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Daz 3D Forums > Search
  • I think I am over the Dforce clothing but not Dforce

    Yep, I agree ... those sheet-metal dresses! That's why I was so thrilled when dForce was announced. Unfortunately it just doesn't meet expectations: it is slow, it s oversensitive and it is difficult to configure - all reasons why I splashed out for MD.

    Well, MD will always be useful - but dForce has only been in since 4.10, I assume it'll get improved, and indeed has been - it's a lot less explosion prone than it was.

    I use a lot of older figures because despite the logical arguements that the modern figures are more efficient then the old, the old figures tax my system less, and in lieu of new items being done for old figures (which certainly won't happen) or a script to replace old crappy rigging with a modern flexible standard (I haven't gotten into the rigging transfer toolset yet) dForce is the best option.

    As I said I use Dforce 

    but

    on Conforming clothing and Poser prop clothing as you did

    the stuff being sold half rigged that relies on Dforce just to be useable is what irks me, maybe if it were just props and priced accordingly it would actually work better, I know stuff I model does if I don’t rig it, 

    It is like the clothing that relies on smoothing or worse hiding parts to be useable without poke through.

    I use a lot of V4 clothing, it nearly always needs smoothing added - but isn't everything from Genesis up loaded with smoothing applied? I only ever have to manually add it with pre-genesis content. Coming in to Daz in 2016 - it took me ages to learn how to fit clothes manually to Generation-3 and Generation-4 with smoothing and push modifiers.

    I've often thought Daz could have done with a nuanced approach to dForce categorisation - just 'dForce' mentioned in the store page doesn't really tell the buyer anything about how much dForce is needed to properly use the item in question - you can glean that from the morph list in the details portion of the page - but it's not very shopper friendly. Could have categories along the lines of 'dForce compatible' 'dforce dependant' and 'dForce enhanced'

    I had to do that before the 4.11 Beta when, due to a lack of Cuda support on my daz install I had no dForce ability - if there were no listed movement morphs then the item relied on dForce for functionality rather than extra detail so i avoided buying.

    By

    GafftheHorse GafftheHorse August 2019 in The Commons
  • Diffeomorphic Plugin & Help from Daz

    An interesting quote from Mr. Larsson's site:

    The .duf file contains information about the character shape in the form of morphs, but I have not fully understood how this is implemented, and in particular not how clothes are fitted to morphed characters. Instead of trying to reproduce the final vertex and bone locations inside Blender, these basic data are exported by a custom script to a .json file, which is then used in Blender to recreate the final meshes.

    A direct question to the Daz staff here: If Mr Larsson, or anyone else, requested it, I wonder if Daz would work with him so that he can figure it out, much like I understand that they are working with the author of the Dex plugin? This plugin is INCREDIBLY useful to many of your users.

    You might be better off putting in a feature request if you want Daz staff to take notice.

    Actually, I think Mr Larsson has made a smart design decision.  He is just worrying about the final vertex and bone positions instead of trying to process every morph that's been applied to items in a scene to reach that position, of which there could be hundreds.

    If they can sell it maybe. I doubt it otherwise.

    Indeed.  Daz Studio exists only to sell items from the store, which is not a criticism.  New features are added that will increase sales.

    By

    andya_b341b7c5f5 andya_b341b7c5f5 August 2019 in The Commons
  • I think I am over the Dforce clothing but not Dforce

    I'm not seeing this

    There's no way rigged conforming clothing can compete  - and in a few years, the hardware will easily do dynamic simulations.

    I've never had any luck with the rigged poses some clothes come with - morphs titled pose 01-XX are no help when you've no idea what pose set they're for and 'sit' morphs are pretty useless as peopl don't often sit in formal 'Egyptian God' seated pose, they tuck a foot in, extend a leg out, twist left/right lean forward. The amount of times I've discovered a sit morph on a skirt only to be disappointed its a floor sit when I need a chairsit.

    No way I could have gotten good looking seated robed figures with rigged clothes (these are free poser dynamic items dForced).

    As I said I use Dforce 

    but

    on Conforming clothing and Poser prop clothing as you did

    the stuff being sold half rigged that relies on Dforce just to be useable is what irks me, maybe if it were just props and priced accordingly it would actually work better, I know stuff I model does if I don’t rig it, 

    It is like the clothing that relies on smoothing or worse hiding parts to be useable without poke through.

