-
HOW DO I FIX THIS?
I wish I knew a fix for the arm, but if you have a modelling program you could probably do a quick morph to push that area out/straighten it a bit more.
The character looks amazing, by the way - what textures are you using for him? They look so good!
The textures are Alistair
Thank you! I'll have to pick him up. :)
I hope you are able to get the arms worked out for your guy - he's really a great looking figure. The veins, textures, and morphs are looking really good together. Nicely done!
HOW DO I FIX THIS?I don't know a thing about Blender. . .is it at all user friendly? I'm kind of a tech moron. (and a jargon idiot) I usually learn by poking buttons and seeing what they do as most tutorials and instructions are written for/by people who don't need them. It would be nice to be able to tweak my own morphs somehowI don't think any unfettered 3D modelling program can honestly be called particularly user friendly.
There's a learning curve to all of them - because the program needs to be able to select and manipulate things in huge numbers of distinct ways, there's dozens of important keyboard/mouse shortcuts, hundreds of buttons and the like, and trying to guess at the controls for all those important functions is basically zero. So, no, I wouldn't recommend approaching them with the "infinite monkeys" technique.
Also, without some education on the subject, the programs can do dozens of things you didn't even imagine were a thing. A lot of the things I've learnt how to do in Blender are things I learned were even possible as a result of a tutorial or guide on something else entirely.I'll be honest - learning a modelling program to even a fraction of its potential is a long and tedious process. However, knowing how to do it is a panacea for almost every case of a morph that isn't quite right, clothing that doesn't quite fit right in a certain pose, etc. So it does have a good pay-off.
Thanks Matt
I am willing to challenge myself here. Might make a right mess of things but it's not likely I'll blow up my computer or anything.
HOW DO I FIX THIS?I wish I knew a fix for the arm, but if you have a modelling program you could probably do a quick morph to push that area out/straighten it a bit more.
The character looks amazing, by the way - what textures are you using for him? They look so good!
The textures are Alistair
zbrush to daz clothing distortion after using transfer utility.thanks, I tried another design on the basic g8m and it worked. as for the one with the morphs, the program won't let me select reverse source shape from target so I get I have to start from scatch :(
Do you have the target morphs applied to your g8m when you launch the transfer utility?
SereneNight's Sci-Fi Fun Thread 2So picked up the Dark Guard Hair set and it looks pretty gnarly. Here it is out of the box, (minus the genital hair which would be against tos), but lets just say it is quite profuse. It doesn't quite match Owen's navel... But his navel has always been rather crappy... Giannis' navel just looks undefined. But even his feet have hair.
Just to clarify- Owen would hate this. So of course, thats why I chose him to model it.

I seen that & thought that the hair is pretty good but a bit to meticulously groomed, ie, so straight and neat. It should have a morph to mess it up slightly.
Anyway, the updated version of the trunks/thong you & Hellboy talked about a page or too earlier is up: Free Spirit (version 2.0)
Teen Jane 8Personally, it is impossible to determine age accurately; it is more about possibilities, or probabilities.
I asked mum about this image, and she said, she had that shape until her mid to late 40s. Yes, including the flat stomach (she looked after herself and watched what she ate).
Her words, "No way is she a teen, could be as old as 40, if she's been really careful."
This image is purely Jane 8 morph with some asymmetry in her face. I customised the translucency textures.
We also pick up the age of a person based on many factors other than height and body size and shape. Context (who they're with and what they're doing) and clothes play a huge part, as does the sound of a person's voice. For girls (in particular) makeup or its lack also has an influence.
... And if all else fails, we ask the persons age. With Daz models, we can't ask their age; if the PA says they're a teen, then they are a teen. We can however change it ourselves with the myriad of morphs and shader/texture options.
The sound of a person's voice?
And before anyone asks, this is her normal speaking voice.
Celebrity Look-a-Likes for 3D figures Part 2I know it's not meant to, but I think there's a certain likeness to Keira Knightley here. At the very least it is an excellent base morph to start out if trying to achieve her look, with a few tweaks here and there.
https://www.renderosity.com/mod/bcs/krashwerks-kylah-for-genesis-8-female/138494/
I agree, and closer than perhaps coincidence.
[SOLVED] Changing eye color to a custom shade?I want to change the color of my Aiko 8 character's eyes to a gold-ish color, which is not found in the texture presets that come with the standalone morph I purchased. I figured that it would be simple enough; just go into the Surfaces > Editor tab, select the corneas, and change a color slider or two. However, I haven't had any luck so far; the color alteration doesn't seem to come through on the render at all. Is there any way to do what I want in DS or Hexagon?
If that's not possible, I'm also very handy with GIMP, so I could export one of the iris texture files, change the color to my liking, and re-import it. I just need to know how to export/import textures from DS so I can color-adjust them.
