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How to make a single dial from a mixture of morphs, which then available as an asset?
Shaping preset is just a script which applies morph settings, it doesn’t include the morph itself.
If you want an actual morph you need to save a morph asset.
How to make a single dial from a mixture of morphs, which then available as an asset?I have a (G8f) character head which is a complex mixture of morphs (some commercial and some Zbrush I have made myself). I want to condense this in to a single dial so that I can quickly try mixtures of this character head with other character heads. This is not for commercial resale or for redistribution in any way, shape or form.
I can export the figure as a head only morph to a obj file and then loading that through Morph Loader Pro, however I want the dial to always be available for all G8f characters, or be loadable from an icon.
I have tried Save As: Shaping preset... and this allows selection of various body parts and other properties. When I select the Head under the Hip property, and save that, then the resulting icon does nothing at all when applied to a new character. If instead I select the Head under the Actor property, then the resulting icon not only changes the Head of the character but also the body (even though the body was completely zeroed when I saved the Shaping Preset).
I want to be able to produce a dial (or access to a dial via an icon) that changes only the head.
Tools for Generating Game-Usable AssetsBad idea for two reasons, one is that DAZ mesh, even with the interactive license, can't be used for game mods which is what porting into an existing game is. The second is that if you spend any time in a game community such as the nexus, you know full well that as soon as a tool like what you want becomes a reality DAZ assets will be posted all over the web for users to d/l and put in the games, that is just the nature of the game community.I think that is a bad reason to avoid making these tools. That's basically saying that users who pay Daz for the models have to have the value of the product reduced because someone they don't know MIGHT use the tool to break their TOS.
I spend a lot of time in that community. That's what brings me here. There are apparently bandit-like sites around. But, Nexus takes intellectual property seriously and any Daz content being shared there would be taken down.
If you are only talking specifically about Elder Scrolls and Fallout games then you could just "trace" over the Daz body in Blender/Maya/3DSM. TES/Fallout uses facial morphs for its characters, which is why if you look at FO4 model extracts for Nate and Nora the faces looks nothing like they do in game. Because its only a base male/female head that is being extracted and not the morph data that fine tunes it to make it look like Nate/Nora. So all you can really use out of the Daz models are the bodies. It would probably be much easier to just take a CBBE body and adjust the verts on it (or use bodyslide) until its contour is similar to that of the Daz body. People make characters from scratch using ortho front and side pics. Basically you make a 3d object out of several 2D reference pictures. But with a 3d objects as a reference it is much easier to make another 3d object because in a way all you are doing is making a 3d trace.
You should ask on the Nexusmods forums why nobody uses Daz assets in Oblivion/Skyrim/FO3 and FO4 mods. Its possible that you dont see it a lot NOT because of a lack of tools. It could be something else like CBBE bodies and textures are already really good, or that the really nice looking Daz clothes arent video game friendly since thats not what they were designed for. Like i made a character for some personal renders but she would fit right into a FO3/FO4 post-apocalyptic type game, but she has like 1.4million tris which i think is a bit too high for a game.
Yes. Only bodies are really usable. To a large degree, that is what brings me here. It's quite a bit of work cutting the head and hands off the mesh and lining them up with the Fallout 4 head/hand meshes. It seems that someone with advanced knowledge of Daz could make a template file that would have pre-built planes in place to help pose and cut the meshes perfectly before export.
Indeed, it is easier to make a custom CBBE shape. But, the base shape and sliders available for CBBE for myself (and many others) isn't great. (No offense to the author). Daz offers a higher level of quality and customization options. I can say that if someone could make using Daz bodies usable in FO4 or Skyrim as easy as using bodyslide, there would be a huge market of buyers in the mod community. The demand is there.
I am a long-time modder in that community. In fact, a lot of people ARE using Daz content in their private games (not sharing with anyone). It's just that it's a decently high bar for an average modder to learn the tools and have the time to cut up, re-align the meshes. Few can really do it.
Novica & Forum Members Tips & Product Reviews Pt 12Also playing with Longdrape hair and getting better results after workng out a few things, will share my learnings when the scene is finished but there aren't many pre simulation shapes (like there are with the other similar product from this artist). I tried creating my own using morph loader like you can do with older dforce hair (cloth) products but I get the "Geometry did not map, failed to Morph" error and wasn't able to get past this. Perhaps Morph Loader doesn't work with strand based hair? Anyone been able to do this? For this particular scene I can't do it all through movement from memorized posie or animation frames as there is oher loose fitting dforce clothes involved and clothes out of position and getting mixed with the hair.....
