-
Babina 8
There. Cleaned her teeth.
I took out the Diffuse map with the brown teeth. I increased the Translucency Weight to add some color back to the teeth. (It uses the same brown tooth diffuse as the trans map.) I increased the Glossy weight...
Forgot to switch to Low Translucency for the skin, though. Oops.

What I usually do also is add a bit more specularity and gloss because teeth are a bit wet as are gums which are often not done right by creators as well. But the other issue is, all her teeth are the same size! I have a morph package that can fix that but I shouldn’t have to. I’ve never seen teeth like piano keys like this, all the same size.,,And her mouth seems to behave like some of the G3 characters, the sides not pulling out into a natural smile.
I might have purchased the bundle if it had come with freebies like all other past pro bundles, but I think I’m going to pass for now.
Her teeth looked real before, now they don't.
Ultimate Pose Master [Commercial]Well, I figure it has to be something to do with my Genesis 8 female having more morphs somehow than she did originally - must have saved something in the past. I did a test (all in texture mode) and the G8 Males take about 15 seconds - thats fine for me. I then mixed up a Genesis 8 female and added a whole load of morphs (a mix of HD and loads of muscle morphs, vascular morphs and anything else I could find really). The helpers loaded in the first part of the script l and then it just sat loading for over 3 minutes until I gave up! So, on this machine anyway, it seems that if a character has a lot or addittional morphs/ shape changes then the script takes longer to load.
Also did a test with 4 characters all in one big scene. Three of them (two G8M and one G8F with standard morphs) the script took about 20 seconds to load (or change to) one each one - cool - but the fourth (which again had lots of additional morphs) the script got stuck (?) or hadnt loaded after two minutes. I am trying to find out if its one particular morph but I cant read an error log if the script 'freezes' since I have to force quit Daz studio. I did zero out all the additional morphs on that character but it still had the same problem. Maybe I should zero the morphs, save character preset, reload and test again sometime.
Additional: I don't have any lag when the script loads in texture and actually can use it with iray preview with only slight lag (although texture mode makes more sense obviously).
Hi, thanks for the information. I think it might come from the way I save the pose originally, I will have a look as soon as I can access my computer (in 1 or 2 hours I hope). But it might come from the fact that I don't filter enough what I save when I backup the original pose, and if the figure has a lot of morphs they might be saved too, taking more time than expected. IF this comes from this (but then it is not logical that your fourth caractère has an issue), it is possible to solve this. indeed I also saved the morphs in order to save and reload the expressions too, and this could be filtered more. Thanks to let me know if you still have an issue on the fourth caractère when you made your next test you propose. This would be a huge clue for me!
And a huge thanks to let me know that you have no lag in texture shading me and only minor in Iray preview mode!
For the hand and foot helpers, if I were doing a fighting scene, would I be able to place one character's hands on another character? And would I be able to place a second chracter's hands on the first character? I'm guessing I could only work on one character at a time. In that case, what about the first instance: would I be able to place one character's hands and feet on another character?
If not, I'd really like a product that would let me work with two characters at the same time, for scenes in which there is boxing or wrestling.
I'm going to watch the videos. Haven't looked at them yet. But this product is really interesting.
No you are right, you can only work figure by figure one after the other, not two figures together at the same time, but you can have two figures at the same time in the scene, and have only their arms and legs posed (but one figure after the other).
The weird thing is that my computer is fairly new and sort of high-end - 16 GB RAM, GTX 1080, i7-7700. It should be fine with something like this script.
What I did notice is that G8F was a lot more laggy than G8M, even when I went down in quality as far as lit wireframe for the display. Which is weird in itself, unless the number of characters etc. somehow slows stuff down - I'm not into script writing at all, but it's all I can think of that's significantly different between the two (and is probably nonsense anyway)
I don't understand why this happens to you. I'm working on my 6 years old computer and have no big lags. Having a lot of things in your scene can slow down the script indeed. For the number of characters you own it should not change the script behavior. Working on a HD figure can slow things down too. I've spent the day testing and updating the script in order to have something more fluid (and to add the various features request). One thing that can really slow down the script is also the smoothing modifiers on the outfits. Because at each pose update by the script, the smoothing modifier will recalculate the outfit, and this can explode the global calculation time. I'll include in the update something to hide/show various elements in the scene which can slow down the script.
