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Face Transfer 2 eyelash problem with eyes closed
lstubbs2 said:
The eyelashes on a Face Transfer are more like make-up....there doesn't seem to be a way to delete them....they are texture on the eye.
Is it a G8F or G9 figure ? Is there a sub-node of "Genesis xxx Eyelashes" under the root node of the figure ?
Edit: Well, I carefully look at the screenshots you posted, they seem to be on the texture map or LIE. Okay, check the texture mpa in Base Color slot firstly...
4.23 loses all the face groups.woyodo said:
crosswind said:
Ah,it's normal. When rigging with Transfer Utility, face groups are transfer from Genesis Figure to the target object, so the original poly groups / vertex groups, etc. will be invalid. The vendor should've removed them...
no transfer.Just load a mesh. I think it's a bugYou loaded a Wearable whatever shoes or pants to the Genesis figure... didn't you? If you did, it's no bug.
Or if you loaded bakc an OBJ of Wearable exported from DS, it's also normal. So..., better explain what you did with what figure / prop or name the product.
4.23 loses all the face groups.
no transfer.Just load a mesh. I think it's a bugcrosswind said:Ah,it's normal. When rigging with Transfer Utility, face groups are transfer from Genesis Figure to the target object, so the original poly groups / vertex groups, etc. will be invalid. The vendor should've removed them...4.23 loses all the face groups.Ah,it's normal. When rigging with Transfer Utility, face groups are transfer from Genesis Figure to the target object, so the original poly groups / vertex groups, etc. will be invalid. The vendor should've removed them...How can I combine two Meshes to One and maintain their weight?
Thank you very much,you helped a lot! Yes,I use a method of either rot foot bone or apply foot morph in unreal.crosswind said:woyodo said:
crosswind said:
woyodo said:
crosswind said:
What high heel morph ? I don't see any issue on the heels.
Though the welded boots are purely new figure, there shouln't any issue with A-pose. Then if there's any distortion with posed applied, you have to fix pJCMs.
the morph under the Genesis figure called Left Foot Tip Toe & Right Foot Tip ToeThey're pose controls come from the Feet Pose in the product. They don't affect heels at all ~~
You mean Pose Control only affects bones transforms and not apply any morphs?The problem is the pJCM's? Because I exported the meshes of the zero pose and transfer the weights of zero pose too.When the rot becomes larger the weights becomes weirder.I need all the morphs keep the same to avoid any issue in UE5I personally don't use Unreal but if the shoes / boots work well in DS, they should also work in Unreal. You better check this video to see how to fix high heels / shoes issue in Unreal with DS assets https://www.youtube.com/watch?v=kHHOzfSW6Zk
And as per my experience of bring hight heel shoes to other platforms, giving them proper feet poses rather than flat or zero pose is a must.
How can I combine two Meshes to One and maintain their weight?woyodo said:
crosswind said:
woyodo said:
crosswind said:
What high heel morph ? I don't see any issue on the heels.
Though the welded boots are purely new figure, there shouln't any issue with A-pose. Then if there's any distortion with posed applied, you have to fix pJCMs.
the morph under the Genesis figure called Left Foot Tip Toe & Right Foot Tip ToeThey're pose controls come from the Feet Pose in the product. They don't affect heels at all ~~
You mean Pose Control only affects bones transforms and not apply any morphs?The problem is the pJCM's? Because I exported the meshes of the zero pose and transfer the weights of zero pose too.When the rot becomes larger the weights becomes weirder.I need all the morphs keep the same to avoid any issue in UE5I personally don't use Unreal but if the shoes / boots work well in DS, they should also work in Unreal. You better check this video to see how to fix high heels / shoes issue in Unreal with DS assets https://www.youtube.com/watch?v=kHHOzfSW6Zk
And as per my experience of bring hight heel shoes to other platforms, giving them proper feet poses rather than flat or zero pose is a must.
How can I combine two Meshes to One and maintain their weight?
You mean Pose Control only affects bones transforms and not apply any morphs?The problem is the pJCM's? Because I exported the meshes of the zero pose and transfer the weights of zero pose too.When the rot becomes larger the weights becomes weirder.I need all the morphs keep the same to avoid any issue in UE5crosswind said:woyodo said:
crosswind said:
What high heel morph ? I don't see any issue on the heels.
Though the welded boots are purely new figure, there shouln't any issue with A-pose. Then if there's any distortion with posed applied, you have to fix pJCMs.
the morph under the Genesis figure called Left Foot Tip Toe & Right Foot Tip ToeThey're pose controls come from the Feet Pose in the product. They don't affect heels at all ~~
How can I combine two Meshes to One and maintain their weight?woyodo said:
crosswind said:
What high heel morph ? I don't see any issue on the heels.