FBX morph export-not all morphs are visibleHi,
I'm exporting a figure from Daz to Blender as an FBX. I know how to set the export rules and i can see the shape keys being added in Blender. However in Daz the list of exportable morphs is much smaller than the morphs the figure actually has listed in its parameters. Its not a special type of morph like a jcm or ctrl and its not hidden. And i've tried giving the morph 0 value and 100% value in its slider in parameters, but still nothing. The morph might have a name like 0100 - move thingie this way and it wont show on the morph export list but morph 0101 - move thingie that way does show up on the export list.
Maisie for Teen Jane 8 body morph rigging issues?Is anyone else having issues with Maisie? Using pretty much any posing control produces warped results with the body morph applied, even as small as using the eyes up/down control. It isn't occuring on any other figures, including Sara for Teen Jane 8 or Jane herself, and uninstalling and re-installing hasn't helped. Applying the Maisie body morph to G8F does the same thing as well, so it looks like it's just limited to this one morph.
I reported this issue a week or so ago, explaining there are two characters with the same name.
Did this issue ever get resolved?
Haven't yet been advised it has.Can Daz Studio do things like Blender does?Can Daz do what Blender does? Or do I do some things in Hexagon and then stuff in Daz? I seen a setting for UV maps I know what those are. Very curious.
I won't lie I am getting a bit frustrated. One minute I think I got the issue with Daz figures in Blender solved and then I don't and then I think that I will just work harder at Blender and then I think well maybe I will just learn all I can about Daz and that might help. I thought that earlier today. I went to youtube, got some tutorials on Daz basics and Hex to add to what I'd already been looking at.
The only thing that keeps me coming back to Daz is the fact I can't get hair to work in Blender and I have to rig all the figures I import from Daz and I can't get them to work as realitistically as Daz.
What I want to learn:
- Make my own characters and rig them in Daz or make morphs or geographs for existing characters.
- Faster render times.(I don't understand how rendering works in Daz and by god does it take forever! I get much faster render times in Blender.)
- Better lighting more realistic. (Some of the stuff I have seen in Daz is really flat and weird looking. Don't understand lighting in Daz but willing to learn.)
- Better quality animation.
- Make my own 'wigs' (which I bought part one of a tutorial and am working with.)
- Be able to make clothes (again I have bought a tutorial and found some on youtube to hopefully learn from.)
- Be able to fit all the clothes and accessories to all the different characters. (I like the control I have in Blender to be able to shape things at will, bwahahahahahaha!!!!!! Would like that ability in Daz.)
- Find a way to make the interface easier to manuver around in like in Blender. (I know it sounds petty, but I hate those icons you have to mess with in order to manipulate or move around the scene in.)
I feel I can do most of this but am uncertain as to rendering times, lighting, and animation quality. If I can do this I can be happy with just Daz.
Help.
Alright, off to do a starter Daz tutorial and then a Hexagon tutorial (this might work better and transfer over to Daz better than Blender which seems to transfer objects in HUGE preportions!)
Thanks for letting me gripe! I really have been working hard and seems like I am getting nowhere fast. I want one program and to be able to concentrate on that one program so I can actually get some projects done rather than just piddle around with tutorials and only have the results from that to show for it. You know? I mean, I have some art ideas I want to do and been playing with so many different tutorials trying to make the Daz figures work in Blender I still haven't got my art projects done.
Thanks again.
ITF Character Dev Kit for G8F
ITF Dev Kit for Genesis 8 Female by InTheFlesh
A collection of useful tools to speed up your workflow when creating content for Genesis 8 Female.
Make sure watch the tutorial on Youtube for a full walkthough of all the tools (created using ITF Dev Kit for G8M, but the tools remain the same):
Created in Daz Studio Pro 4.11
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Once installed, you will find the ITF Dev Kit folder under People -> Genesis 8 Female -> ITF Dev Kit.
1. Load G8F Basic loads Genesis 8 Male at Subdivision Level 1 with a grey Iray shader I use for test renders. The eyelashes have been removed and the Maximum Subdivision Level has been unlocked to level 4.
2. Apply G8F Texturing Pose is a custom pose to allow for easier texturing. The fingers and toes have been spread apart and straightened, the legs are spread apart for increased access and the arms have been raised and straightened. I tend to texture the eyes and mouth separately, so the mouth is partially opened to reduce texture distortion when compared to having the mouth fully open but still allowing you to get and and texture the lips. The eyes are also mostly closed to give better access to the eyelids. You may need to make some adjustments when working with more extreme character morphs, so just go to Currently Used under parameters to tweak the eye and mouth opening.
