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dForce Hair (as well as strand based hair and the strand based hair editor) in public beta
You think you could write a guide? Because that's all very high level stuff I'd love to know how to do.
This is a good start and it's on sale: https://www.daz3d.com/modeling-with-littlefox-4-hair-modeling
It covers the basics of building hair from polygon strips. In addition to zbrush, I use UV Layout Pro to get the UV's to be nice and retangular which makes applying transparancies and textures for realistic effects. You'll find many of the "tradional" (e.g. not stand based) hairs use similar techniques. When I need to adjust one, I just jump into zbrush with DAZ Studios GoZ setup, make adjustments with one of the move brushes, and then pop it back to DAZ Studio as a morph.
Another handy tool is polygon strip IMM brush from NasconeArt. This brush generates polygon strips along curves to simplify building up a head of hair.
-K
Saving actor or character parameter/morphsCarrara Plugin DevelopmentEvery thing you can see under the Instances list of your Scene has an I3DShTreeElement class which has the functions (or methods) such as GetFigureDataComponent(). This 'tree' is usually the starting place for getting down into the animation data, transforms, all the simple parameters and into the master object using the SDK classes. In the case of a figure from there you can get into the Vertex Modeler itself and from there into the morph areas however the IMorphArea class only returns one name and the pose control morphs work the joints and not the actual morphs.
If you look at a figure in DAZ studio and click on the settings for any morph you'll see loads of information and at the top or the dialog the Name: and the Label: Carrara displays the Label but doesn't give the 'internal' Name which is the one that is needed. Click on the settings for a morph in Carrara and there is very little information, only the one name and the range settings. I can only assume that when the figures are loaded into Carrara that information is somehow translated and effectivly hidden from the vertex modeler but controlled with the parameter sliders. I've gone in poking around as deep as I could but haven't found a way to directly link up the Parameters with that internal name or get the internal name from the parameter.
If I had a long loaded or coded in list for all the parameters on all the figures the correct internal name could be found as the exhaustive work around. For example taking the first pose for Genesis 2 ,which is control Arms Front-Back, in Carrara the name is "Arms Front-Back". Look at the morph setting in DAZ Studio and the (internal) Name is "CTRLArmsFrntBck" and the Label is "Arms Front-Back". The duf pose file needs to have "CTRLArmsFrntBck" for that pose control to work.
Pose control for fingers fist.
looks like they prefix the name with a "p"
the formulas are the bones slaved to the control.
dForce Hair (as well as strand based hair and the strand based hair editor) in public betaI understand that programers don't want thier scripts reverse engineered and resold, even if it makes it impossible to customize them (or leads to situations like GenX2)
Don't forget that GenX2 is not a script, it is a plug-in, so the encryption of scripts is irrelevant for that product. The morph transfer system created by SingularBlue, as described in other threads, is a script.
Morphs from G3 to G8It depends on what you are trying to do.
Bake mode is off when transfering JCMs, MCMs, partitial shape morphs (e.g. long nails, nose 01, etc), and any morph that you DO NOT want to look exactly as it does on the source figure (e.g Star 2 to G3M to make a male version. You don't bake). Bake is on whenever you want to create a nigh exact match between the the original and the transfer (e.g Moving M6 to G3M and having the sampe dial in correctly with no additional steps, or transfering M7 to G3F and having G3F turn into a male shape, not a buff female).
The term bake is derived from general 3D where you take something that is generated manually or procedurally, and Bake it to a format where it no longer takes much effort to generate. For example, you can build a material with no textures at all, and make it look real, but the result is usually expensive to compute. So you bake the results into diffuse maps, specular maps, bump maps, normal maps, and you can then apply that to a simplified model, and save a bunch of time and electrons in rendering it.
Similar, you can bake the shape to include all the stuff that it had originally, or you can not bake it, which will typically require you to do manual fixes, and or get a copy of the original figure's shape and dail that in manually.
