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Daz 3D Forums > Search
  • Morph Loader Pro Help

    Hello,

    I am looking for ways to make my clothes automatically deform.
    Let me explain;
    1 - I have basic pants.
    2- I wish to transform it for a Bodybuilder 8 genesis body.
    3- I export en.obj, I transform in my modeling software (so far so good)
    4- I import my OBJ "Bodybuilder pants" with Morph Loader Pro.
    5- In the presets I note:
    - Name: "Bodybuilder pants"
    - Property Group: "Actor / Full Body / Real World
    - Create Control Property: YES
    - Reverse Deformation: YES
    - Existing Overwrite: Make Unique
    I accept = Succes.
    6 - I save "Morph Asset (s).
    7 - I save my pant (Body Genesis Basic to Zero and Pants to Zero) in "Figure / Asset props (s).
    Success.
    8 - When I call my pants, it loads very well on my Genesis BUT, if I decide to change the body of my Genesis in Genesis Bodybuilder ... The pants do not follow! It does not automatically go into Bodybuilder Pants.
    I have to play with a slider included in the settings:
    Pant / Actor / Bodybuiler Pants.

    I think that I handle Morph Loader Pro badly. Please, what should I check for the morph settings to be automatic?

     

    (Sorry for my bad english)

    By

    Wojtko Wojtko August 2019 in Daz Studio Discussion
  • mcjTeleBlender:Daz Studio scenes/animations w/Blender's Cycles Engine

    Thank you for all your hard work and for sharing this with us. 

    Here is a quick experiment with the latest "mcjTeleBlender 4 Beta for Blender 2.8" script to export Sugatak's "Ninja Village" model from DAZ Studio 4.11 to Blender 2.8. I used the default settings, added a little camera movement and rendered everything using Eevee @ 1920x1080 (300 frames/3 min total render time).  This example is played at normal speed and then at half speed in reverse.

    It works great so far.  I noticed a few things that didn't transfer correctly by default, but I suspect that they can be easily fixed in Blender. :)

    By

    Joepingleton Joepingleton August 2019 in Blender Discussion
  • Free dForce Bouncing Balls and Things

    What you can try to do for odd shaped object is create a sphere, cube, cylinder that encloses the odd shaped object but intersects with the edges of the odd shaped object as much as possible and apply dForce to the cylinder/sphere/square. It would only be good for making falls and collisions though not with softbody physics deforms that result. You'd need to use the cutout opacity to make the sphere/cube/cylinder invisible too.

    That's what most game engines do to save on massive amounts of math, especially on mobile platforms.

    Yes, using "Proxy" objects helps a lot - especially as we can set them "Invisible in Viewport" and/or "Invisible in Render" (no need to use cutout opacity).

    The problem in DAZ Studio is that the apparent motion of the dForce prop is implemented via Morphs of the prop's mesh, not as Motion of its origin plus Morphs of its shape.  See my 3rd post above: You can't transfer the motion of the dForce prop to the "real" prop just by parenting - it needs some scripting (which I'm working on...:).

     

    It's somehow possible using the Rigid Node Follower ( not sure of the name) to "link" an object to a specific polygon.

    If the DForce "proxy" is simple enough and really rigid, you can easily position it inside it ( or fit the dummy in the prop) and connect them to move at same time in same direction. wink

    I remember an experiment with a rigid cube and an hammer somewhere in the forum.

    By

    Imago Imago August 2019 in Freebies
  • Free dForce Bouncing Balls and Things

    What you can try to do for odd shaped object is create a sphere, cube, cylinder that encloses the odd shaped object but intersects with the edges of the odd shaped object as much as possible and apply dForce to the cylinder/sphere/square. It would only be good for making falls and collisions though not with softbody physics deforms that result. You'd need to use the cutout opacity to make the sphere/cube/cylinder invisible too.

    That's what most game engines do to save on massive amounts of math, especially on mobile platforms.

    Yes, using "Proxy" objects helps a lot - especially as we can set them "Invisible in Viewport" and/or "Invisible in Render" (no need to use cutout opacity).