3. Explode Eyes and Teeth is a custom morph that moves the eye and teeth geometry out to the left of Genesis 8 Females head. The sclera, pupil and iris have been separated from the cornea and eye moisture. The teeth have been aligned and spread out for easier access during texturing. This morph is also useful for extracting texture maps because it reduces overlapping areas of the mesh.
4. Zero Pose and Morph simply does as stated: it restores the default Genesis 8 Female pose and removes the Explode Eyes and Teeth Morph.
5. Set SubD Zero, One and Four are one click options to set your desired Subdivision level without having to drill into the Parameters.
6. Single UV Tile is a custom UV set that moves all the UV shells into a single non-overlapping layout. It is optimized for texture painting and baking in applications that don't support multiple UDIM tiles. Again, I usually texture the eyes and mouth separately so the UV's for those parts have been scaled down and placed into blank areas of the Torso and Legs UV's. If you use this UV set, you can convert the created textures to be compatible with the default Base Male UV Set by cropping them into 4 equal square textures.
7. Skin UDIM UV is similar to the Single UV Tile in that the eye and mouth uv's have been scaled down and placed into blank areas of the Torso UV's. But instead of the UV's being on a single tile, the Face, Torso, Legs and Arms UV's are still in their original UDIM tile locations. This layout is my preference when working in Mudbox because it supports full UDIM texture painting and baking. Nothing needs to be done to the textures using this UV set to be compatible with the default Base Male UV's, but you can paint out the eye and mouth textures if you'd like.
8. Single UV Tile Even Density is a custom UV set that moves all the UV shells into a single non-overlapping uv tile while scaling the parts to ensure even pixel density across the surface. This is especially useful when projecting full body photographs or extracting texture maps to reduce seams due to differences in UV scale. For example, the difference in pixel size between the face and torso textures. This UV set is also good for using tileable or procedural textures with consistent detail resolution across the mesh. The downside to this UV Set is that if you want to make the textures compatible with the Base Female UV Set you will need to project the textures which can result in a loss of fidelity. I'd recommend baking 16K maps if your hardware can handle it when using this UV Set.
9. Base Female UV simply restores the default Genesis 8 Base Female UV Set.
10. Export Base OBJ changes the selected figure to Base Resolution 0 and SubD 0 and prompts for a location to save an OBJ file. The settings used are designed for exporting to Mudbox and Maya, but may work with others.
11. Export SubD OBJ exports the selected figure at the currently set Resolution and SubD Level. Again, it prompts for the save location and uses the same settings as before.
12. Head, Eyes, Ears and Mouth DFormers load preset weight-mapped D-Formers. These are mostly used when importing morphs to define which parts get morphed or not. The Head D-Former has a soft falloff and can be used to split head and body morphs into separate parts. The Eyes D-Former can be used to ensure the eyes aren't affect by imported morphs. This has no falloff, so only the eye geometry is affected while the eye socket is still morphed. The Ears D-Former has a soft falloff, and the Mouth and Teeth D-Former also has a slight falloff for a smoother blend between the mouth and lips. By default, the imported morphs will be applied to the selected area. To prevent morphs from being applied to the D-Former selection, just set the Strength to minus one in the Attenuate By options.
__________________________________
Download at Gumroad FOR $0 to get notified of updates and new freebies: https://gumroad.com/l/Jafqs
Download at ShareCG: https://sharecg.com/v/94190/browse/21/DAZ-Studio/InTheFlesh-Dev-Kit-for-Genesis-8-Female
And make sure you check out ITF Dev Kit for G8M here: https://www.daz3d.com/forums/discussion/340601/itf-character-dev-kit-for-g8m
For any issues relating to this product, please email me at: [email protected] with the product name 'ITF Dev Kit for Genesis 8 Female' in the subject line.
Thank you for your support!
Daniel
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]Here is a map transfer utility tutorial. (I haven't used it, but it looks helpful).
https://www.daz3d.com/forums/discussion/184696/tutorial-from-map-transfer-to-material-presets/p1
Thanks. I did see that. It does look helpful.
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]As for map transfer from one character gen to the other. There is a tool called blacksmith3d that has this feature. They also make a stripped-down version that only transfers skins called Texture Transformer. If these tools can do it I am sure there's a way.
Oh I am sure there is a way. The question for me is there a way using DS and its scripting API.
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]I need to look at the map transfer tool more, but I don't know I will be able to automate it. After a cursory googling around, it doesn't look like the Daz Studio scripting API exposes the map transfer tool.
Oh... I didn't find any API, too... Damm it... that ruins all my plans for a little helper scripted I wanted to do in the future to save me tons of work...
I'll write a ticket with a feature request. Maybe you should that do, too, if we want to see the map transfer tool scriptable in a future DAZ version.
Good idea!
Morphs from G3 to G8I'm sure I'll get both and see which one I like the most - they both look great. And it looks like Riversoft's will have a script that will quickly transfer custom dialled characters from one figure in the scene to the other on the fly. That sounds awesome!