I wonder, and this would be a very important information for me, are you also laggy when you use the "+" and "-" (you click on them and you hold down the click) in order to move the helpers (the + and - around the helper dials)?
Because if not, I found a solution to have something fluid and comfortable to use using only these + and - (I overloaded my scene in order to get laggy and test the new options for these, and it went fluid).
One more question, since you have lag issues, would you be interested to test my update before I release it (while I develop the solutions)?
After I initially used Bridget HD, I switched to undressed and hairless basic G8s in an empty scene - so no interference from other factors.
The + and - are more responsive than the sliders, more so in G8M than in G8F. I usually work in texture shaded.
Ok today I will have a look if it can come from the content size by modifying a few (a lot of) elements in my script. Thanks for helping me sorting this out for you, I will let you know how I progress on the subject! I really hope I will find the exact origin of the issue for you because normally there should be no or only minor lag. I don't believe it took me months to optimise this and I have to back in a new optimization process now!
When you say that the + and - are more responsive, does it mean that if you hold on the mouse clicked on them (so that the helperq keeps on moving) you can have a totally non laggy response or does it still lag anyway?
In lit wireframe the + and - are I'd say smooth, in texture shaded there's a slight pause
(and with the random poses I've been inflicted G8 now looks as if she stepped on a live wire while at a heavy metal concert (I'd do a screenshot, but I'd have to put some clothes on the poor girl first)
Lol! I'd like to see that! Well, for now, I finally managed to create a laggy scene (super high resolution dressed and hairy figures with smoothing modifiers on outfits), and in my script I moved some actions out of some loops, which allows me a smoother movement of the helpers with the handles for heavy configurations (right arm only is tested for now), but not totally smooth yet. I'm going to modify a few more things and then, I'll have to transfer this to left arm and feet which will at least take me one full day (maybe two) if I meet no issue. So I'm going on with this.
I'm working on a second alternative which is a dropdown menu allowing to swap the "+ and - steps" between 5cm and 1 or 0.5 cm, so that you can use the 5 cm to move the arms at the same speed as you would do with the handle of the dial (5 cm steps looks fair). In practice it is a dropdown menu with two options : "set up current dial and resolution to solve lag issues (set dials +/- to 5 cm and also sets the figure to normal resolution)", and "Come Back To Initial Dial Configuration For Fine Tuning Using + and -", accessible from any tab at the bottom of the interface.
Finally I am adding a second always accessible dropdown menu with key options and features asked or which can be interesting (store/restore, hide/show hair/outfits/otherfigures, delete or not before you close). Maybe it will be joined with the first menu for compacity reasons.
Ok, so I zeroed (? spelling) out the morphs on the fourth character. Saved it as a preset. Reloaded into scene as fourth character. Applied script - it worked! But only after 50 seconds ish. Applying script to the next character (a G8M) took 20 seconds.
In my case it certainly seems to be an issue with the amount of morphs. Interesting that different G8 characters with no morphs still vary in load time - if that makes sense?
Anyway - while I would love to use this script with my characters that have (maybe too many) morphs - it's still so useful on other characters in my scene. I think I can comprimise even if no solution is found.
Arg! This is hard for me to solve this as I don't manage to replicate. What I could do is to extract some parts of the beginning of my scripts, so that you can test it "step by step" (script by script) in order to know what's taking so much time. Another thing I can do is to add some inputs in the log file corresponding to the various steps of the launch of the script, so that via your log file we can see what step is taking so long (or steps are taking so long), so that I can directly act on the reason why this happens to you. For me this is very difficult to do this another way since I can't replicate this on any of my computers. I tested with an HD figure with TONS TONS TONS of morphs, HD or not, on it, and there was no way for me to raise above the 3 seconds of launch.
