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Problem applying morph to rigged prop.
Nice I know this video I saw it once years ago but couldn't find it anymore.
Becasue of that I made my own youtube videos. The most viewed is this one
but I also made this video series about rigging a GeoGraft headpice.
Regarding GoZ I did a quick test, loaded the simple rigged cylinder in a posed position send it to ZBrush, had to configure the Daz Studio Path in the Preferences again but after that I was able to hit the GoZ button in ZBrush and I saw the new GoZ import dialog with the Reverse Deformation setting in Daz Studio and everything went fine no deformations the morph showed up on the cylinder as I've sculpted it in ZBrush.
I am using Daz Studio 4.10.0123 and the GoZ plugin version 1.7.0.123 have looked up this in the Daz Studio Help>About Installed Plugins.
[Released] RSSY Clothing Converter from Genesis 2 Female to Genesis 8 Female [Commercial]I ran into a weird issue with the Shifting Images Fantasy Wrap for G2F: https://www.daz3d.com/fantasy-cloth-wrap-for-genesis-2-female-s
The converter killed every motion morph in every part of the outfit dead. Every single one. It's as though it was sent through Autofit (which also kills the morphs dead). I'm not sure if there's anything I can do to make it work better, or if this is just one of those weird clothing items that doesn't work.
And just to make things weird, the "Ignore previously converted files" is not working when I try to "Add Directory". I wanted to send the Fantasy Cloth Wrap through again to see if maybe picking something other than the Bodysuit conformer might help. Whether "Ignore" is checked or unchecked, I get the "No NEW Clothing detected" popup, and it refuses to add the items to the converter. It does seem to allow it when I add items individually. Is that intended, or is that a bug of some sort?
Hmmm. I don't have that item.
Was the script able to detect the wrap BEFORE it was converted and DOES NOT now? Or did it never detect it?
The script detected all of the wraps just fine the first time. It added them to the queue, ran the converter, everything seemed to go fine, until I realized that all the morphs were dead in every piece of the set. (Kind of surprising, that; you'd think that maybe one or two of the pieces would be OK, but it just killed them all.) When I tried to add them to the converter again to see if maybe reconverting would work, it refused to allow me to add the directory again, but did allow the individual items.
I tried the cape converter on the body wrap the second time. All morphs still dead.
(Incidentally, the G2M hair converter did the same thing to AprilYSH's Milen Hair -- the G2 version of the hair has lots of motion morphs, and every single one of them got killed dead when sent through the G2M-G8M hair converter. Maybe there's something about the G2 generation of stuff that's weird or quirky?)
Character creation/saving... help ?Just to clarify (see attached pic) , just saving this in Morph Assets(s) should save it into any Genesis 8 character I load next session?
Character creation/saving... help ?Sorry if the descripton was missleading. I just wanted to say there is an easy way of saving custom characters by Presets into your Content Library.
Then I talked about situations in when you should save morph assets and finaly how you can create a custom Character Controller Property.
No need to save the new property twice just save the morph asset once but only select the one New Property you have added. This new character control property is actualy not a morph by itself it is only a controller storing the morph values. I mean if lateron you make changes you can always save over the original morph asset. But be careful with doing so to select the same Asset Directory, Product Name and so on, so Daz Studio will actualy overwrite the existing file on disk otherwise you will have to deal with duplicated morph files.
Read this if you run into this situation:
or this thread if you want to delete some:
Character creation/saving... help ?So you're saying I need to save the Morph Asset twice? once for the character settings & once again for the character morph
Problem applying morph to rigged prop.Yea fair enough. For some context, I have a ton of experience making morphs so I'm pretty expert level on that process, but this is my first time rigging an asset so there may be some glaringly obvious thing I did wrong on that part of the process that I'm not aware of. I basically followed this tutorial in order to rig it. https://www.youtube.com/watch?v=0Cyxhir31Ng I did some tests, see results below
I memorized rigging, saved the asset out, deleted it and reloaded it. This did not seem to make any difference in the issue. I loaded it in through the default zbrush settings and also through morph loader with reverse deformations checked (the rope was exported with deformations checked). All attempts got the same bad result.
The interesting thing is that I did a basic test with the rope in it's default position, did the zbrush, and imported it in with preserve deformations disabled. In this case, the morph when applied was true to zbrush and looked correct. Which definitely makes it seem that in other cases the morph is being applied and then being affected by the joints somehow and is trying to apply the correct morph but is being influenced. But the rope will be posed in the workflow before using morphs to correct issues, so reverse deformations is definitely needed in order for this asset to be useful so I need to find a solution.
