridge.dll
dzbvh.dll
dzcolladax.dll
dzcomponents.dll
dzcontentdbeditor.dll
dzcontentlibrarypane.dll
dzcr2exporter.dll
dzcustomizedlg.dll
dzdecimator.dll
dzdelightrenderer.dll
dzdformeditor.dll
dzeasyloader.dll
dzexpexporter.dll
dzfbxexporter.dll
dzfbximporter.dll
dzfiguresetup.dll
dzgoz.dll
C:\Program Files\DAZ 3D\DAZStudio4\plugins\dzgoz.dll failed to load. Cannot load library C:\Program Files\DAZ 3D\DAZStudio4\plugins\dzgoz.dll: The specified procedure could not be found.
dzhexagonbridge.dll
dzimageio.dll
dzjointeditor.dll
dzlayerededitor.dll
dzlayerfilter.dll
dzmanualshaderbaker.dll
dzmaptransfer.dll
dzmorphfollower.dll
dzmorphloader.dll
dzmorphloaderpro.dll
dzobjexporter.dll
dzoptitexclothbasic.dll
dzpolygongroupeditortool.dll
dzprimitives.dll
dzpropertyhierarchyeditor.dll
dzpuppeteer.dll
dzpz3importer.dll
dzrenderedit.dll
dzrenderlibrary.dll
dzrslshadercompiler.dll
dzsavefilters.dll
dzscriptedrenderer.dll
dzscriptedsteps.dll
dzshaderbaker.dll
dzshaderbuilder.dll
dzshadereditor.dll
dzshadermixerbase.dll
dzshadermixergui.dll
dzsmartcontentpane.dll
dzspotrendertool.dll
dztextureatlas.dll
dztransferutility.dll
dzu3dexporter.dll
dzweightmapbrush.dll
dzwinvideo.dll
lamhPlugin.64.dll
sdk_sceneinfopane.dll
dzdrawstyles.dll
dzpowerpose.dll
Total class factories: 1226
WARNING: 3DConnexion Plug-in Error: Could not create Device, CoCreateInstance failed
3D mouse support library could not be loaded.
Creating interface
Successfully created OpenGL viewport for Viewport1.
Successfully created OpenGL viewport for Viewport2.
Successfully created OpenGL viewport for Viewport3.
Successfully created OpenGL viewport for Viewport4.
WARNING: QFile::flush: No file engine. Is IODevice open?
Executing startup script...
Started in: C:/Program Files/DAZ 3D/DAZStudio4
DAZ Studio Started
Creating Pixel Buffer
Pixel buffer - Width: 2048 Height: 2048
Compiling OpenGL Shader...
Fragment Shader:
Fragment Shader compiled successfully.
Linking Shader:
Shader Program successfully linked.Loading Startup Scene : G:/Daz3d/Studio/People/Genesis/Genesis.duf
*** Scene Cleared ***
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/MCMM4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/MCMM4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/MCMM4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/MCMM4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/MCMM4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/MCMM4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & CTRLFlirtingMasculineR in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Expressions/CTRLFlirtingMasculineR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & CTRLFlirtingMasculineL in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Expressions/CTRLFlirtingMasculineL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4HdEyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4HdEyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/MCMV4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FHMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FHMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Victoria 4/FBMVictoria4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/MCMM4HdEyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/MCMM4HdEyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/MCMM4EyesClosedR.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/MCMM4EyesClosedL.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/FHMMichael4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/FHMMichael4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/FBMMichael4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/FBMMichael4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/FBMMichael4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/FBMMichael4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/FBMMichael4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/FBMMichael4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/FBMMichael4.dsf.
WARNING: fileinput\dzassetdaz.cpp(5344): Duplicate formula found linking Value & Value in /data/DAZ 3D/Genesis/Base/Morphs/DAZ 3D/Michael 4/FBMMichael4.dsf.What happened to Headkase Sensible Shoes?amille12 said:Now if someone can find this for M4 or V4 I would be good
The M4 refit is on sharecg, but requires the V4 version for the textures, and the V4 version was the original hosted by Headkase which are now gone.Here's the link to the M4 version: http://www.sharecg.com/v/65928/gallery/11/Poser/Bossy-Boots-for-Michael-4
Selbsthilfegruppe DAZ Studio - Beispiele, Fragen, Diskussion und sonstiges Gequatschesmftrsd72 said:Tja Stefan,das ist wohl der Trick von DAZ-Studio.