Ok, Well it's good to know, in an odd way, that it's to do with my characters and that the script is actually ok. I'll carry on testing it as I am happy with it despite only being able to use it on certain characters at the moment. Thanks for looking into it and making the steps to improve an already very clever, useful and overall well designed script. :)
Ultimate Pose Master [Commercial]Well, I figure it has to be something to do with my Genesis 8 female having more morphs somehow than she did originally - must have saved something in the past. I did a test (all in texture mode) and the G8 Males take about 15 seconds - thats fine for me. I then mixed up a Genesis 8 female and added a whole load of morphs (a mix of HD and loads of muscle morphs, vascular morphs and anything else I could find really). The helpers loaded in the first part of the script l and then it just sat loading for over 3 minutes until I gave up! So, on this machine anyway, it seems that if a character has a lot or addittional morphs/ shape changes then the script takes longer to load.
Also did a test with 4 characters all in one big scene. Three of them (two G8M and one G8F with standard morphs) the script took about 20 seconds to load (or change to) one each one - cool - but the fourth (which again had lots of additional morphs) the script got stuck (?) or hadnt loaded after two minutes. I am trying to find out if its one particular morph but I cant read an error log if the script 'freezes' since I have to force quit Daz studio. I did zero out all the additional morphs on that character but it still had the same problem. Maybe I should zero the morphs, save character preset, reload and test again sometime.
Additional: I don't have any lag when the script loads in texture and actually can use it with iray preview with only slight lag (although texture mode makes more sense obviously).
Hi, thanks for the information. I think it might come from the way I save the pose originally, I will have a look as soon as I can access my computer (in 1 or 2 hours I hope). But it might come from the fact that I don't filter enough what I save when I backup the original pose, and if the figure has a lot of morphs they might be saved too, taking more time than expected. IF this comes from this (but then it is not logical that your fourth caractère has an issue), it is possible to solve this. indeed I also saved the morphs in order to save and reload the expressions too, and this could be filtered more. Thanks to let me know if you still have an issue on the fourth caractère when you made your next test you propose. This would be a huge clue for me!
And a huge thanks to let me know that you have no lag in texture shading me and only minor in Iray preview mode!
For the hand and foot helpers, if I were doing a fighting scene, would I be able to place one character's hands on another character? And would I be able to place a second chracter's hands on the first character? I'm guessing I could only work on one character at a time. In that case, what about the first instance: would I be able to place one character's hands and feet on another character?
If not, I'd really like a product that would let me work with two characters at the same time, for scenes in which there is boxing or wrestling.
I'm going to watch the videos. Haven't looked at them yet. But this product is really interesting.
No you are right, you can only work figure by figure one after the other, not two figures together at the same time, but you can have two figures at the same time in the scene, and have only their arms and legs posed (but one figure after the other).
The weird thing is that my computer is fairly new and sort of high-end - 16 GB RAM, GTX 1080, i7-7700. It should be fine with something like this script.
What I did notice is that G8F was a lot more laggy than G8M, even when I went down in quality as far as lit wireframe for the display. Which is weird in itself, unless the number of characters etc. somehow slows stuff down - I'm not into script writing at all, but it's all I can think of that's significantly different between the two (and is probably nonsense anyway)
I don't understand why this happens to you. I'm working on my 6 years old computer and have no big lags. Having a lot of things in your scene can slow down the script indeed. For the number of characters you own it should not change the script behavior. Working on a HD figure can slow things down too. I've spent the day testing and updating the script in order to have something more fluid (and to add the various features request). One thing that can really slow down the script is also the smoothing modifiers on the outfits. Because at each pose update by the script, the smoothing modifier will recalculate the outfit, and this can explode the global calculation time. I'll include in the update something to hide/show various elements in the scene which can slow down the script.
I wonder, and this would be a very important information for me, are you also laggy when you use the "+" and "-" (you click on them and you hold down the click) in order to move the helpers (the + and - around the helper dials)?
Because if not, I found a solution to have something fluid and comfortable to use using only these + and - (I overloaded my scene in order to get laggy and test the new options for these, and it went fluid).
One more question, since you have lag issues, would you be interested to test my update before I release it (while I develop the solutions)?
After I initially used Bridget HD, I switched to undressed and hairless basic G8s in an empty scene - so no interference from other factors.
The + and - are more responsive than the sliders, more so in G8M than in G8F. I usually work in texture shaded.
