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[Released] RSSY Clothing Converter from Victoria 4 to Genesis 8 Female [Commercial]
I'm having a problem with the collar of this outfit. Is there a way to make RSSY "forget" to morph the collar when G8's neck twists?
No. The conformer pulls the V4 clothes to where G8F would like them. You can try different conformers (for example, cape) to see if that does a better job.
Do you (or anyone) know of a way in Daz to keep the collar from morphing/conforming to the movements of the character? I was able to edit the Twist on the collar of a V4 clothing item in Poser (moving its area of effect away from the collar, so that it was essentially "off") when I had a very similar problem, but not sure how to do it in Daz. Is there a way to "lock" the collar in place, or lock the rotation?
Hopefully someone will have an easy way to do this using rigidity or some such, but in the worst case scenario, you can always use this old fallback: apply the part of the outfit that's distorting twice, once converted and once autofitted (or even just parented to the figure's body and positioned to match if even autofit distorts it) then hide the distorted parts on the converted outfit and hide everything except that part on the other (you may need to use the geometry editor to do this if the surfaces aren't set up to do it easily.) If the blend division is noticeable in the final render, you can either recolor those areas with a matching shader or fix it in post, where the content aware healing brush in Photoshop will usually fix it.
Thanks, but unfortunately I need this for animation, so post work, or a method that doesn't move correctly is not an option.
Genesis 8 BabiesAs with any character base, they are better considered as potential *ingredients* rather than as standalone models. They *aren't* standalone models. That's the *point*.
I tend to agree that at first sight, a gender split doesn't appear necessary, since a baby figure isn't going to have gens anyway, but iirc, starting with G3 the polycount between the male and female bases is no longer the same so of you intend to dial them in with any other male or female figure you're going to need one of each to mix from.
I do agree that the lack of a separate body/head morph is higly inconvenient. And it might be useful to be able to dial in the fat rolls at different strengths. (I know somebody posted a "smooth" version of Baby Luna - who also has fat rolls - over on ShareCg.)
And I also am looking forward to whether any PAs are going to use these for starting points for other things, like the rather wonderful selection of fantasy characters that were based on K4.
Isn't there a script to separate out head and body morphs someplace?
XMorphs, but I've been trying and it's not working.
Laurie
Genesis 8 BabiesAs with any character base, they are better considered as potential *ingredients* rather than as standalone models. They *aren't* standalone models. That's the *point*.
I tend to agree that at first sight, a gender split doesn't appear necessary, since a baby figure isn't going to have gens anyway, but iirc, starting with G3 the polycount between the male and female bases is no longer the same so of you intend to dial them in with any other male or female figure you're going to need one of each to mix from.
I do agree that the lack of a separate body/head morph is higly inconvenient. And it might be useful to be able to dial in the fat rolls at different strengths. (I know somebody posted a "smooth" version of Baby Luna - who also has fat rolls - over on ShareCg.)
And I also am looking forward to whether any PAs are going to use these for starting points for other things, like the rather wonderful selection of fantasy characters that were based on K4.
Ahhh, I really hope we see some neat fantasy/sci-fi creatures for these figures!
Genesis 8 BabiesAs with any character base, they are better considered as potential *ingredients* rather than as standalone models. They *aren't* standalone models. That's the *point*.
I tend to agree that at first sight, a gender split doesn't appear necessary, since a baby figure isn't going to have gens anyway, but iirc, starting with G3 the polycount between the male and female bases is no longer the same so of you intend to dial them in with any other male or female figure you're going to need one of each to mix from.
I do agree that the lack of a separate body/head morph is higly inconvenient. And it might be useful to be able to dial in the fat rolls at different strengths. (I know somebody posted a "smooth" version of Baby Luna - who also has fat rolls - over on ShareCg.)
And I also am looking forward to whether any PAs are going to use these for starting points for other things, like the rather wonderful selection of fantasy characters that were based on K4.
Isn't there a script to separate out head and body morphs someplace?
Genesis 8 BabiesAs with any character base, they are better considered as potential *ingredients* rather than as standalone models. They *aren't* standalone models. That's the *point*.