Character creation/saving... help ?It sounds like you have done something wrong with saving morph assets it is not meant to do it this way.
The easiest way of saving custom dialed characters is to save a Shape or a Character Preset to the library. The Shape Preset will include all dial values of the morphs the figure has. In addition to that the Character Preset can also include material settings meaning the skin texture and shader settings.
With File>Save As>Support Asset>Morph Asset you can save morphs you just have added to the figure/prop/object in the scene with DForm - Spawn Morph, MorphLoaderPro or ZBrush GoZ for example.
If you realy want a seperate dial for your character like the ones from commercial products you first need to create a New Property with the right-click menu on the Parameters pane 1.Edit-Mode 2.Create New Property. This new property can then be used to store the other morph values. To do that you have to right-click the New Property and choose ERC-Freeze. A dialog will pop up with a list of currently used morphs (careful it can also include unnecessary settings - scroll the list and uncheck anything that dosn't look like a shaping morph). By confiming the ERC-Freeze dialog the New Property will act as a Controller to drive all other morphs that your character is made of. Next you can customize the New Property appearance as you want with an icon/card, color and property group in case the New Property didn't appear in the Actor/People/Fantasy Shaping group.
Once you are done you can save the New Property with File>Save As>Support Asset>Morph Asset to the content library by just selecting this one under Actor/People/Fantasy Shaping. The next time you load the Genesis 8 Female to any scene it should also load the Morph Asset from the library.
Problem applying morph to rigged prop.You can run memorize rigging at any time with or without weight maps that should not be a problem.
I just suggested you to try the OBJ export/import with MorphLoaderPro. I saw some issues with GoZ in the past and found it not very reliable. Its general procedure to exclude error sources one by one to hunt down issues. Maybe you just have discovered a new bug in the latest version. Most threads about GoZ issues started with something like: I've updated my Daz Studio now GoZ dosn't work like it should anymore.
But speaking of Reverse Deformation it may be a good idea to save the rope as a new Figure Asset first before you start creating morphs for it.
This is just my idea what could have gone wrong. I had issues with the Transfer Utility that didn't want to transfer morphs from one custom figure to the other I was just working on because nothing of this was saved as a Figure Asset. As long as you edit something it is saved embedded in the scene file maybe GoZ gets confused about the base shape of your rope figure becasue it may requires that the figure is already saved as an asset to the content library. Select your rope figure and go to File>Save As>Support Asset>Figure/Prop Asset fill in the neseccary text in the dialog, delete the rope figure from the scene and load it back from the content library where you just have saved it this will be neseccary to create a reference to the original figure/prop asset saved in the content library instead of using the embedded one. Then try it once more with GoZ.
Once you have the morphs working you can save then seperatly with File>Save As>Support Asset>Morph Asset.
Character creation/saving... help ?I've dialed up a custom character for female Genesis 8, saved the morph assets (wish there was an option to just select which dials are in use) made an icon & card image, and the next day i openup Daz, she's missing from the Actor/People/Fantasy Shaping options.... what step am I missing?
Problem applying morph to rigged prop.So I did forget to memorize rigging, but I ran that now and created a new morph and it still has the warping issue, can you not run it after it has been weightmapped or maybe that wasn't the problem?
I don't think the issue is with the zbrush workflow as you can enable advanced settings for the goz workflow and set all those same morph settings, pluz reverse deformation is on by default in goz so it's been on the whole time. I goz morphs every day, the only difference with this asset is that I rigged and weightmapped this asset myself.
Starfire hair! :) I needs it.Here is an attempt I made to produce a more realistic version of the toon character. I used Arki's Dragonkeeper hair, which is very long, with the bangs from Lorelay Hair, which was a free download in the DSCreative magazine (Issue 11), and is still available here:
http://4eyes.code66.se/dsc/Lorelay_Hair.zip
The hairs were simply loaded and manually fitted and parented to G8F's head.

Nice work - which character/morph/skin are you using? Or did you dial it yourself?
custom designed charcter???The head and body morph packs for G8 M/F (or G3 M/F) allow for a lot of customisation. A big part of a character is the skin texture so you'd need to find an existing character/skin pack with the right texture.