Ok today I will have a look if it can come from the content size by modifying a few (a lot of) elements in my script. Thanks for helping me sorting this out for you, I will let you know how I progress on the subject! I really hope I will find the exact origin of the issue for you because normally there should be no or only minor lag. I don't believe it took me months to optimise this and I have to back in a new optimization process now!
When you say that the + and - are more responsive, does it mean that if you hold on the mouse clicked on them (so that the helperq keeps on moving) you can have a totally non laggy response or does it still lag anyway?
In lit wireframe the + and - are I'd say smooth, in texture shaded there's a slight pause
(and with the random poses I've been inflicted G8 now looks as if she stepped on a live wire while at a heavy metal concert (I'd do a screenshot, but I'd have to put some clothes on the poor girl first)
Lol! I'd like to see that! Well, for now, I finally managed to create a laggy scene (super high resolution dressed and hairy figures with smoothing modifiers on outfits), and in my script I moved some actions out of some loops, which allows me a smoother movement of the helpers with the handles for heavy configurations (right arm only is tested for now), but not totally smooth yet. I'm going to modify a few more things and then, I'll have to transfer this to left arm and feet which will at least take me one full day (maybe two) if I meet no issue. So I'm going on with this.
I'm working on a second alternative which is a dropdown menu allowing to swap the "+ and - steps" between 5cm and 1 or 0.5 cm, so that you can use the 5 cm to move the arms at the same speed as you would do with the handle of the dial (5 cm steps looks fair). In practice it is a dropdown menu with two options : "set up current dial and resolution to solve lag issues (set dials +/- to 5 cm and also sets the figure to normal resolution)", and "Come Back To Initial Dial Configuration For Fine Tuning Using + and -", accessible from any tab at the bottom of the interface.
Finally I am adding a second always accessible dropdown menu with key options and features asked or which can be interesting (store/restore, hide/show hair/outfits/otherfigures, delete or not before you close). Maybe it will be joined with the first menu for compacity reasons.
Ok, so I zeroed (? spelling) out the morphs on the fourth character. Saved it as a preset. Reloaded into scene as fourth character. Applied script - it worked! But only after 50 seconds ish. Applying script to the next character (a G8M) took 20 seconds.
In my case it certainly seems to be an issue with the amount of morphs. Interesting that different G8 characters with no morphs still vary in load time - if that makes sense?
Anyway - while I would love to use this script with my characters that have (maybe too many) morphs - it's still so useful on other characters in my scene. I think I can comprimise even if no solution is found.
Arg! This is hard for me to solve this as I don't manage to replicate. What I could do is to extract some parts of the beginning of my scripts, so that you can test it "step by step" (script by script) in order to know what's taking so much time. Another thing I can do is to add some inputs in the log file corresponding to the various steps of the launch of the script, so that via your log file we can see what step is taking so long (or steps are taking so long), so that I can directly act on the reason why this happens to you. For me this is very difficult to do this another way since I can't replicate this on any of my computers. I tested with an HD figure with TONS TONS TONS of morphs, HD or not, on it, and there was no way for me to raise above the 3 seconds of launch.
[Released] Character Converter from Genesis 3 Male to Genesis 8 Male (Now Conv JCMs) [Commercial]*thumbs up* Sounds great. I've had no major issues so far. I was actually able to get a Michael 4 GenX morph (Jepe's Jonah for M4) to carry over although it was trial and error till I finally got it right. ;-). It's not 100% perfect but looks fine to me. I'm not seeing any distortion except around the lower eyelid and it's a very trivial thing. I have to really zoom in to see it. The Genesis 3 men though have all looked perfect to me. Changeling Chick's Cillian on G8 looks flawless.Did you carry it over from M4 to Genesis 1, then to this Character Converter product, or, as I'm guessing, from a higher version of Genesis, such as Genesis 3?
Transferred from M4 to G3M so the morph carried over from the transfer with the Scene Converter option. I did discover two issues: one with the Eyes Squinting dial and the Happy HD expression. Applied at 100%, one eye squints more than the other. I typically dial each eye squinting option seperately so it's not an issue for me. I've had problems in the past with Jepe's characters and GenX playing nicely and assuming this was an issue with the G3 version of my character but I never noticed it before. A trivial issue for me. With the Happy HD expression applied, the eyes go wide-eyed, like he's really super-happy excited to be Happy HD. hahaha
I will try to show a quick render soon, but it's going to be Daz soon as I have a lot of stuff rendering at the moment.