    The problem in DAZ Studio is that the apparent motion of the dForce prop is implemented via Morphs of the prop's mesh, not as Motion of its origin plus Morphs of its shape.  See my 3rd post above: You can't transfer the motion of the dForce prop to the "real" prop just by parenting - it needs some scripting (which I'm working on...:).

     

    Oh, that's bummy.

    By

    nonesuch00 nonesuch00 August 2019 in Freebies
  • What is this uniform depicted in this pose pack

    It's a a kit-bash of several old outfits, mostly this https://www.daz3d.com/u-c-m-s-f-d , which is an add-on pack for https://www.daz3d.com/mos-invasion, and I think there's some old MIndvision stuff that isn't available anymore as well as some Uzilite. 

    0 Links

    awesome - THANKS ..now what are the odds of fitting that to G3 without too much agony. Bad the fact I can;t even remember what converter products I have...although I'm pretty sure I stayed away from old V/M 3 stuff. 

    The helmet can just be parented, but as for the rest ot it.... the only direct clone converters from the V3 generation figures were to the original Genesis, so you'd have to do a double conversion to get to G3F, and a lot of generation 3 stuff tends to be real hit or miss and fall apart during conversions.  Given that it's pretty obvious that the cross fit just from M3 to V3 wasn't very good to begin with, I wouldn't hold out much hope for getting a decent G3F transfer..  The V3 based MOS LIberator by Uzilite would probably transfer a lot better since it skips the gender conversion, and there were similar outfits made for V4 and M4 that would also probably convert better, like Uzilite's Complicated Eve.

    By

    Cybersox Cybersox August 2019 in The Commons
  • Free dForce Bouncing Balls and Things

    What you can try to do for odd shaped object is create a sphere, cube, cylinder that encloses the odd shaped object but intersects with the edges of the odd shaped object as much as possible and apply dForce to the cylinder/sphere/square. It would only be good for making falls and collisions though not with softbody physics deforms that result. You'd need to use the cutout opacity to make the sphere/cube/cylinder invisible too.

    That's what most game engines do to save on massive amounts of math, especially on mobile platforms.

    Yes, using "Proxy" objects helps a lot - especially as we can set them "Invisible in Viewport" and/or "Invisible in Render" (no need to use cutout opacity).

    The problem in DAZ Studio is that the apparent motion of the dForce prop is implemented via Morphs of the prop's mesh, not as Motion of its origin plus Morphs of its shape.  See my 3rd post above: You can't transfer the motion of the dForce prop to the "real" prop just by parenting - it needs some scripting (which I'm working on...:).

     

    By

    Praxis Praxis August 2019 in Freebies
  • Daz Studio slowdown?

    You likely have a large number of characters and / or morph packages. 

    I have it-8700k CPU @3.70GHz, 32 GB RAM, 64bit OS and it takes forever to load any GF8 model. GM8 seems to load ok. What is the problem?

     

    By

    fastbike1 fastbike1 August 2019 in Technical Help (nuts n bolts)
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICI

    *si guarda intorno*

    Muscleman, ci sei? Se ci sei mostra i pettorali, ti devo chidere come trasferire i morph facciali e il movimento della mandibola su una maschera... L'ho fatto anni fa ma sto invecchiando e non ricordo come di faceva, ma ricordo che me lo avevi spiegato tu.

    Sperando che non sia invecchiato anche tu male come me...cheeky

    By

    Imago Imago August 2019 in The Commons
  • Get Version 4 ! mcjHatsAreTheFashionOfTheDay : Fit Any Hair in Hats Pc/Mac
    the effect is always along a plane, in fact you could use any object as the plane and the shape of that object would not matter. but you could align the plane for the front part of the hat, apply the morph, then move and rotate the plane for the rear part, and create a second hat fit morph with a different name. Sometimes you can get better fits by placing the plane above or below the hat line, then adjusting the strength of the hat fit morph to values other than 100%

    Well I'm having trouble with a certain hat and certain hair. They just do not want to co operate.Image 1 shows the results of using your script, image 2 shows the shape of the hat. I am wondering is m problem is due to the shape of the hat since it's not straight but arched over the ear, yet the plane is straight. Does one have to use only a plane, could not something that is sorta shaped to follow the arch of the hats side also be used? Image 3 shows the other side which did not take in all the hair.