Faceshop might do what you're after (I've heard mixed reviews of success)
Finally there's sculpting your own morph in blender/zbrush/etc.
If you want someone else to make it for you, understand that it can be a lot of work and they may want to charge accordingly (NB: I lack the skill to do this myself - I mostly make props and environments - so this is just by way of general information).
[Released] RSSY Ultimate Clothing Fixer [Commercial]Will it add all morphs to any clothing item, or is it smart enough to know not to add foot morphs to a blouse, for example?
It adds morphs to any clothing item. You have to be smart enough to not add foot morphs to a blouse. That is why there are morph areas. You check the ones you want to transfer.
Oh, I see. Thanks.
[Released] RSSY Ultimate Clothing Fixer [Commercial]Will it add all morphs to any clothing item, or is it smart enough to know not to add foot morphs to a blouse, for example?
It adds morphs to any clothing item. You have to be smart enough to not add foot morphs to a blouse. That is why there are morph areas. You check the ones you want to transfer.
Transfer Utility without "Fit to Source Figure" doesn't workHmmmm. I'm happy because how I understood your version works perfectly fine for me.
The only thing I have to remember is that after Transfer Utility, DAZ unchecks the "Show hidden properties" for the Parameters pane, and I have to re-activate it in order to see my morph and to be able to disable it.
What I would like to see in the new interface for DAZ Studio 5My biggest problem with DAZ Studio (and i love this app, don't get me wrong) is that, while DAZ has MANY wonderful tools, they are not always easy to use or even locate. Keep in mind, I know how to do these things in DAZ, but having some easy-to-find-and-use buttons that do a shortcut for me would help me out a lot. :)
i would like for many of those tools to be placed in easier to find and more centralized locations. A lot of these changes would make the program much easier to use and thus to create results more quickly I would also like to suggest certain tools that would be immeasurably helpful in creation and modification of figures.
Taskbar
- Add the View tab into the taskbar menu or make all those tools available in the window for navigation.
- Make it so that when ALT is pressed and the navigation tools are used, the distance moved is multplied by x10. "Turbo" mode.
- In the menu bar, have a posing menu section, with symmetry and a zero pose button (I've already added these in my task bar but they lack smaller icons which would help them take up less real estate on my task bar).
- In the Posing bar, have a Mirror button that automatically mirrors a pose.
- Have a "Copy Pose To Other Side Recursive" this Posing Taskbar to copy the other side of a figure recursively from the point selected,
- In the Posing bar, have a "Zero Pose from Recursive point forward" so that if you bungled a hand pose, want to start from scratch on the hand, but want to keep the rest of the figure; select the forearm and click the button.
- A set of "Nudge" buttons to increase all transforms not locked up by 2% and 5% and another two to decrease by the same amount.
Scene Tab
- In the Scene tab, the ability to lock rotations and transforms from the Scene Tab
- In the Scene tab, have specific visibility buttons that turn visibiltiy off on all items that match or make all those items visble turning off all hair and clothes so that only the figure show, etc. Yes, I realize this is a new product that recently came out but I love the idea and it needs to be made standard in system.
Parameters, Shaping, and Posing Tabs
-In the Parameters, Shaping, and Posing Tabs, I want a set of four buttons on each Morph dial in the middle: One to make the morph go all the way to it's lowest setting, one to zero it, and one to take it to it's max setting and one to half the value of the setting as it is at the moment.
- The ability to minimize dials so you only see the bar for it to conserve space.
Shaping Tab
-For the Shaping dropdown menu, a place where you can store a description and tags so that all nose morphs come up at once when searched for and not just certain ones from a certain set here and certain ones from another there, etc,
- Have a link on each morph that takes you to the product in which the morph was purchased in Daz Studio under the Products menu and the name of the author.
- A set of "Nudge" buttons to increase all CURRENTLY USED morphs not locked up by 2% and 5% and another two to decrease by the same amount. Or have these on each dial bar as well.
Surfaces Tab
- Have a "Convert to Iray" button that does just that. For old school users, have the reverse "Convert to 3Delight".
- Have a "Eliminate all maps" button that ditches all maps but keeps settings as they are.
- A set of "Nudge" buttons to increase all transforms not locked up by 2% and 5% and another two to decrease by the same amount.
General
- The ability to change the center of a figure or prop and a reset button to take it back to normal.
- A morph brush - Nuff said.