    By

    WendyLuvsCatz WendyLuvsCatz August 2019 in The Commons
  • I think I am over the Dforce clothing but not Dforce

    I'm not seeing this

    There's no way rigged conforming clothing can compete  - and in a few years, the hardware will easily do dynamic simulations.

    I've never had any luck with the rigged poses some clothes come with - morphs titled pose 01-XX are no help when you've no idea what pose set they're for and 'sit' morphs are pretty useless as peopl don't often sit in formal 'Egyptian God' seated pose, they tuck a foot in, extend a leg out, twist left/right lean forward. The amount of times I've discovered a sit morph on a skirt only to be disappointed its a floor sit when I need a chairsit.

    No way I could have gotten good looking seated robed figures with rigged clothes (these are free poser dynamic items dForced).

    Yep, I agree ... those sheet-metal dresses! That's why I was so thrilled when dForce was announced. Unfortunately it just doesn't meet expectations: it is slow, it s oversensitive and it is difficult to configure - all reasons why I splashed out for MD.

    By

    marble marble August 2019 in The Commons
  • Daz Store: Are tutorials worth the purchase?

    I only have one of the above tutorials, but have not figured out how to watch it on anything but my computer.  That is not saying it is not good.  If you know how to watch the tutorials and implement them that would be better than just buying them and not viewing them at all.

    LOL!  That is a funny situation.   If you go into the Download Manager and go all the way to the right where the items have been installed, there is a small down arrow to the right. Click on that and a list box appears.  Click on "Show Installed Files".  It will show the path to files.  More than likely it is standard video files.  Once you see the full path, you can use Windows Explorer to get to it.  Then you should be able to copy the files over to a memory stick to transfer to anther device.

    BTW, which tutorial did you get?

    The hexagon revisited one.  I will try that once my computer finishes rebooting.

    By

    Xyetzt Xyetzt August 2019 in New Users
  • I think I am over the Dforce clothing but not Dforce

    I'm not seeing this

    There's no way rigged conforming clothing can compete  - and in a few years, the hardware will easily do dynamic simulations.

    I've never had any luck with the rigged poses some clothes come with - morphs titled pose 01-XX are no help when you've no idea what pose set they're for and 'sit' morphs are pretty useless as peopl don't often sit in formal 'Egyptian God' seated pose, they tuck a foot in, extend a leg out, twist left/right lean forward. The amount of times I've discovered a sit morph on a skirt only to be disappointed its a floor sit when I need a chairsit.

    No way I could have gotten good looking seated robed figures with rigged clothes (these are free poser dynamic items dForced).

    By

    GafftheHorse GafftheHorse August 2019 in The Commons
  • Daz Store: Are tutorials worth the purchase?

    I only have one of the above tutorials, but have not figured out how to watch it on anything but my computer.  That is not saying it is not good.  If you know how to watch the tutorials and implement them that would be better than just buying them and not viewing them at all.

    LOL!  That is a funny situation.   If you go into the Download Manager and go all the way to the right where the items have been installed, there is a small down arrow to the right. Click on that and a list box appears.  Click on "Show Installed Files".  It will show the path to files.  More than likely it is standard video files.  Once you see the full path, you can use Windows Explorer to get to it.  Then you should be able to copy the files over to a memory stick to transfer to anther device.

    BTW, which tutorial did you get?

    By

    jukingeo jukingeo August 2019 in New Users
  • Scooby-Doo characters?

    Here is the link to the Daphni morph:

    https://www.daz3d.com/daphni-hd-for-genesis-3-and-8-female

    On the same page, is a list of items that are shown that would go well for a 3D version of Daphne.  There is even a link to a great dane for DAZ Dog 8, which would make a great Scooby-Doo.

    I'm probably going to add this to my wishlist pretty soon.

    By

    EightiesIsEnough EightiesIsEnough August 2019 in Product Suggestions
  • created model clothing distortion after using transfer utility.

    hello, I hope someone can point me in the direction of a video or information on how to fix the tearing and stretching affect on newly created model clothing  after using the transfer utility like under the arms and around the leg creases. thanks you.

    By

    kittynoir kittynoir August 2019 in New Users
  • Carrara Challenge 48 - transcendent or immanent WIP thread

    Looking great, Misty.  