Reversing a morphYou can also export the morph at -100, re-import it as delta's only to update the existing morph slider (make sure name is the same), and then resave it. You might need to update rigging as well if there is any changes to that.
Thanks, I'll have to say again, this is great. I didn't think of this, seems obvious now. And thank you for just answering the question I asked. That's so helpful. ;)
Reversing a morph2. I want to avoid having to provide instructions for something as simple as dialing in a morph. Good design is intuitive design. I don't want to be that idiot designer that has to put instructions on a door saying 'Lift handle to exit'.Wish more felt that way, but even so there are going to be those times ...

:D
Starfire hair! :) I needs it.Here are some tests. I wound up deleting Giselle Hair as it didn't combine well with the DForce long curly. The third pic is the one without the Giselle hair but with a COMPLETELY different set of hair whose components I could make invisible EXCEPT for the bangs. They aren't as curly as I like but I will live.



The hair needs to be about three feet longer. I am going to try to go beyond the hair morph parameters and turn the length up THEN run another DForce simulation. Here's hoping it doesn't kill my computer. :)
JCM kick in on specific valueHelp me out because those keyed stuff aren't working like in other softwares.
I want morph on 0% at X -70 and 100% at x-110.
So i key 0% on x0, 0% on x-70 then 100% at x-110. Then ERC Freeze and Check Keyed Extract from play range.
I end up with 50% morph at x0 witch just blows my head off. Other results are even worse like 100% at x0 or 100% at x180.
EDIT i just used propety hierarchy and fixed the values and this damn thing finally works. But i still don't get how keyed ERC works.
Ultimate Pose Master [Commercial]Well, I figure it has to be something to do with my Genesis 8 female having more morphs somehow than she did originally - must have saved something in the past. I did a test (all in texture mode) and the G8 Males take about 15 seconds - thats fine for me. I then mixed up a Genesis 8 female and added a whole load of morphs (a mix of HD and loads of muscle morphs, vascular morphs and anything else I could find really). The helpers loaded in the first part of the script l and then it just sat loading for over 3 minutes until I gave up! So, on this machine anyway, it seems that if a character has a lot or addittional morphs/ shape changes then the script takes longer to load.
Also did a test with 4 characters all in one big scene. Three of them (two G8M and one G8F with standard morphs) the script took about 20 seconds to load (or change to) one each one - cool - but the fourth (which again had lots of additional morphs) the script got stuck (?) or hadnt loaded after two minutes. I am trying to find out if its one particular morph but I cant read an error log if the script 'freezes' since I have to force quit Daz studio. I did zero out all the additional morphs on that character but it still had the same problem. Maybe I should zero the morphs, save character preset, reload and test again sometime.
Additional: I don't have any lag when the script loads in texture and actually can use it with iray preview with only slight lag (although texture mode makes more sense obviously).
Hi, thanks for the information. I think it might come from the way I save the pose originally, I will have a look as soon as I can access my computer (in 1 or 2 hours I hope). But it might come from the fact that I don't filter enough what I save when I backup the original pose, and if the figure has a lot of morphs they might be saved too, taking more time than expected. IF this comes from this (but then it is not logical that your fourth caractère has an issue), it is possible to solve this. indeed I also saved the morphs in order to save and reload the expressions too, and this could be filtered more. Thanks to let me know if you still have an issue on the fourth caractère when you made your next test you propose. This would be a huge clue for me!
And a huge thanks to let me know that you have no lag in texture shading me and only minor in Iray preview mode!
For the hand and foot helpers, if I were doing a fighting scene, would I be able to place one character's hands on another character? And would I be able to place a second chracter's hands on the first character? I'm guessing I could only work on one character at a time. In that case, what about the first instance: would I be able to place one character's hands and feet on another character?
If not, I'd really like a product that would let me work with two characters at the same time, for scenes in which there is boxing or wrestling.