Yes, yes. I know. All these things probably have been mentioned before but I wanted to start a discussion about the plausability of some of these things, garner some feedback on my suggestions, and hopefully get someone's attention who is in power to make decisions. Doubtful, true, but a man can dream.
People who make Daz characters (that look too much like their other characters)What type of imperfections sets a skin apart in the group's opinion? Anything besides your basic freckles, moles, etc?
Skin tone, skin color, tone patches, color patches, pore-sizes, pore-volumes, pore-patches, lip-flesh color, lip-flesh blending, skin-creases, glossy patches, hairs, scars, veins...
It's funny how everyone is different in what they find attractive.
Unfortunately, most artists focus on "average desired attractive attributes", and create them into one single being. Making models that are average, which the average majority will see as beautiful. (Eg, less than half of the population, but greater than the majority of isolated groups.)
Perception: If everyone is beautiful and perfect, then everyone is average and "ugly", in a numbing way. Just as if everyone is rich, then everyone is also poor... In order to truly have "rich", you need "poor", or everyone is "average". (Communism/Socialism, whats mine is mine, whats yours is mine.)
The ugly become the desired. {Essentially, what daz models have become. Everyone looking for imperfections among perfections. Larger, fatter, taller, shorter, older, deformed... all desired more than the "supermodels", sold all over, which are kind-of... Meh, by the opinions of most talking about it. Only new people, just coming to Daz3D now, who haven't been saturated by them in the catalog or in self-renders, are like, OMG, these are all HOT!}
Beauty is subjective. Most are just looking for "something-else". Variety is what most people crave, desire, demand, need, want and strive for. Having shape-morphs is only a small part of it. We honestly need tone-morphs, color-morphs, imperfection layers, etc... In order to create real variety. Morph the base model, with the base skin, and it will always still look like the base model, no matter what shape you alter the face and body with. It is like adding age to a person, they still look like the same person, just older, thinner, taller, deformed, etc...
This is why people cheat on one another. Why people date many people, before "settling down". Why society avoids excessive similarity, but still embraces mild similarity. (If everyone looks like they are related, {insert banjo sounds}, we avoid that. Yet, we avoid places where things are too different. {Classic racism})
OK, need help with a Dual JCM setupI don't know whats happening there maybe you have confused left and right? That can happen easily because you look at the model from the front but left and right are mirrored in the perspective of the figure.
You could also try to load the morph OBJ that includes the JCM for both sides and mask out one or the other half. Instead of my suggestion to create left and right Selection Sets you can also do it like showen in the video just create a Selection Set for one side and use the Strength -1 for to invert the Selection Set.
Stonemason, Kindred arts, and Whitemagus ... break it, please. :)You guys specifically have some great urban area that represent some very major metropolitan areas. I would love to see what these metropolitan areas look like AFTER a super battle.
Supers cause property damage when they fight.
Most of what we have is GREAT for city renders BUT I would love to see someone take their already created and then make a follow-up add-on to show utter destruction. I want it to be severzal different individual damage points that are either morphs or material zones or a combination of both.
I want an urban environment like the one that Stonemason does so well BUT that can morph and change select areas to look like it is being damaged by a superhero fight.
I want to see scorch marks, cars crushed under hughe foot, busses ripped in half, crushed post office boxes, and massive holes in the concrete and surrounding buildings.
I want something that can show, before, during, and after a super-powered battle in an urban area.
Anyone interested? :)
I could need that as well! :-) A city block before and after would be great. I'd also love to see this animated, but it'll take years to render this perhaps.
Problem applying morph to rigged prop.To exclude different sources of issues I would skip using GoZ to send the rope to ZBrush. Instead export an OBJ out of Daz Studio and import it into ZBrush. Once you are done with the morph export the OBJ out of ZBrush and load it as a morph into Daz Studio with the Morph Loader Pro.
I guess the issue you have comes from the posed rope that you send to ZBrush and then if you send it back to DazStudio the morph will include the posed shape resulting in this extreme warping. With the export/import method of OBJs you get an option in the Morph Loader Pro that is called Reverse Deformation that will remove the pose that may also been baked into the morph shape you try to sculpt.
Also in Daz Studio go to the Joint Editor tool and use Memorize Figure Rigging that can cause issues if you haven't already done after adjusting the bones/rigging. BTW the weight mapping will be editable at any time no need to finalize something except the Memorize Figure Rigging if you have moved the bones away from the default position in the Joint Editor.