    Kraken?  PhilW generously donated a scene with free octopus at sharecg.  Maybe you could morph it.

    https://www.sharecg.com/v/45866/related/5/3D-Model/Octopus-Underwater-Scene

    By

    Diomede Diomede August 2019 in Carrara Discussion
  • Can't Find Genesis Expressions Morph Dials

    What you are looking at in the Head are dummy dials, they only have ERC that connects them to the actual HIDDEN morph dials in the Body.

    It's actually a "throw back" to Poser figures, in those figures to get at the expression morphs you had to select the Head bone, attached to that bone was the mesh group for the head and the morph deltas for that mesh group.

    With a DS figure the mesh and bones are kept separate, as a result all morph deltas are stored in the Body, so any dials on a bone are empty as there is no mesh there for them to work on.

    Hello!

    Dummy Dials?  I am not sure what is meant by that, but it does offer a way to control the expressions, so that is good enough for me.  I am just amazed at how different Genesis is compared to Gen 2,3, and 8.  I just recently got into both Genesis and Genesis 3 with the former offering faster render times and I usually use Genesis characters in the background were HD details are not needed or desired.  I have been also finding that Genesis clothing seems to autofit better on Genesis 8 characters than Gen 2 or 3.  Since there is an overlap between many figures, hair and clothing for Genesis 3 and 8, I mainly deal with those figures for HD use.  For some reason, I actually find that for Sci-Fi and Fantasy characters, Genesis 3 seems to have better options.   Now for contemporary or current world figures, Genesis 8 prevails.  The only figure I don't use much of is Genesis 2 as it seems close to Genesis 3.   Yet it seems the controls for Genesis 2-8 are consistant. 

    I don't know how V4, M4 were as though I do have stuff from that generation, I mostly obtained it through freebies as I don't really buy stuff for these figures.  I read that these figures and earlier don't even have auto-fit.  So the only thing I usually bother with here are scenary items.

    Anyway, I am rambling now.  Thanks for the info!

    Geo

    By

    jukingeo jukingeo August 2019 in New Users
  • Please help - Importing to Unity - Morphs missing

     By the way is there an easy way to use wildcards in the morph options Match field e.g. Should I just make a program to create CSV files to import multiple morphs? What method do others use to save typing them all manually?

     

    There is an option to export and import the saved csv configuration in the FBX export options - there should be buttons  "Import CSV Rules, Export CSV Rules"

    Yes wildcards work ; it' s not "*" ; it's every character to the right;

    For example, in the FBX Morph Export Rules, if you had

    rForearm Ignore

    It would ignore all  the categories starting with "rForearm". (If it was set to Export it would export everything starting with "rForearm")

     

    In the CSV it would look like

    "rForearm","Ignore"

    But don't worry about the CSV syntax or formatting, just use the Export CSV Rules button when you have the Morph Export Rules set the way you like it to save it to .csv

     

    By

    pdr0 pdr0 August 2019 in Unity Discussion
  • What features would you like to see appear in dazstudio 5?

    Morph Brush! Morph Brush! Morph Brush! Hexagon just doesn't do it for me! Using something like Poser's morph brush IN Daz - now that's the ticket!

    By

    miketee miketee August 2019 in The Commons
  • Scooby-Doo characters?

    For those wondering about a Daphne figure, there is a newly released body morph, called Daphni, now in the DAZ Shop.

    It's the morph for now.  Hopefully this might be a sign of a looming dress someday.

    By

    EightiesIsEnough EightiesIsEnough August 2019 in Product Suggestions
  • Please help - Importing to Unity - Morphs missing

    Love you so much!!! Thank you!! - By the way is there an easy way to use wildcards in the morph options Match field e.g. Should I just make a program to create CSV files to import multiple morphs? What method do others use to save typing them all manually?

     

    You are a legend - it's been annoying me all day!!

     

    Thank you so much,

     

    Darren

    By

    n12nja n12nja August 2019 in Unity Discussion
  • Please help - Importing to Unity - Morphs missing

    Hi all,

    I'm very sorry for the noobie question but this is driving me up the wall. I've followed multiple tutorials for exporting a character into Unity with the morphs but every time I do the character appears but under the Skinned Mesh Renderer there is no BlendShapes arrow to expand. I've ensured the morphs are set to Bake and Morph is ticked on the Export settings - exporting to an .fbx file. I've tried this with both Gen 3 and Gen 8 characters. I'm using Unity 2019.1.14f1.

    Upon importing the asset in Unity I ensure "Import Blendshapes" is ticked.