The reason you don't bake all of those things listed as no bake, even though it might mean results that need fixing, is that baking impacts the whole model. Say uo transfer nose 01 from G2F to G3F, and you don't think it looks as good, as the original, so you do it again, but with bake turned on. Well, you will get a nose 01 that looks very like the original, but the rest of G3F will shift to the shape of G2F. Because baking impacts the whole figures, excepty when the head and body options are enabled, and then it impacts the whole head and the whole body respectively. It would be impossible to put together a computationally reasonable way to do the head/body thing for arbitrary body parts because the figures don't line up exactly. So even if I could bake G2F's shape only into the nose (there is a way to do so, but the results really, really suck and) the nose would end up moving out of place, because G2F's nose is lowere than G8/3Fs because they are toller than G2F (and way taller than Genesis). So you don't bake JCMs because if you do, the figure will change shape every time you bend the referenced joint. You don't bake MCMs because--say you've activated Star 2 head and thus the eye closed MCMs--the controlling figure's (Star 2 in this case) shape will be doubled up. Once from the active shape, and once from the MCM. And this will continue to build with each MCM (i.e. both eyes closed mean 300% Star 2 shape, and so on).AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICISe trasferisci il morph "da uomo" sulla donna ti sarà più semplice fare il passaggio da uno all'altra, no?

Che poi tu me la devi spiegare per bene 'sta storia... Hai intenzione di usare un personaggio e modificarlo per la transizione o usarne due e cercare di farli somiglianti?
Con Genesis1 faccio intere famiglie con un paio di modifiche a pochi slider, grazie al fatto che tutti i morph sono su una figura unica.
Non è un morph solo.
Allora, allo stato attuale delle cose io riesco a creare due personaggi, uno G8M e uno G8F, perfettamente identici in pochi passaggi.
Poi devo passare dal G8F che in realtà è maschio, alla G8F finale, sulla stessa figura.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICISe trasferisci il morph "da uomo" sulla donna ti sarà più semplice fare il passaggio da uno all'altra, no?

Che poi tu me la devi spiegare per bene 'sta storia... Hai intenzione di usare un personaggio e modificarlo per la transizione o usarne due e cercare di farli somiglianti?
Con Genesis1 faccio intere famiglie con un paio di modifiche a pochi slider, grazie al fatto che tutti i morph sono su una figura unica.
Looking for Combination Morphs to create a humanoid insectLooking for Combination Morphs for Genesis 8 male to create a humanoid insect
Hello,
i want to create a humanoid insect for some horror stuff.
I found the Geonosect for Genesis 8 Male already, but he looks not creepy enough at all.
Now I think about to make a mix morph of him, Uber Demon HD For Genesis 8 Male and Mutation morphs HD for Genesis 8 Male for some more creepy kind of body, but still the Wings. Can you use those morphs only full body or also without the head. or morph partial body parts on those? I was able to make a slim or large body builder Lycan by mixing a body builder with the Lycan morph.But does anyone have experiences with those 3 mods?
Best regards and looking forewards for some answers, advices and maby a Insectoid Morph for G8 I was missing.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICIPurtoppo in questi casi ti devi armare di pazienza e fare tutto. Un pò alla volta trasferisci tutti i prodotti (a te funziona, a me no...
) e alla fine avrai tutto pronto.
Magari metti tre o quattro conversioni, vai al bagno a "farla grossa" e quando hai finito e torni al PC vedi cosa è successo. Il giorno dopo ne metti altri tre o quattro, vai a comprare il pane e quando torni dai un occhio al risultato.
Oltretutto continui a vantarti che con la nuova scheda video puoi usare il PC durante i render, ebbene puoi aprire due sessioni di DAZ, una che renderizza e una che converte e non entrano in conflitto!
Però ricordati di aprire la sessione di DAZ per renderizzare DOPO che hai aperto quella per la conversione o ti elimina la cache delle texture e degli shader.Curiosità tecnica: Perchè ti affidi ai randomizer? E' un metodo che non permette nessun controllo sull'aspetto del personaggio...
Non l'ho provato!
Quando ho letto che ci metteva 20 secondi a morph, ho capito che non avrebbe mai finito.
Vantarmi? xD Condivido la mia felicità con voi!
Non uso il risultato così come esce, faccio decine se non centinaia di prove ogni volta, in 2/3 passaggi.