I'm going to watch the videos. Haven't looked at them yet. But this product is really interesting.
No you are right, you can only work figure by figure one after the other, not two figures together at the same time, but you can have two figures at the same time in the scene, and have only their arms and legs posed (but one figure after the other).
The weird thing is that my computer is fairly new and sort of high-end - 16 GB RAM, GTX 1080, i7-7700. It should be fine with something like this script.
What I did notice is that G8F was a lot more laggy than G8M, even when I went down in quality as far as lit wireframe for the display. Which is weird in itself, unless the number of characters etc. somehow slows stuff down - I'm not into script writing at all, but it's all I can think of that's significantly different between the two (and is probably nonsense anyway)
I don't understand why this happens to you. I'm working on my 6 years old computer and have no big lags. Having a lot of things in your scene can slow down the script indeed. For the number of characters you own it should not change the script behavior. Working on a HD figure can slow things down too. I've spent the day testing and updating the script in order to have something more fluid (and to add the various features request). One thing that can really slow down the script is also the smoothing modifiers on the outfits. Because at each pose update by the script, the smoothing modifier will recalculate the outfit, and this can explode the global calculation time. I'll include in the update something to hide/show various elements in the scene which can slow down the script.
I wonder, and this would be a very important information for me, are you also laggy when you use the "+" and "-" (you click on them and you hold down the click) in order to move the helpers (the + and - around the helper dials)?
Because if not, I found a solution to have something fluid and comfortable to use using only these + and - (I overloaded my scene in order to get laggy and test the new options for these, and it went fluid).
One more question, since you have lag issues, would you be interested to test my update before I release it (while I develop the solutions)?
After I initially used Bridget HD, I switched to undressed and hairless basic G8s in an empty scene - so no interference from other factors.
The + and - are more responsive than the sliders, more so in G8M than in G8F. I usually work in texture shaded.
Ok today I will have a look if it can come from the content size by modifying a few (a lot of) elements in my script. Thanks for helping me sorting this out for you, I will let you know how I progress on the subject! I really hope I will find the exact origin of the issue for you because normally there should be no or only minor lag. I don't believe it took me months to optimise this and I have to back in a new optimization process now!
When you say that the + and - are more responsive, does it mean that if you hold on the mouse clicked on them (so that the helperq keeps on moving) you can have a totally non laggy response or does it still lag anyway?
In lit wireframe the + and - are I'd say smooth, in texture shaded there's a slight pause
(and with the random poses I've been inflicted G8 now looks as if she stepped on a live wire while at a heavy metal concert (I'd do a screenshot, but I'd have to put some clothes on the poor girl first)
Ultimate Pose Master [Commercial]Well, I figure it has to be something to do with my Genesis 8 female having more morphs somehow than she did originally - must have saved something in the past. I did a test (all in texture mode) and the G8 Males take about 15 seconds - thats fine for me. I then mixed up a Genesis 8 female and added a whole load of morphs (a mix of HD and loads of muscle morphs, vascular morphs and anything else I could find really). The helpers loaded in the first part of the script l and then it just sat loading for over 3 minutes until I gave up! So, on this machine anyway, it seems that if a character has a lot or addittional morphs/ shape changes then the script takes longer to load.
Also did a test with 4 characters all in one big scene. Three of them (two G8M and one G8F with standard morphs) the script took about 20 seconds to load (or change to) one each one - cool - but the fourth (which again had lots of additional morphs) the script got stuck (?) or hadnt loaded after two minutes. I am trying to find out if its one particular morph but I cant read an error log if the script 'freezes' since I have to force quit Daz studio. I did zero out all the additional morphs on that character but it still had the same problem. Maybe I should zero the morphs, save character preset, reload and test again sometime.
Additional: I don't have any lag when the script loads in texture and actually can use it with iray preview with only slight lag (although texture mode makes more sense obviously).