3D Art Freebie Challenge-June 2019-"Winners Announced Summertime Pin-Ups" -Entries Thread OnlyTitle: Boys Boys Boys
DAZ Studio and Photoshop. Version before post-work attached below.
Freebies:
1) HDRI Skydome by Agent Unawares: https://www.deviantart.com/agentunawares/art/Skyset-002-705701571
2) Island by Herminio: https://www.sharecg.com/v/75857/related/5/3D-Model/Dream-Small-Tropical-Island
3) Loincloth by 3DND: http://www.threednd.com/warduke.html
4) Thong by squarepeg3D: https://www.renderosity.com/mod/freestuff/fantasy-amazon-bundle-for-g8f---100-free/79046
5) Morph by bu_es: https://www.renderosity.com/mod/freestuff/saud-for-g3m-g8m/78849
6) Dreads by Aprils Vanity: http://shop.aprilsvanity.com/free-items/ciri-hair.html
7) Strap by SickleYield - https://sharecg.com/v/72661/gallery/21/DAZ-Studio/SY-Impractical-Rogue-G
8) Thong by 3DND: http://www.threednd.com/efreeti.html
9) Torque from Lynettes Dark Nights (bi-weekly DAZ freebie)
10) Cowboy Hat by Versatile Peter: https://www.sharecg.com/v/90616/browse/21/DAZ-Studio/
11) Aviators by Adam Thwaites: https://www.most-digital-creations.com/free_poser_poses_textures_morphs_props_48.htm
12) Speedo by Troglofauna - http://www.sharecg.com/v/89258/browse/21/DAZ-Studio/G8F-Tyris
13) Mohawk by sedartonfokcaj: https://www.deviantart.com/sedartonfokcaj/art/Dante-Hair-for-Genesis-435979176
14) Harness by Karth: http://www.maleposerotica.com/?page_id=42
15) Daisy Dukes by scheusal242: https://www.renderosity.com/mod/freestuff/contributor/scheusal242
16) Flag by mjc26250: http://www.sharecg.com/v/82066/related/21/DAZ-Studio/Flag
17) Plane by printable models: https://free3d.com/3d-model/airplane-v1--79106.html
18) Poses by Thorvan: https://www.renderosity.com/mod/freestuff/30-mirrored-poses-for-genesis-8-male/77781
Wet skin achieved by following the first half of this tutorial: https://thinkdrawart.com/how-to-get-wet-skin-in-iray
Purchased:
1) SWOLE
2) Jepe's Bodyhair Project
3) Fit-Control
4) Ajax Hair
5) Hair Set for G8MNo-Counts:
- G8M Head Morphs
- G8M Body Morphs
- Wild ManeAIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICIMa di che state discutendo? (ಠ_ಠ)
E poi tu, Muscleman, ancora rifiuti di ammettere la superiorità della figura unica? ┻━┻ ︵ヽ(`Д´)ノ︵ ┻━┻
E' come diceva Tolkien: Una Figura per domarli, Una Figura per trovarli, Una Figura per ghermirli e a DAZ Studio incatenarli. (づ◔ ͜ʖ◔)づ
Io ho una libreria di vestiti per Genesis1 enorme... Non capisco da dove ti esca che non ci sono abbastanza abiti.Quello che mi dispiace maggiormente, quando riuscirò a trasferire tutti i miei morph, sarà perdere tutte le UV map compatibili con le figure precedenti.
A numeri, genesis 1 ha meno cloths. Mentre le figure "separate" hanno una maggiore produzione di clothes....e anche di espansioni successive ( figure add on = Freak, Girl, Seth, Anika etc...)....ingfati siamo tornati alle due versioni per entrambi i motivi appena detti....e purtroppo sono tornati pure i bambini....non li sopporto... XD XD
Cos'hai contro i bambini? E quali sarebbero, poi?
Quanto agli abiti... E certo che le figure doppie ne hanno di più, se ne devono fare due!

Poi tu vai a guardare solo gli abiti per Genesis1, ignorando la retrocompatiiblità con un sacco di figure precedenti... Il che ingrossa ancora di più il guardaroba delle figure successive.
Share your Message-Shirt-Magic Creations! [Commercial]Thanks a lot for the update, 3D Universe. It extended script possibilities a lot.