Se una caratteristica sta prendendo una piega che non mi piace, la faccio manualmente e poi blocco il morph.
E il passaggio finale lo faccio sempre a mano.
Ci metto un'oretta a personaggio, ma almeno escono unici! Non riesco a credere che un sacco di gente usi che so "Alexandra 8" "out of the box", e vederla sempre e comunque e dovunque, disgustoso :/Penso che sia un po' diverso il workflow con le immagini fisse!
A me il grosso del lavoro è scrivere la storia, editare, pubblicare, pubblicizzare ecc.
Tutto quello prende metà lavoro totale. Se ci aggiungi la creazione di personaggi e ambienti, il settaggio delle scene prende anche di meno.
Poi faccio tutto con Batch Render (adesso che ce l'ho con Render Queue) e lo lascio acceso così un paio di giorni.Allora quello che non ho capito è: a cosa mi serve passare il morph sull'altra figura in questo caso?
PS: ho cambiato case!!!
Ho fatto un test molto amatoriale facendo lo stesso e identico render per 5 minuti con vecchio (sinistra) e nuovo (destra) case.La differenza è di soli 4-5°C (comunque io lascio sempre le ventole al minimo per il rumore).
Però ho l'impressione che lavori di più! La GPU consuma 20W in più, e ha fatto 340 iterazioni, mentre questa mattina se non sbaglio ne aveva fatte 300.
Anche la ventola della GPU gira di meno. Magari quest'inverno proverò a fare un po' di overclock.
I'm having male hair troublesDial down the Converter Morph to around 75% with the RSSY Hair Converters
AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICIFammi capire, che sono vecchio, iperteso e pure un tantino arteriosclerotico...
Ma come li usi i morph? Non fai il classico Mix-n-Match come tutti i normali DAZzari? Voglio dire 20% Victoria, 32% Aiko e 22% Michael...
Una volta che hai trasferito i morph li puoi riutilizzare quante volte vuoi, no?
Uso Simtenero Randomizer, mettendo nell'equazione migliaia di morph, finché non arrivo a un risultato che mi soddisfi, così sono anche tutti molto diversi fra di loro.
Ogni personaggio quindi ha centinaia di morph attivi in "Currently Used". 20 secondi per 200 morph ci vorrebbe quindi un'ora, e non avrei sicurezza che completerebbe il processo anzichè lasciare tutto appeso.Passare la forma così com'è non mi serve a niente. A dire il vero, oggi riesco velocemente a passare forma e materiali da G8M a G8F e viceversa.
Il problema sta nella transizione!
Sarebbe molto bello poter andare da uno all'altro con un singolo slider.
Pensavo si potesse fare con GenMaster, ma non vedo come.What "qualify" as your own character?Aside for merchant Resource sets, used accorning to their license terms (which vary) you can use another character or shape as part of something you plan to share or sell. You can share settings for other shape sets, which require that the user have the original shapes (all they get are the slider values) and you can mix those with hand sculpting to create a custom shape (the Reverse Deformations option in the Moprh Loader dialogue is used to keep the two separate).
Only if you make your own morphs, not the ones that come from Daz or Daz PAs. and only if you add your own skin, not the included ones.
If you use someone elses morphs all you can distribute is the "recipe" and the person using it then needs to have bought the relevant morph packages themselves
Hmm i think i understand what you both are trying to say.
I still have to ask you guys about this because i have seen characters in the daz store that looks very similar to other characters.
I know a very specific male character that looks extremely close to the genesis 8 male. Like the only difference is the skin, the eyebrows, and the eyes. Everything else is like it hasn't been touch in the morph slider. But this character is said that it requires some morphs package for it. So you can sell characters this way? But the buyers then need to have that required morph package?AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICIFammi capire, che sono vecchio, iperteso e pure un tantino arteriosclerotico...
Ma come li usi i morph? Non fai il classico Mix-n-Match come tutti i normali DAZzari? Voglio dire 20% Victoria, 32% Aiko e 22% Michael...
Una volta che hai trasferito i morph li puoi riutilizzare quante volte vuoi, no?
AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICIGuarda che una volta che il morph è trasferito non devi rifare tutto, dovrebbe salvare nella cartella di destinazione da cui poi riutilizerai i morph.
A me non va oltre il 27% per cui non posso vedere come funziona del tutto...Ma io devo farlo una volta per personaggio (e ancora non avrei capito come potrebbe migliorare il mio workflow), non mi interessa se un'altra volta lo fa più velocemente!
Uso tanti personaggi. Per la prossima storia ne sto creando 5, fai un po' tu :(
AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICIGuarda che una volta che il morph è trasferito non devi rifare tutto, dovrebbe salvare nella cartella di destinazione da cui poi riutilizerai i morph.
A me non va oltre il 27% per cui non posso vedere come funziona del tutto...AIUTO...CHI CONOSCE L’ITALIANO? PARTE DODICITrovata!
Però fa come faceva la prima versione, si blocca al 27%...

A me ha molto deluso.
Pensavo sarebbe stata come GenX per chi fa TG con Genesis 3, invece non si cura proprio di questo aspetto. Per le mie esigenze è assolutamente inutile, ma sono contento per voi.
Come sarebbe, scusa? Sei riuscito a trasferire le figure femminili, no?
Ma è inutilizzabile.
Ci mette 20 secondi a morph, io ne uso migliaia.
Potrei provare a riunirli in un solo slider di volta in volta, ma a che pro?
So when will we get Cat 8?Prime 8
the ape world equivalent of Genesis 8 but with all the monkey and big ape morph sets instead and a crossfigure addon for Genesis 8
I know there has been a lot of discussion on Render freezes, but..."Not repsonding" is a Windows label. Daz might be able to rewrite the code in such a way that it didn't go unresponsive while transferring (or they might not if it's waiting on a driver response), but I can well imagine that would have a serious impact on performance and might open the way to conflicts if a contradictory instruction was issued in mid transfer.
any news on the hd plugin?? :D@Philemo_carrara can this plugin be used in Carrara to import an obj character that you have dial spun in Carrara?
I did try.. dial spun a weird character and exported the obj with morphs then loaded a new Genesis and imported the obj and applied using the plugin.. all good till I went to pose him then he exploded .. lol
looked cool... but can this be done?
did I miss a step?
this would be good rather than saving the whole genesis dial spun character to the tabs.

One question, was the subdivision equals on both systems?
The purpose of that plugin was to get small variations transfered. The problem is that it uses both UV coordinates and geometrical proximity to choose the reference for the HD morph. If the dialed morph is too far, it will choose the wrong reference and it will distort when posed.
I'll make some tests to see if I can implement an UV only reference system.
Carrara Plugin DevelopmentEvery thing you can see under the Instances list of your Scene has an I3DShTreeElement class which has the functions (or methods) such as GetFigureDataComponent(). This 'tree' is usually the starting place for getting down into the animation data, transforms, all the simple parameters and into the master object using the SDK classes. In the case of a figure from there you can get into the Vertex Modeler itself and from there into the morph areas however the IMorphArea class only returns one name and the pose control morphs work the joints and not the actual morphs.
If you look at a figure in DAZ studio and click on the settings for any morph you'll see loads of information and at the top or the dialog the Name: and the Label: Carrara displays the Label but doesn't give the 'internal' Name which is the one that is needed. Click on the settings for a morph in Carrara and there is very little information, only the one name and the range settings. I can only assume that when the figures are loaded into Carrara that information is somehow translated and effectivly hidden from the vertex modeler but controlled with the parameter sliders. I've gone in poking around as deep as I could but haven't found a way to directly link up the Parameters with that internal name or get the internal name from the parameter.
If I had a long loaded or coded in list for all the parameters on all the figures the correct internal name could be found as the exhaustive work around. For example taking the first pose for Genesis 2 ,which is control Arms Front-Back, in Carrara the name is "Arms Front-Back". Look at the morph setting in DAZ Studio and the (internal) Name is "CTRLArmsFrntBck" and the Label is "Arms Front-Back". The duf pose file needs to have "CTRLArmsFrntBck" for that pose control to work.