Uns erst den Mund wässrig machen - das Zeug hat echt Suchtpotential - und dann für die schönen und wirklich brauchbaren Dinge fett abkassieren!
Ist ja mit den Characters genauso.
Michael, Victoria, ... und wie die ganzen nicht zu Genesis kompatiblen Figuren so alle heißen.Stimmt! :-)
Und das, obwohl doch gerade in den USA die Verbreitung von Designerdrogen so streng verfolgt wird...
Aber die von Software-Designern fallen da wohl nicht darunter.
:-PObwohl DAZ ja schon mal dann und wann die Spendierhosen anhat:
bis vor ein paar Monaten gab's den Weekly Freebie ja auch noch für lau, ohne dass man was bestellen musste.
Ich hab' in meinem Fundus fast einhundert Produkte, für die ich keinen einzigen Cent löhnen musste. Da gehören unter anderem die Basis-Versionen von Victoria und Michael 4, der Köter, die Katze, die Großkatze, der Drache...
(***Okay, Victoria wurde doppelt gennant, da müssen wir einmal abziehen.*** ***Wat!? Nein! So meinte ich das nich'***).
:-)Viele sind halt so kleine Props, wie die Golfschläger oder die Kopfhöhrer, aber so ein paar große Sachen sind dann schon auch dabei, wie das "Safari Starter" Bundle, was jetzt schon mal allein fast 100 $ kostet. Dazu dann noch die Software, DS 3 und 4, Hexagon, Bryce (welches ich zu meiner Schande noch nie benutzt habe)... Dann noch die ganzen Gutscheine und Sonderaktionen... ein paar Tage Platinum Club-Status, was hab' ich da zugeschlagen.
Ich glaube, wenn ich alles zusammenrechne, komme ich bestimmt auf mindestens zwei oder drei Riesen(!), die die mir mal eben so geschenkt haben, ohne mir je persönlich begegnet zu sein.Ist halt 'ne Marketingstrategie, und die scheint aufzugehen. Statt 'ne Software für teures Geld zu verkaufen, die sich nur ein paar hundert holen und sich ab und an dann zusätzlichen Content besorgen, schmeißt man die Software für lau unter's Volk, dann holen es sich ein paar tausend (oder auch hunderttausend), die sich dann ab und an auch zusätzlichen Content besorgen. Und dazu bekommt man dann noch die regelmäßigen Updates.
Ich musste so lachen, als die den Genesis 2 Female Starter etwas aufgebauscht haben. In der Anmerkung stand "Fixed stray polygons in Feet region", also dachte ich mir, musste dir das Update mal ziehen. Das Packerl hatte zuvor einen Umfang von etwas mehr als 90 MB. Der zog sich dann aber eins, das gut 368 MB unfasste. Das müssen aber verdammt VIELE Polygone sein...
:lol:Wenn man sich anschaut, was man für andere Software so hinblättern soll, dann ist DAZ echt geradezu großzügig. Noch dazu, wo das Progrämmchen ja schon mal bei der Produktion eines preisgekrönten Kurzfilms verwendet wurde... da müsste man bei nicht wenigen schon gleich etwas tiefer in die Tasche langen müssen.
Und wenn 'se jetzt vielleicht noch so'n paar Plugins für Soft Particles, Fluid und Rigid Body Physics beipacken würden, würd' ich denen glatt eine eigene Religion gründen.
:lol:imperial commissar?You may have to do a bit of kitbashing to get there, but there's this http://www.daz3d.com/m4-pirate to get you started. It's for M4 but can be autofit to Genesis, or to Genesis 2 Male if you have the Michael 4 for Genesis 2 Male product.
The outfit is $1.99 if you're a platinum club member.