Why is the text so distorted on her shirt? Is it because of the character morph used? Is there a way to fix that so the text looks straight and undistorted, like it would on a real shirt?
I can only imagine, since the character is pretty much extremely morphed (JoeQuick creation) the clothes also are distorted in some way.
Genesis 8 female what's going on?This just happened to me, I deleted big girl morphs, and it changed nothing. I got rid of every morph that had to do with g8f and it didn't help. don't like the result of the base correction, has anyone figured out what's causing this? Do I have to delete the entire daz 3dc library and restart?3D Art Freebie Challenge-June 2019-"Summertime Pin-Ups" -Main Thread OnlyTitle: Boys Boys Boys
OK, let's try this again. The reworked version has been up for about 24h, so I hope this means it's ok.
DAZ Studio and Photoshop. Version before post-work attached below.
Freebies:
1) HDRI Skydome by Agent Unawares: https://www.deviantart.com/agentunawares/art/Skyset-002-705701571
2) Island by Herminio: https://www.sharecg.com/v/75857/related/5/3D-Model/Dream-Small-Tropical-Island
3) Loincloth by 3DND: http://www.threednd.com/warduke.html
4) Thong by squarepeg3D: https://www.renderosity.com/mod/freestuff/fantasy-amazon-bundle-for-g8f---100-free/79046
5) Morph by bu_es: https://www.renderosity.com/mod/freestuff/saud-for-g3m-g8m/78849
6) Dreads by Aprils Vanity: http://shop.aprilsvanity.com/free-items/ciri-hair.html
7) Strap by SickleYield - https://sharecg.com/v/72661/gallery/21/DAZ-Studio/SY-Impractical-Rogue-G
8) Thong by 3DND: http://www.threednd.com/efreeti.html
9) Torque from Lynettes Dark Nights (bi-weekly DAZ freebie)
10) Cowboy Hat by Versatile Peter: https://www.sharecg.com/v/90616/browse/21/DAZ-Studio/
11) Aviators by Adam Thwaites: https://www.most-digital-creations.com/free_poser_poses_textures_morphs_props_48.htm
12) Speedo by Troglofauna - http://www.sharecg.com/v/89258/browse/21/DAZ-Studio/G8F-Tyris
13) Mohawk by sedartonfokcaj: https://www.deviantart.com/sedartonfokcaj/art/Dante-Hair-for-Genesis-435979176
14) Harness by Karth: http://www.maleposerotica.com/?page_id=42
15) Daisy Dukes by scheusal242: https://www.renderosity.com/mod/freestuff/contributor/scheusal242
16) Flag by mjc26250: http://www.sharecg.com/v/82066/related/21/DAZ-Studio/Flag
17) Plane by printable models: https://free3d.com/3d-model/airplane-v1--79106.html
18) Poses by Thorvan: https://www.renderosity.com/mod/freestuff/30-mirrored-poses-for-genesis-8-male/77781
Wet skin achieved by following the first half of this tutorial: https://thinkdrawart.com/how-to-get-wet-skin-in-iray
(Didn't do the part with the Geo Shell... couldn't make it work for some reason.)Purchased:
1) SWOLE
2) Jepe's Bodyhair Project
3) Fit-Control
4) Ajax Hair
5) Hair Set for G8MNo-Counts:
- G8M Head Morphs
- G8M Body Morphs
- Wild ManeAnd now, for some kinda-sorta "freebies" of my own...
To get the "caveman" skintone, load G8M base mats and adjust following parameters:
Base Color: 0.729919 / 0.535642 / 0.415148
Translucency Color: 0.632043 / 0.442323 / 0.329729
Transmitted Color: 0.789314 / 0.470440 / 0.329729To get the "caveman" green eyes, load G8M base mats and adjust following parameter for only the iris:
Base Color: 0.715465 / 0.560499 / 0.0938759To get the "cowboy" skintone, load G8M base mats and adjust following parameters:
Base Color: 0.915750 / 0.638779 / 0.442323
Translucency Color: 0.867136 / 0.605484 / 0.453456
Transmitted Color: 0.789314 / 0.470440 / 0.329729To get the "Cowboy" blond hair, load the "Wild Mane" hair and adjust following parameter:
Diffuse Color: 232 / 193 / 128To get the "kinkster" skintone, load G8M base mats and adjust following parameters:
Base Color: 0.744530 / 0.744530 / 0.744530
Translucency Color: 0.867136 / 0.529523 / 0.288816
Transmitted Color: 0.680020 / 0.373615 / 0.223310(All other skintones and eyes were adjusted in Photoshop, so I'm afraid I can't share them...)