Though the welded boots are purely new figure, there shouln't any issue with A-pose. Then if there's any distortion with posed applied, you have to fix pJCMs.
the morph under the Genesis figure called Left Foot Tip Toe & Right Foot Tip ToeThey're pose controls come from the Feet Pose in the product. They don't affect heels at all ~~
Can I save the morphs from morph loader to a file that can load them later on any new scene?
Thank you again!crosswind said:In DS version before 4.23, Save Morph Asset(s)... In DS 4.23, Save as Modifier Asset(s).
How can I combine two Meshes to One and maintain their weight?
the morph under the Genesis figure called Left Foot Tip Toe & Right Foot Tip Toecrosswind said:What high heel morph ? I don't see any issue on the heels.
Though the welded boots are purely new figure, there shouln't any issue with A-pose. Then if there's any distortion with posed applied, you have to fix pJCMs.
How can I add bones to Genesis8 and transfer the weight smoothly from the bones nearby?I want to add 2 bones around g8's hip and transfer some skin weight from hip bone.Question: 1.How to add new bones? 2.How to transfer skin weights only near the new bones(other bones not affected) 3.How to make all the clothes suit the new bones' skin weight?Can I save the morphs from morph loader to a file that can load them later on any new scene?In DS version before 4.23, Save Morph Asset(s)... In DS 4.23, Save as Modifier Asset(s).
How can I combine two Meshes to One and maintain their weight?What high heel morph ? I don't see any issue on the heels.
Though the welded boots are purely new figure, there shouln't any issue with A-pose. Then if there's any distortion with posed applied, you have to fix pJCMs.
Can I save the morphs from morph loader to a file that can load them later on any new scene?I've imported some morphs to a figure. They located under the figure's morph loader.But when I start a new scene,the morphs disappeared. How can I save the morphs and load them in a totally new scene? Thank you very much!HD leg, Arm, Torso pressure morphs G8M/F, G9Since normies don't get access to make HD morphs ourselves, I'd like an all in 1 package of HD pressure morphs along arms, legs and torso for gen8 male and female and gen 9. Trying to find a pressure morph for gloves or stockings that didn't come with one is anoying so I just want a set of morphs that go all the way up arms and legs, both genders, without also deforming other areas as some HD morphs do.
Face Transfer 2 eyelash problem with eyes closedThe eyelashes on a Face Transfer are more like make-up....there doesn't seem to be a way to delete them....they are texture on the eye.
Face Transfer 2 Missing [SOLVED, Menus Merged into one]Richard Haseltine said:
Deecey said:
One more question .... I've reformatted my hard drive and am reinstalling. I can't remember where to enter the Face Transfer 2 serial. Can someone help? TIA!
Help>About Installed Plug-ins - though theya re not stoed with the DS code, so if it was only a content drive that you reformatted you may not need to reenter the serial.
You'd think that this info would be available at plugin "please register" info panel.
Thank you!
How can I combine two Meshes to One and maintain their weight?
Thank you! I have tried the method before.The problem is the heel when applying the high heel morph, the heel becomes weird.crosswind said:woyodo said:
....Thank you very much for answerring my question!
The Transfer Utility Transfers the weight from Genesis 8.1 F to Boots, that may cause some Weight Changes comparing with the original Separate Boot, such as Left/right Foot Tip Toes Poses for High heel.
So how to Transfer weight PERFECTLY from the original one?
They almost have the same weight, you don't need to worry about that at all. You can compare the weight on them, as below:
Edit: The copy / paste weight functions won't work on them... as well as transferring weight from original boots to new welded boots, because they have different geometry ...
What products are in the promos for BW Maramidgard229 said:
Heya; im the promo artist; the morph is my own; the tail is tara 9, the wings are succubus wings for genesis 8; horns arent normally from daz. Hope that helps!
Out of curoisty where can I get the horns from?
So... Aiko 9...Josh P. said:
TesseractSpace said:
yeah, I noticed we're not seeing a thread full of renders for Aiko 9, like we'd usually get. I don't even think she's shown up in the Filatoon threads, and some folks'd dash off a render in seconds if they felt like it. For that matter, I don't think I've seen any with the dark elf either.
Dark Elf is a bit... odd. I'd rather just mess with dials to achieve the same effect.
Dark Elf is pretty well endowed. O_O; She has never seen her feet when standing up.
Attached is a picture and another one I did with Aiko. She's definitely growing on me. Note-I didn't morph Dark Elf Vicky at all, just added makeup.
Edit-Replaced the Dark Elf picture. Completely messed up the lighting.