As an aside, DS does have dynamics, but it's not as versatile as Poser's. Dynamics in DS are proprietary and sold by Optitex. There are some controls already built-in to DS to use these, but you'd want Optitex's plugin to get more out of them.
Plugin: http://www.daz3d.com/dynamic-clothing-control
Daz Store: http://www.daz3d.com/optitex
Optitex DS freebies: http://www.optitex-dynamiccloth.com/FreebieDownload01.phpNLA head Clips library and transfer
That is true, in the idea that, at that time, many of us would use a single figure, say Michael 4, to make a whole bunch of characters. An NLA from one M4 character will at least load onto another.Sci Fi Funk said:NLA clips are not transferable to different models from what I can see (despite a tantalizing sentence in the C7 manual saying you can apply an nla clip to several characters).
If you wish to try and load an NLA clip onto a different model, say, Genesis, but the clip was made for someone else, like M4, it might still be somewhat possible but the data would have to be tweaked and then saved, once again, for Genesis.
To do that, with the clip in the clips tab, select the incompatible figure and go to the NLA tab of the figure, not the tray down below. In the NLA settings, select "Load Clip Data".
This will load the keyframes of the clip onto the model. I make all of my clips for different figure separately, so I've not tried this - but since the hierarchy from one is in a different order than the other, it might be that it just won't work. But it's worth a try.
Genesis 2 materialsSlosh said:mark128 said:inspired_designer said:Great that will take care of the V4 and M4What about Gen 1 to Gen 2?
I tried David 5 texture on genesis 2 and it was not applied correctly.
I thought gen1 to gen2 conversion was using the same uv maps but maybe I am wrong
Slosh, who did the M4 UV set for G2M, had a thread asking about other UVs for G2. I think the conclusion of that thread was there were not enough skin or customer interest to justify the development.
So we probably will not see any of these supported, at least any time soon.
Interest has perked up quite a bit since the Legacy Shapes came out, so I am working on them now. I have been doing David 5, but due to some updates for other products of mine, I have had to put a temporary hold on them. I will get back to them on Monday. After David, I will do his counterpart, Stephanie 5. Then on to Aiko and Hiro 5, finally Freak 5. I will likely do the male genital maps as well like I did for Michael 4 for Genesis 2 Male, although my attempts so far have not been great. No promises on that one, just a big "I will try".
I'll definitely buy the David 5 and Stephanie 5 UVs for G2. There are some nice skin textures on those UVs. Would probably buy Freak 5 too. Don't have Aiko or Hiro so pass on those.
Genesis 2 materialsmark128 said:inspired_designer said:Great that will take care of the V4 and M4What about Gen 1 to Gen 2?
I tried David 5 texture on genesis 2 and it was not applied correctly.
I thought gen1 to gen2 conversion was using the same uv maps but maybe I am wrong
Slosh, who did the M4 UV set for G2M, had a thread asking about other UVs for G2. I think the conclusion of that thread was there were not enough skin or customer interest to justify the development.
So we probably will not see any of these supported, at least any time soon.
Interest has perked up quite a bit since the Legacy Shapes came out, so I am working on them now. I have been doing David 5, but due to some updates for other products of mine, I have had to put a temporary hold on them. I will get back to them on Monday. After David, I will do his counterpart, Stephanie 5. Then on to Aiko and Hiro 5, finally Freak 5. I will likely do the male genital maps as well like I did for Michael 4 for Genesis 2 Male, although my attempts so far have not been great. No promises on that one, just a big "I will try".
Genesis 2 materials"V4 Skins Auto Converter for Genesis 2 Female(s)" requires “Victoria 4 for Genesis 2 Female” to work.
Basically "V4 to G2F" gives G2F the ability to use the V4 textures on G2F, but if will only work with presets saved in .duf format. The auto-converter adds support for presets saved as .DS, .DSA and .PZ2 files, so you don't have to convert them all by hand."Michael 4 for Genesis 2 Male" and "Michael 4 Skins Auto Converter For Genesis 2 Male(s)" products are available in the store too.