Also attaching the map I made for the "patriotic speedo"; load on Tyris undies by Troglofauna.
All Links Check Out Plz Move To Entries Thread
AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICIMa di che state discutendo? (ಠ_ಠ)
E poi tu, Muscleman, ancora rifiuti di ammettere la superiorità della figura unica? ┻━┻ ︵ヽ(`Д´)ノ︵ ┻━┻
E' come diceva Tolkien: Una Figura per domarli, Una Figura per trovarli, Una Figura per ghermirli e a DAZ Studio incatenarli. (づ◔ ͜ʖ◔)づ
Io ho una libreria di vestiti per Genesis1 enorme... Non capisco da dove ti esca che non ci sono abbastanza abiti.Quello che mi dispiace maggiormente, quando riuscirò a trasferire tutti i miei morph, sarà perdere tutte le UV map compatibili con le figure precedenti.
A numeri, genesis 1 ha meno cloths. Mentre le figure "separate" hanno una maggiore produzione di clothes....e anche di espansioni successive ( figure add on = Freak, Girl, Seth, Anika etc...)....ingfati siamo tornati alle due versioni per entrambi i motivi appena detti....e purtroppo sono tornati pure i bambini....non li sopporto... XD XD
MimicMolly's Renders & WIPsThe technique I used to convert the skin is somewhat straightforward. However, this was done for my own personal renders and I can't redistribute this result as is. And you shouldn't either.
What you'd need to do this yourself is your G3F/G8F merchant resource skin of choice. And a figure with both V4 and G3F/G8F UVs (usually G1 or G2F, I used G1.) I applied the desired texture onto G1, and hit CTRL + Z, so it could be untextured. Then, I went back and manually re-applied the base/diffuse textures onto G1.
I did this because I use Map Transfer to convert it to G8F. Map Transfer will transfer all textures (base/diffuse, opacity, bumps, normal, etc.) of the figure. I only wanted the colored skin. I created a folder in my Runtime Textures folder to save these conversions.
I used GIMP to turn the G3F/G8F Merchant Resource skin a similar shade of gray as Nieves. I need the MR to reduce visible seams. What I do is after coloring it, I copypaste the Map Transfer result over it in another layer. Then I erase the edges of the Map Transfer result until it's blended with the MR. I repeat with the torain, limbs, other makeups. I did go back and forth to check if there's very noticable seams.
I return to DS, and load up the G8F in the Developer Kit, because she's skinless. I turn her white in the Surfaces tab. Then, manually add my edited V4 in G8F UV texture. I save this as a material preset (I can't recall what it's called but it saves the diffuse base setting only.) Afterwards, I loaded the Base G8F material. And clicked this preset I made to replace the base diffuse textures only. (Just in case, I mess up and don't need to manually apply textures again.) Then I applied Altern8, but any skin shader settings of choice are fine. I made sure to keep and not replace textures. Then, I tweaked the colors until it was close to the promo images.
I don't feel like I should waste my time converting the original bump maps and specular. The base G8F maps are superior. Though this might be tricky for other skins that have unique effects. You're better off re-saving the skin texture as a .DUF to use with the Cayman Studios geografts. I could've done the same here, but I didn't want to. Mostly because might want to use LIE or Diffuse Overlay makeups on her.
Animation Not Exporting ProperlySo you say it morphs faults in this Pedro? I could disable them entirely in this case. If it is that it would be interesting. I swore in my test run I kept them on and it was fine. Weird. Will poke this in a bit. I must say Blenders results were terrifying unexpected as well.
I'm saying it's those specific morphs' fault . I suspect there are supposed to be JCM's, but they don't export correctly from DS (You don't get JCM's in FBX from DS, nor do you get HD or correct subd in other programs when using FBX ) . But it works to correct the issues you describe and in your screenshot for other programs. If you search, it's been discussed before in other threads
You don't need to disable exporting morphs completely. You can keep the other ones like character morphs etc... if you need any parameters animated (otherwise they can be baked). It's usually only those specific ones with bones in their name. In other programs, the movements get doubled or tripled up because of the morph. It's expressed in the joint/bone rotation, then again as a morph - hence the distortions. In your earlier screenshot with C4D, you could also disable those specific ones in the pose morph tag, and you'd see it works too. But it's "smarter" to not even export them (since they don't work like they are supposed to anyways), to keep the filesize down
In the other tests, if those specific movements were not used in the movements - they would not be activated as "animating" the in the FBX export options automatically, thus you would not be affected in those other tests
June 2019 - Daz 3D New User Challenge - Scenes and LandscapesDecided to give this a bash, going for a planetary harvester type monolith thing
still lots to be done, including make the monolith look like something more than a slightly textured pillar and fix the tiling on the lava.