    Please advise me what to do - I'll try anything!!

    Many thanks for any and all advice.

     

    Darren

     

     

    "Bake" means the morph is permanently set; ie. it's not a blendshape or controllable option

    Normally you would want those specific morphs that you want exported set to "yes" under "export"  in the DS FBX morph export dialog options (edit the morph export rules)

     

    By

    pdr0 pdr0 August 2019 in Unity Discussion
  • 4.12 Beta IK setup

         My first day in 4.12 and I'm trying to wrap my head around the new IK system. I haven't found a tutorial on it yet but just by fiddling around I see I have control of the IK chain's root and end. This is huge! I want everyone over there to know how much I appreciate the hard work. I've been waiting for this to happen for a long time. I know this is still Beta but I love it already. 

     Great! Can you tell us how to find/use it?

    EDIT: Nevermind, all you need to do is select IK then go into scene, and you'll find the IK node there, then go to parm settings so you can see/control the IK there!

    I posted this in the wrong catagory and it doesn't look like the picture I originally posted made it in the transfer. It shows where everything is at. I'll repost it in case anyone else is struggling to figure it out. 

    What is not in the picture:

    * Select hand or foot in the scene that you want to be affected by IK

    * Go up to create in the drop down menus

    * Select new IK chain...

    Ahh, I missed the create new IK chain, thanks for clearing that up!

    By

    takezo_3001 takezo_3001 August 2019 in Daz Studio Discussion
  • Reptilian 6 was Male Only-- Please make Gen 8 BOTH GENDERS Reptilians!

    Personally, I can see both sides of the argument for breasts and no breasts on a female reptilian as valid,  If someone ends up making a female lizardfolk character, I'd be in favor of the character having breasts, but also a secondary morph that makes them flat-chested.  I know there are flat-chest morphs out there for G8F, but they're known to sometimes cause distortion on certain characters, and I feel it would be better to be safe than sorry.  If the female lizardfolk was paired with a matching male character, I'd also be in favor of giving them some sort of reptilian dimorphism, such as a dewlap on the male, or if both have a dewlap, a larger dewlap on the male.  I'd also like to note that even when I make lizardfolk women flat-chested, I'm a strong advocate of still giving them a more traditionally "feminine" torso shape, with waist narrower than the hips and such.

    As for tail clothing fits, I'd be happy with an outfit or two designed for use with the tail, sort of like how the G8F Catgirl has a skirt that works with its tail, and/or a morph or two that adjusts tail height so that it can hang over most pants or under most skirts that are wide enough to drape over a tail.  I would think that would be within the realms of possibility.

    By

    Cowrie Cowrie August 2019 in Product Suggestions
  • Please help - Importing to Unity - Morphs missing

    Hi all,

    I'm very sorry for the noobie question but this is driving me up the wall. I've followed multiple tutorials for exporting a character into Unity with the morphs but every time I do the character appears but under the Skinned Mesh Renderer there is no BlendShapes arrow to expand. I've ensured the morphs are set to Bake and Morph is ticked on the Export settings - exporting to an .fbx file. I've tried this with both Gen 3 and Gen 8 characters. I'm using Unity 2019.1.14f1.

    Upon importing the asset in Unity I ensure "Import Blendshapes" is ticked.

    Please advise me what to do - I'll try anything!!

    Many thanks for any and all advice.

     

    Darren

    By

    n12nja n12nja August 2019 in Unity Discussion
  • 4.12 Beta IK setup

         My first day in 4.12 and I'm trying to wrap my head around the new IK system. I haven't found a tutorial on it yet but just by fiddling around I see I have control of the IK chain's root and end. This is huge! I want everyone over there to know how much I appreciate the hard work. I've been waiting for this to happen for a long time. I know this is still Beta but I love it already. 

     Great! Can you tell us how to find/use it?

    EDIT: Nevermind, all you need to do is select IK then go into scene, and you'll find the IK node there, then go to parm settings so you can see/control the IK there!

    I posted this in the wrong catagory and it doesn't look like the picture I originally posted made it in the transfer. It shows where everything is at. I'll repost it in case anyone else is struggling to figure it out. 

    What is not in the picture:

    * Select hand or foot in the scene that you want to be affected by IK

    * Go up to create in the drop down menus

    * Select new IK chain...

    By

    D W Johnson D W Johnson August 2019 in Daz Studio Discussion
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