Hi, thanks for the information. I think it might come from the way I save the pose originally, I will have a look as soon as I can access my computer (in 1 or 2 hours I hope). But it might come from the fact that I don't filter enough what I save when I backup the original pose, and if the figure has a lot of morphs they might be saved too, taking more time than expected. IF this comes from this (but then it is not logical that your fourth caractère has an issue), it is possible to solve this. indeed I also saved the morphs in order to save and reload the expressions too, and this could be filtered more. Thanks to let me know if you still have an issue on the fourth caractère when you made your next test you propose. This would be a huge clue for me!
And a huge thanks to let me know that you have no lag in texture shading me and only minor in Iray preview mode!
For the hand and foot helpers, if I were doing a fighting scene, would I be able to place one character's hands on another character? And would I be able to place a second chracter's hands on the first character? I'm guessing I could only work on one character at a time. In that case, what about the first instance: would I be able to place one character's hands and feet on another character?
If not, I'd really like a product that would let me work with two characters at the same time, for scenes in which there is boxing or wrestling.
I'm going to watch the videos. Haven't looked at them yet. But this product is really interesting.
No you are right, you can only work figure by figure one after the other, not two figures together at the same time, but you can have two figures at the same time in the scene, and have only their arms and legs posed (but one figure after the other).
The weird thing is that my computer is fairly new and sort of high-end - 16 GB RAM, GTX 1080, i7-7700. It should be fine with something like this script.
What I did notice is that G8F was a lot more laggy than G8M, even when I went down in quality as far as lit wireframe for the display. Which is weird in itself, unless the number of characters etc. somehow slows stuff down - I'm not into script writing at all, but it's all I can think of that's significantly different between the two (and is probably nonsense anyway)
I don't understand why this happens to you. I'm working on my 6 years old computer and have no big lags. Having a lot of things in your scene can slow down the script indeed. For the number of characters you own it should not change the script behavior. Working on a HD figure can slow things down too. I've spent the day testing and updating the script in order to have something more fluid (and to add the various features request). One thing that can really slow down the script is also the smoothing modifiers on the outfits. Because at each pose update by the script, the smoothing modifier will recalculate the outfit, and this can explode the global calculation time. I'll include in the update something to hide/show various elements in the scene which can slow down the script.
I wonder, and this would be a very important information for me, are you also laggy when you use the "+" and "-" (you click on them and you hold down the click) in order to move the helpers (the + and - around the helper dials)?
Because if not, I found a solution to have something fluid and comfortable to use using only these + and - (I overloaded my scene in order to get laggy and test the new options for these, and it went fluid).
One more question, since you have lag issues, would you be interested to test my update before I release it (while I develop the solutions)?
After I initially used Bridget HD, I switched to undressed and hairless basic G8s in an empty scene - so no interference from other factors.
The + and - are more responsive than the sliders, more so in G8M than in G8F. I usually work in texture shaded.
Ok today I will have a look if it can come from the content size by modifying a few (a lot of) elements in my script. Thanks for helping me sorting this out for you, I will let you know how I progress on the subject! I really hope I will find the exact origin of the issue for you because normally there should be no or only minor lag. I don't believe it took me months to optimise this and I have to back in a new optimization process now!
When you say that the + and - are more responsive, does it mean that if you hold on the mouse clicked on them (so that the helperq keeps on moving) you can have a totally non laggy response or does it still lag anyway?
Ultimate Pose Master [Commercial]Well, I figure it has to be something to do with my Genesis 8 female having more morphs somehow than she did originally - must have saved something in the past. I did a test (all in texture mode) and the G8 Males take about 15 seconds - thats fine for me. I then mixed up a Genesis 8 female and added a whole load of morphs (a mix of HD and loads of muscle morphs, vascular morphs and anything else I could find really). The helpers loaded in the first part of the script l and then it just sat loading for over 3 minutes until I gave up! So, on this machine anyway, it seems that if a character has a lot or addittional morphs/ shape changes then the script takes longer to load.
Also did a test with 4 characters all in one big scene. Three of them (two G8M and one G8F with standard morphs) the script took about 20 seconds to load (or change to) one each one - cool - but the fourth (which again had lots of additional morphs) the script got stuck (?) or hadnt loaded after two minutes. I am trying to find out if its one particular morph but I cant read an error log if the script 'freezes' since I have to force quit Daz studio. I did zero out all the additional morphs on that character but it still had the same problem. Maybe I should zero the morphs, save character preset, reload and test again sometime.