     

    By

    mCasual mCasual August 2019 in Freebies
  • Morphs not found while transfer

    Hello everyone,
    I'm having a particuler issue. A friend of mine transfered me one of his character. I'm having the original model (Evalina) but when I load his character through SceneSubset, I'm having this: https://i.imgur.com/N5ItXmC.png
    Does someone know what this is about ?
    Thank you very much for your help :)

    By

    AdeleAdventures AdeleAdventures August 2019 in Technical Help (nuts n bolts)
  • Geograft(Anatomical element) is not correct. How can I modify it?

    Budai morph is very different from the base shape, it would probably require a custom morph for the genitalia too and I don't see one listed on the product page.

    By

    Leana Leana August 2019 in Technical Help (nuts n bolts)
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    That to me looks like an issueof texture try applying G8's eye textureoops my bad you already did that ....well fudge.....

     

    Yeah, I noticed someone else a couple pages back converted Ophelia 7 and I saw the same thing with the eyes, and come to think of it, it also shows the same wonky pupil shape in the script's .pdf guide...so I'm beginning to think it's a limitation that I either have to accept or just stay with these characters on G3. 

    It is a limitation of the conversion.  I wish the conversions were perfect, but aside from pushing the tolerance extremely low and the textures (both of which you have already done), there is not much more to do.  And please return it if this is a deal breaker for you.

    Thank you for confirming, so I know I'm not doing something wrong!

    Here's the funny thing - I did try converting the same character via Sickleyield's manual process (the one on DeviantArt)...and her face came out looking pretty much the same as when I used your script...short of the eyes. The irises stayed round. But the body was all sorts of wonky. I wonder if I can combine the two processes and have your script handle the body and the manual steps handle the head, each separated using X-Tools. It sounds really roundabout and tedious, but it's something to try.

    Hmmm.  That is strange.  SY's process was a lot of what I do.  Did you use her process when she used the "transfer eyeballs sideways" method or after she switched to using the tolerance?

    I'm not sure, lol. It was this one - https://www.deviantart.com/sickleyield/journal/Tutorial-Transferring-Character-Morphs-G1G2G3G8-409437916 *edit* Oh, that was before she added the 2019 update part, so it was before using the tolerance function. But the body didn't transfer right, so I used X-Tools to separate and use just the head. 

    By

    MelissaGT MelissaGT August 2019 in Daz PA Commercial Products
  • VWD Carrara Users - how would you like to see the VWD cloth sim improved? Have your say.

    A Little VWD Usage Help?

    I may have forgotten something because I haven't used in a while.  My cloth mesh is separated at the seams of my object's UVMap.  

    Modeled and UVMapped a long sleeve top for G2F in Carrara.  Exported the obj to a plugin called Daz Studio and used the transfer utility to convert to a conforming figure.  Started a fresh Carrara scene, loaded G2F, and conformed the top. Advanced sequencer 2 seconds and then dial spun my custom character morph on G2F and posed G2F.  Went back to first frame.  Fired up VWD.  Chose G2F as collision object.  Chose top as dynamic object.  Used vertex selection tools to nail cuffs to collision object.  Started new dynamic simulation, which generally appeared to go OK.  Sent result to Carrara and closed VWD.  So far so good.

    Problem, I noticed some sharp edges.  In the vertex modeling room for the VWD top (animation mode), I noticed sharp edges where the UVMap seams would be.  In the morph-in-animated-position mode, I edited the last morph and found that the sleeve is not connected to the torso.

    NOTE - the triangles result from the VWD process, not my original model.

    Has anyone else ever observed sharp creases in objects used in VWD?