They both have features that sound extremely helpful, so I think I'll have to get both to see which one I like the most (assuming one isn't crazy expensive or something lol).
I am also basing my decision on my past experiences with both vendors and their products. Then again, I really don't have as much of a need for this as many others since I used the very early version of SBs script to transfer my custom figures over awhile back, but I was willing to support SB with a sale if it ever came out as a commercial product and now I can support Zevo instead
HOW DO I FIX THIS?I don't know a thing about Blender. . .is it at all user friendly? I'm kind of a tech moron. (and a jargon idiot) I usually learn by poking buttons and seeing what they do as most tutorials and instructions are written for/by people who don't need them. It would be nice to be able to tweak my own morphs somehowI don't think any unfettered 3D modelling program can honestly be called particularly user friendly.
There's a learning curve to all of them - because the program needs to be able to select and manipulate things in huge numbers of distinct ways, there's dozens of important keyboard/mouse shortcuts, hundreds of buttons and the like, and trying to guess at the controls for all those important functions is basically zero. So, no, I wouldn't recommend approaching them with the "infinite monkeys" technique.
Also, without some education on the subject, the programs can do dozens of things you didn't even imagine were a thing. A lot of the things I've learnt how to do in Blender are things I learned were even possible as a result of a tutorial or guide on something else entirely.I'll be honest - learning a modelling program to even a fraction of its potential is a long and tedious process. However, knowing how to do it is a panacea for almost every case of a morph that isn't quite right, clothing that doesn't quite fit right in a certain pose, etc. So it does have a good pay-off.
Mollytabby's Art Workshop@Mollytabby, I agree that Hana is a wonderful character and I recently used her skin material on a realistic character morph and had a wonderful result. DisparetDreamer created an excellent package for general use, not just anime/manga or stylistic styles.
Your work on the adjustments are simply lovely. So inspiring.
Mary
Morphs from G3 to G8The transfer and proper linking of JCMs and MCMs is important for posing characters correctly. Zev0 had the advantage there, if I read the threads correctly. The Singular Blues script that I got very early on had that advantage, too.
Morphs from G3 to G8..
It's the little things that drive you mad.
If anyone has an idea about how to make DazScript recursively delete folders, I'm all ears. I'm tired of thinking about that.
Anyway, here's a prototype.
The use of this script is different than the old, but it's not massively so. All the old warnings apply. This could break your stuff, use at your own risk, etc. The point is to help develop it so that it is very unlikely to break your stuff.
What's the same?
You still need to load the figure you want to transfer from.
You still need to select a favorite morph to tell the script what to transfer.
It will still transfer ALL the morphs in the same product as the targeted morph.What's changed?
You now need to load the Target figure.
Both figures need to be selected when the script is run.
The selection order is important. First select the source figure, then select the target.
The number of favorites is no longer important. The script should transfer all products associated with all favorites.
No more progress bar. No real point. The script moves so fast, there's not a lot of need for it.
The script is part of a system of files, and probably won't work if not installed correctly. It's not hard to install, but it has to be in the primary library (EDIT: Studio and you may disagree about the definition primary. For Studio this is the first library in your list libraries in Content Driectory Manager under DAZ Studio Formats). It depends on that to be able to find all the other bits it uses. nIt's already packaged. Just extract the contents of the content folder into your primary library and all will be well.
It should work with Connect, however, it will not save to the connect library.
EDIT: You must reload the target figure to see the changes. Some morphs will show immediately, but the will not be correctly configured. ATM I can't do that on a loaded figure.
Use it responsibly. Use it in peace.
Am I blind? I do not find the script.
Yep, it's on the githup: https://github.com/ArchitectMCP/GenNext Keep in mind it only supports G3 to G8, but some shapes were causing issues with the arms. Riversoft has recently announced a product that is supposed to basically do the same: https://www.daz3d.com/forums/discussion/340346/coming-soon-character-converter-from-genesis-3-female-to-genesis-8-female-commercial#latest; AND it looks like Zevo has done the same: https://www.daz3d.com/forums/discussion/341526/xtransfer-commercial#latest
From looking at the two products, Zev's transfers supporting morphs, whereas Riversoft's doesn't.
... But both produce exellent products; I have a good few from both. :)
And Zevos works on both male and female G8 whereas the other version, as usual is for female only with the male version being an extra charge. Sticking with Zevo on this one.
I'm sure I'll get both and see which one I like the most - they both look great. And it looks like Riversoft's will have a script that will quickly transfer custom dialled characters from one figure in the scene to the other on the fly. That sounds awesome!
They both have features that sound extremely helpful, so I think I'll have to get both to see which one I like the most (assuming one isn't crazy expensive or something lol).