Additional: I don't have any lag when the script loads in texture and actually can use it with iray preview with only slight lag (although texture mode makes more sense obviously).
Babina 8There. Cleaned her teeth.
I took out the Diffuse map with the brown teeth. I increased the Translucency Weight to add some color back to the teeth. (It uses the same brown tooth diffuse as the trans map.) I increased the Glossy weight...
Forgot to switch to Low Translucency for the skin, though. Oops.

What I usually do also is add a bit more specularity and gloss because teeth are a bit wet as are gums which are often not done right by creators as well. But the other issue is, all her teeth are the same size! I have a morph package that can fix that but I shouldn’t have to. I’ve never seen teeth like piano keys like this, all the same size.,,And her mouth seems to behave like some of the G3 characters, the sides not pulling out into a natural smile.
I might have purchased the bundle if it had come with freebies like all other past pro bundles, but I think I’m going to pass for now.
facegen can't find DSFaceGen doesn't need to see DAZ Studio when you run it & create your faces, but when it comes time to export a morph to DAZ Studio and you go to those tabs (Genesis, G2F, G2M, G3F, G3M, G8F, G8M so 7 tabs in all) to export to DAZ Studio you'll see a pre-filled out path to the appropriate morph folder location in your DAZ Studio content library. Similar when you choose whether or not you want to get FaceGen to combine the texture set it made with your image used to make the morph & it's own set of textures with a DAZ Studio set of textures to make a new set of textures just for the morph you just created.
What features would you like to see appear in dazstudio 5?I would like to have the possibility to use GoZ with several instances of DS. Presently the bridge is linked only with the first instance you open. If you send a figure of the 2nd instance to ZBrush and morph it you cannot reimport the morph in DS.
Linked a bridge to each instance of DS would be useful to make a morph in an instance while rendering in the other for example.
Darwins' Schtuff Pt DeuxAscelin looks dangerously lovely, there.
The three-image set is Tathar, right? Is that both morph and texture, or just texture?
[Released] RSSY Hair Converter from Michael 4 to Genesis 8 Male [Commercial]Just working on the hair I have to manually add - and I am getting some of the Head Shinkage problem mentioned but I'm not finding the "Head Size Correction" morph in the pdf. If I reduce the Converter Morph it does raise them, but moves them back (see Glyn attached). One question - do we have use the Head Size morph each time (when I find it) with that hair, and adjust it the characters? I'm guessing yes.
You are right. I cannot find the morph. It might be a packaging error. I will look into it.
If the hair is pushed down, yes, you need to use the head Size correction. However, you could always set it (when I find it
) and then resave the hair asset.We are submitting an update.
[Released] RSSY Hair Converter from Michael 4 to Genesis 8 Male [Commercial]Just working on the hair I have to manually add - and I am getting some of the Head Shinkage problem mentioned but I'm not finding the "Head Size Correction" morph in the pdf. If I reduce the Converter Morph it does raise them, but moves them back (see Glyn attached). One question - do we have use the Head Size morph each time (when I find it) with that hair, and adjust it the characters? I'm guessing yes.
You are right. I cannot find the morph. It might be a packaging error. I will look into it.
If the hair is pushed down, yes, you need to use the head Size correction. However, you could always set it (when I find it
) and then resave the hair asset.Reversing a morph2. I want to avoid having to provide instructions for something as simple as dialing in a morph. Good design is intuitive design. I don't want to be that idiot designer that has to put instructions on a door saying 'Lift handle to exit'.Wish more felt that way, but even so there are going to be those times ...
Can daz studio import V4 morphs without injecting it into V4 first?When loading V4 in DS you can use the power loader to select the morph packs to load, it should handle the channel creation that the bat file was about.
My phone will not charge complaint threadseems to me rather than convert every m4 morph and texture i want to use to g3, transfer the face rigging to M4.
It's the face rigging i actually after. also want bones for the adam apple, one to compress diaphram for breathing illusion,
bones on the glutes, cuz they come in all shapes and bounciness
but i hear transferring face rigging doesn't work so well.













