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Genesis 8 face expressions and poses on Genesis 8.1
Bejaymac said:
In that case you probably just broke G8.1, best to uninstall the G8 starter essentials and then reinstall them.
G8 expressions are 95% morph, 5% facial rigging, G8.1 and G9 are 95% facial rigging and 5% small partial HD morphs for fine detail.
The two systems ARE NOT compatible, that is why those "dummy files" were added to G8.1, the devs knew someone would be foolish enough to try and use the G8 files, and then complain about things not working right, so they blocked access to stop it from happening.
Sadly it's not a robust system and was easy to get around, and despite the devs best intentions, some people figured out how to get around it.
Still a nope.
Convert custom character preset to a morph dialFor creating a single Control Dial:
1) In Parameters pane, right-click to turn on Edit Mode;
2) Right-click in Parameters pane again > Create a New Property. Give it a Name / Label, set Path as Actor/People/Feminine or Actor/People/Masculine, Type as Modifier/Shape, Min as 0, click Create button.
3) Dial the head and body morphs on Genesis figrue. Right-click on the newly-created property > ERC Freeze.
4) File > Save As > Support Asset > Morph Asset(s) (Modifier Asset(s) if you use DS 4.23+). Locate and check the above control dial ONLY ! Click Accept button.Convert custom character preset to a morph dialI purchased a custom character that I like that only has a head apply/remove and a body apply/remove. Is there a product off the shelf I can buy that will help me convert that to a dial so I can only use it at 50% or something? Or if there is no product, an easy to follow set of steps? I did some searching on this but the method I found looks pretty old and may not be the best way anymore. If it matters, The custom character is a G9, but I'd like to be able to do that with a G8 as well.
Genesis 8 face expressions and poses on Genesis 8.1In that case you probably just broke G8.1, best to uninstall the G8 starter essentials and then reinstall them.
G8 expressions are 95% morph, 5% facial rigging, G8.1 and G9 are 95% facial rigging and 5% small partial HD morphs for fine detail.
The two systems ARE NOT compatible, that is why those "dummy files" were added to G8.1, the devs knew someone would be foolish enough to try and use the G8 files, and then complain about things not working right, so they blocked access to stop it from happening.
Sadly it's not a robust system and was easy to get around, and despite the devs best intentions, some people figured out how to get around it.
How can I export a morph from Daz Studio?Unreal Engine 5's window for viewing a skeletal mesh has a button for importing a morph target as an fbx file.
With the Daz to Unreal plugin, I was able to transfer a G3M figure with morphs and the plugin's subdivision level for the figure set to 2. I tried doing that again with the same G3M figure with the plugin's subdivision level for the figure set to 3, but Daz Studio crashed. However, I was able to transfer that same G3M figure with subdivision level 3 and no morphs included.
Daz Studio's Daz to Unreal plugin can export a skeletal mesh with morphs. But, I want to export just the morphs as fbx files. For, I can then import those fbx files as morph targets into the G3M figure with subdivision level 3 that I had already imported into Unreal Engine 5.
So, how can I use Daz Studio to export an fbx file of a morph?
ND Demonizer characterDoes anyone know whether the [ND Demonizer] demonized character morph offer separate head and body morphs? Or is it just one overall morph?
Unwanted MorphsA friend of mine recently shared a model they did with me so I could also use it. I copied the Scenes, Runtime, and data and pasted them into "My Library" but now all the morphs from that model are mixed in with my morphs making my collection of morph extremely long. Is there a way to hide these morphs for all my models at once or do I have to do it with each model individiually?
Cayman Legacy UVs in conjunction with SH Squishy Human Genesis 9crosswind said:
A free way is to convert them in Blender by using UIV projection, but I've not see a full tutorial so far...
I have a little (but not a lot) of experience with Blender. In fact, I used it to tweak the character transfer from G8F to G9 (Not sure why, but the lower legs and chest didn't transfer correctly). I've only dabbled with UVs in Blender, though.
Sci Fi Aliens for Short Filmnomad-ads_8ecd56922e said:
One can also try looking at some of the ear-morphs packs and packs with head morphs and forehead morphs and whatnot. I used a combination of assorted forehead morphs and earmorphs with some dial=spinning when I wnated to make a mostly-human-but-clearly-alien character for one of my upcoming render projects, and I decided I wanted to go the 60s' Star Trek "alien of the week" approach for it.
My disappoitnment with most of the ear-morphs packs was that most of them were different sorts of pointy-ears... when what I wanted was wierd-broadleaf-shaped ears, akin to that non-human guy in "Way to Eden." I did eventually find something that worked for that, though.
That said, there's also assorted-alien-shape morph packs like this one: https://www.daz3d.com/hfs-ultimate-shapes-bundle
You could also try ancient-mythical-beings guys this one for aliens: https://www.daz3d.com/ancient-horus-for-genesis-8-male There are also way older versions of these sort of ancient-myth characters for older Genesis generations or older, such as this generation-4 one from the same merchant: https://www.daz3d.com/the-bird-cult
I tottaly forgot about this set I own these morphs its just sooo annoying how small the thumbnails sliders are make it so hard see what they are
Sci Fi Aliens for Short FilmOne can also try looking at some of the ear-morphs packs and packs with head morphs and forehead morphs and whatnot. I used a combination of assorted forehead morphs and earmorphs with some dial=spinning when I wnated to make a mostly-human-but-clearly-alien character for one of my upcoming render projects, and I decided I wanted to go the 60s' Star Trek "alien of the week" approach for it.
My disappoitnment with most of the ear-morphs packs was that most of them were different sorts of pointy-ears... when what I wanted was wierd-broadleaf-shaped ears, akin to that non-human guy in "Way to Eden." I did eventually find something that worked for that, though.