     

    By

    Diomede Diomede August 2019 in Carrara Discussion
  • Deformation in pose preset

    Never mind, I figured it out. Somehow, the flex quad morph's use limits got turned off and it was dialed all the way up to 900. Weird.

    By

    infinitetofu infinitetofu August 2019 in Technical Help (nuts n bolts)
  • Daz/Zbrush how to create digitigrade legs? (and other elongations)

    You need to adjust the rigging to match the new shape and then link the chnages to the shape, so both come in together.

    1. Set you shape, on an otherwise zeroed figure
    2. Edit>Figure>Rigging>Adjust Rigging to Shape - you may need to make adjustments
    3. Test the rsults - you may need to use the Joint Editor to further refine the results; you may also still need additional morphs for certain bends
    4. Zero the pose, leaving just your shape and the rigging adjustments
    5. If the result is OK, right-click in the parameters pane and enable Edit mode (if it isn't), then right-click on your shape's slider>ERC Freeze. Check that your shape is the controller, and that there are only a list of centre/endpoint properties in Sub-Components.
    6. Test the results, save if happy (File>Save As>Support Assets>Morph Asset).

    By

    Richard Haseltine Richard Haseltine August 2019 in Technical Help (nuts n bolts)
  • Blender to Daz: rigging and skeletons
    Hello, I was wondering if there is a way to transfer rigging and skeletons from blender over to daz and use them for posing.

    By

    PopTart's Gallery PopTart's Gallery August 2019 in Technical Help (nuts n bolts)
  • [Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]

    That to me looks like an issueof texture try applying G8's eye textureoops my bad you already did that ....well fudge.....

     

    Yeah, I noticed someone else a couple pages back converted Ophelia 7 and I saw the same thing with the eyes, and come to think of it, it also shows the same wonky pupil shape in the script's .pdf guide...so I'm beginning to think it's a limitation that I either have to accept or just stay with these characters on G3. 

    It is a limitation of the conversion.  I wish the conversions were perfect, but aside from pushing the tolerance extremely low and the textures (both of which you have already done), there is not much more to do.  And please return it if this is a deal breaker for you.

    Thank you for confirming, so I know I'm not doing something wrong!

    Here's the funny thing - I did try converting the same character via Sickleyield's manual process (the one on DeviantArt)...and her face came out looking pretty much the same as when I used your script...short of the eyes. The irises stayed round. But the body was all sorts of wonky. I wonder if I can combine the two processes and have your script handle the body and the manual steps handle the head, each separated using X-Tools. It sounds really roundabout and tedious, but it's something to try.

    Hmmm.  That is strange.  SY's process was a lot of what I do.  Did you use her process when she used the "transfer eyeballs sideways" method or after she switched to using the tolerance?

    By

    RiverSoft Art RiverSoft Art August 2019 in Daz PA Commercial Products
  • Feet HD Detail (Or Lack Thereof)

    I've seen the new Liloo HD comes with an interesting custom foot morph. Does anyone know, if it can be applied seperately to other characters?

    There's a "Liloo feet add/remove" listed on the product page, so there's a good chance.

    By

    Leana Leana August 2019 in Product Suggestions
  • Feet HD Detail (Or Lack Thereof)

    I've seen the new Liloo HD comes with an interesting custom foot morph. Does anyone know, if it can be applied seperately to other characters?

    By

    bjoernb78 bjoernb78 August 2019 in Product Suggestions
  • Figure Metrics and GF8 Height

    No, it's definitely the Measure Metrics for Daz Studio product. Maybe it's old and I shouldn't be using it anymore? [Edit after reading the product page again!] Or maybe I should look for the other half of the package? 

    If I tie the height to "Scale", it works correctly, but Scale isn't exactly the same as the Height morph. Adjusting Height seems to maintain some mass (like the thighs and arms don't get thinner). Whereas Scale changes everything about the character. I was hoping to use Height to get a more realistic adjustment.

    By

    JonnyRay JonnyRay August 2019 in Technical Help (nuts n bolts)
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