Terrain is a plane sent over to hexagon, displaced and then sent back as a morph.
burt out 'trees' are using the daz 4.11 strand based hair stuff.
Lava is a plane with a texture and displacement map.
monolith is currently just a cube, I'm thinking of splitting it and having some blobs of molten something being levitated from bottom half into the top
as well as adding some pipes or anchor chains/bridges.Animation Not Exporting ProperlyYou need to edit the morph export rules .
Set to it ignore the entries such as "LShldrBend.XRotate2" , YRotate2, ZRotate2 , etc...
There is a list of movements that should not be exported as morphs , since they already are reflected in the bone rotations
You can use wild cards; it will look something like this
lThigh Ignore
rThigh Ignore
lShldr Ignore
rShldr Ignore
LForearm Ignore
rForearm IgnoreShare your Message-Shirt-Magic Creations! [Commercial]Thanks a lot for the update, 3D Universe. It extended script possibilities a lot.
Why is the text so distorted on her shirt? Is it because of the character morph used? Is there a way to fix that so the text looks straight and undistorted, like it would on a real shirt?
Daz to blenderThe reason you have white surfaces is because the textures didn't transfer with the model so you would have to reapply them in Blender.
Still looking for the solution to 'Duplicate Formulas'Have you checked the log file after loading a Genesis 3 Female, as suggested in many threads on this topic? That should name one of the morphs involved. None of them should suggest redoing every single morph for the affected figure, let alone for all figures (Genesis 3 Female is a figure, Victoria 7, Gia 7 etc. are characters for that figure - duplicate formulas is something that affects all characters and scenes for the figure involved, unless it's for a custom morph not saved as an asset).
Morphs from G3 to G8It still depends on what you are trying to do.
If you just want FWSA Seth, and don't care to have traansfered Elijah 7, bake away. But be sure. If you change your mind, you need to do it again.The intent here was to get the result the user wants, so it's just a question of what your intentions are. If you don't know how to edit Dsf files, then you probably want to always transfer the shape "for" just because it means less headaches. If you know editing, do what you want, because you know how to fix the things you don't like (it doesn't have to be dsf files, directly. Skill in editing properties in Daz edit mode also works).
Basically, if you understand what the script is doing, in broad strokes (essentially, a very advanced form of Redz's method as linked in my sig), do what's best for you. All the script is really for is to automate a process that would be tedious to do manually. If you don't grok, then yes. Bake base shapes (e.g. M7) if you don't indend to get a product like G2F for G3F, or just don't want to bother dialing that in all the time.But keep in mind that baking isn't relevant for non-cross-gender transfers between G8 and G3. They just aren't different enough to make much difference.
It's G1/2 or cross-gender where it becomes important (and G1/2 isn't ready yet. I accidentally nuked 4.10.0.123, and I need to rebuild it). Whatever for G3M will look proetty much the same on G8M if you bake or don't. It's the results that you'll get on G8F you need to worry about.Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Thanks for the new videos, they're more helpful now with voiceovers, though some of the words are difficult to understand - they're all important without a full manual. As regards to what I'm trying to do, are you saying that I just have to uncheck "pose to zero before spawn" in Clean/Zero and click "spawn morph"? Seems to me that none of the other things done in that video would be relevant. I've done exhaustive testing and only tests with really simple charactors have been successful. The complex charactors I want to split get drastically modified by "spawn morph" and aren't useable enough to split anything. I've tried all the different combinations of boxes in Clean/Zero, like just leaving "pose to zero before spawn" checked, but that takes out a lot of what I want to keep, like face pose - and that doesn't fix all the modification and distortion. Did you omit some important consideration? Also, what does "overide existing morph" do? / thanks
Still looking for the solution to 'Duplicate Formulas'All Genesis 3 females get this error. Nothing else. I've read something like a dozen forum posts about it, with no distinct solution other than the absolutely insane one of manually going through every single morph for every single figure and re-doing (descends into computery gobblty-gook at that point).
How do you fix this message and never see it again?