That said, there's also assorted-alien-shape morph packs like this one: https://www.daz3d.com/hfs-ultimate-shapes-bundle
You could also try ancient-mythical-beings guys this one for aliens: https://www.daz3d.com/ancient-horus-for-genesis-8-male There are also way older versions of these sort of ancient-myth characters for older Genesis generations or older, such as this generation-4 one from the same merchant: https://www.daz3d.com/the-bird-cult
Morph Mastermatew said:
Artini said:
Great explanation of all of your tools.
What tools and procedure would you recommend to fix in animations when hands and skirt go inside the body?
It’s hard to say in general, as much depends on the specific situation. Is the skirt dForce or not? If yes, it’s best to run a dForce simulation while making sure that the initialization time is sufficient to make your skirt look good from the very first frame. If not, you can use my Volume Preservation script or simply enable smoothing (and preferably convert it into a morph using any of the default/clarified/pure scripts).
As for the hand, you can either to just adjust the position of the hands on the necessary frames or to use the Create Self-Collision Node as shown in the video tutorial, depending on the desired effect.
Thank you very much for the answer.
I would never have a patience to render animations in iray, but FilaToon changed my opinion.
Morph Mastermaikdecker said:
matew said:
I created all my products primarily for myself, and then decided to release commercial versions.
This usually results in the best products ;)
One question though: are you okay with the morphs being made through Morph Master being used in freebies and/or commercial products?
Yes, I give my permission to create morphs using Morph Master for your assets, including for commercial use.
Morph MasterArtini said:
Great explanation of all of your tools.
What tools and procedure would you recommend to fix in animations when hands and skirt go inside the body?
It’s hard to say in general, as much depends on the specific situation. Is the skirt dForce or not? If yes, it’s best to run a dForce simulation while making sure that the initialization time is sufficient to make your skirt look good from the very first frame. If not, you can use my Volume Preservation script or simply enable smoothing (and preferably convert it into a morph using any of the default/clarified/pure scripts).
As for the hand, you can either to just adjust the position of the hands on the necessary frames or to use the Create Self-Collision Node as shown in the video tutorial, depending on the desired effect.
Odd thing going on with G9 head and neck when turning them invisible after creating morph slider.crosswind said:
If you did ERC Freeze on the imported morph slider with Head / Neck nodes set as Hidden, you would get this issue. If you ever did so, you also can firstly ERC Bake on the morph slider, unhide Head / Neck nodes, then redo ERC Freeze.
or just remove that link in the Property Hiearchy pane without fiddling around with baking and refreezing.
eliminate compressed savesThat looks like morph deltas, badly mangled morph deltas.
I'm seeing missing and extra [] as well as ",", and missing and disjointed numbers, so trying to repair that is going to be a nightmare.
However if it's just one morph that is scrambled, then you "might" be able to salvage the file by deleting that entire morph from the file.
Morph Mastermatew said:
I created all my products primarily for myself, and then decided to release commercial versions.
This usually results in the best products ;)
One question though: are you okay with the morphs being made through Morph Master being used in freebies and/or commercial products?
Some confusion when using displacement mapcrosswind said:
Yes, you have to set the same settings on the surfaces that have seams, as well as in the cases where there're geo-grafts. Displacement Strength with bigger value per se is not the culprit ~~
So, usually the better way to make squishy effects is to use morphs or you sculpt the shape yourself.
Thanks mate, there seems no better way to make fine morph for low poly body parts besides displacement map.
Why my characters don't match the seller's characters?eroguysensei said:
crosswind said:
Check if the character's head morphs are fully and correctly dialed in Parameters pane after loading the character preset from the product folder. I know in a few cases, the head morphs is just set as 1% as default in the preset.
Fill a ticket if the issue persists. As for the case in which you bought a problematic product then the product disappears from the store... better request for a refund as yoy may never get the support for that product.
The parameters are correctly dialed, but they have no effect on the character at all. Sliding them doesn’t produce any changes. The character only responds as expected when using sliders from other products.
Okay,then if you go to the data folder of DSF file (from File Path in Parameter Settings of the head morph property > Click that gear icon on the property slider...), can you see the very small file size of DSF file? If you can, that is the culprit.
Or, if you open DSF file with Notepad++, then you find no geometry data or "wrong data" defined in DSF file, that's also the culprit. Then you have to fill a ticket to report the issue.
Morph MasterThank you so much. I have to say your script is one of the god plugins to arrive in daz after a long while.
You are welcome!
I created all my products primarily for myself, and then decided to release commercial versions. I constantly use them in my workflow.SaveGuard – It has saved me countless hours of work. That feeling when you're suddenly covered in cold sweat after realizing you just accidentally saved a new scene over an old one, knowing it would take an hour to recreate the scene from scratch — it's now a thing of the past.
Wearables Manager – I always use it when positioning a character and need to do something more complex than just slightly moving an arm, especially when working on animations. DAZ flies when your characters aren't weighed down by tons of props and clothing, accesories, geografts, and a couple of geoshells.
FlexiKeys – Honestly, I consider this my most fundamental creation, though for some reason, it’s the least popular. I just can’t imagine adjusting sliders anymore when positioning a character. When you control your character's bones using the keyboard, can rotate multiple ones simultaneously, switch between bones or toggle limits on and off on the fly — it’s just a completely different level of control.
Morph Master – I wouldn’t have even bothered with many things I can now do in just a couple of clicks. It allows you to take your renders to the next level without wasting a massive amount of time.
How can I export a morph from Daz Studio?To import it into Unreal Engine 5.5, for it can be used as a Morph Target for the Genesis 3 Male skeletal mesh figure that I put in UE5.5 with the Daz to Unreal plug-in.