I tend to agree that at first sight, a gender split doesn't appear necessary, since a baby figure isn't going to have gens anyway, but iirc, starting with G3 the polycount between the male and female bases is no longer the same so of you intend to dial them in with any other male or female figure you're going to need one of each to mix from.
I do agree that the lack of a separate body/head morph is higly inconvenient. And it might be useful to be able to dial in the fat rolls at different strengths. (I know somebody posted a "smooth" version of Baby Luna - who also has fat rolls - over on ShareCg.)
And I also am looking forward to whether any PAs are going to use these for starting points for other things, like the rather wonderful selection of fantasy characters that were based on K4.
Genesis 8 BabiesWell, that's disappointing. I'm unable to separate the head from the body with XMorphs. Not entirely sure why. Could be that the only morph that's exposed to the script is a controller that controls lots of other morphs, but that's just a guess. Until I can separate them, it's gonna make things much more difficult.
Laurie
I would appreciate it, if you keep us updated.
Mixing face morphsHi!
I'm just getting into face morph mixing and I'm just looking for some tips - do you ever mix 2 character face morphs at 100% each? Or do they have to add up to 100%? Anything other best practices?
Thanks!
I try to make the total mixture of dial character settings add up to 100%, although sometimes you can go further and make it work, especially if you are going for a more exagerrated effect.
The thing is, the 100% is just a benchmark that's needed to attain the exact look of a specific character as sold, not an actual limit on the mesh or what the morph can do. If you load a character that's based on one of the Official DAZ bases like Victoria or Michael, the shaping parameters often have both shapes set at the full 100%, so that would be 200% if the percentages added cumulatively, and if you're moving morphs from one base system to the other, you've also got whatever base system shap to dial in at 100% as well, so a single character would have three sets of full figure dials at 100%. On the same note, if you mix one of those characters dials at 100% but don't bring up the base character, you're obviously nowhere close to 100% of a full character, even though that's what the dials would seem to indicate. It's really not so much a matter of hard numbers and more of an art form that you have to eyeball.
Genesis 8 BabiesIf you own a lot of morphs, it’s fun to play with but DEFINITELY needs a separate head/body morph! I really hope they update that... Used Anagenesis and a ton of morphs for a somewhat stylized character.
Genesis 8 BabiesWell, that's disappointing. I'm unable to separate the head from the body with XMorphs. Not entirely sure why. Could be that the only morph that's exposed to the script is a controller that controls lots of other morphs, but that's just a guess. Until I can separate them, it's gonna make things much more difficult.
Laurie
Mixing face morphsHi!
I'm just getting into face morph mixing and I'm just looking for some tips - do you ever mix 2 character face morphs at 100% each? Or do they have to add up to 100%? Anything other best practices?
Thanks!
I try to make the total mixture of dial character settings add up to 100%, although sometimes you can go further and make it work, especially if you are going for a more exagerrated effect.
Genesis 8 BabiesReally torn on whether to put Ella in the cart. The basic skin looks great (and probably is, based on past experience with the PA) and the infant morph is pretty convincing (not a newborn to me, but say, a two-month-old). But the parrot mouth on the toddler is really off-putting and the overly red lips are even more offputting unless you're doing baby Snow White. The PA is I think going for the kind of startlingly pale skin with red lips you see in some artwork, but it doesn't really work for me in that artwork either.
As for the rolls of fat, when babies start looking like sumo wrestlers or extremely pudgy Baroque cherubs, it usually means they're about to make another growth spurt.
Genesis 8 BabiesThis definitely needs a separate head morph!
Where to save a zbrush morph for Genesis 8For Genesis 8 morphs, the path is different. The path above will not display the morph in the list as expected. For a morph you'd want \data\DAZ 3D\Genesis 8\Female\Morphs\VendorName\ProductName for female and \data\DAZ 3D\Genesis 8\Male\Morphs\VendorName\ProductName for male, etc. There are other folders in there for eyelashes and genitalia morphs as well.
Whenever you make morphs for a figure/item, you want the morph to be in a \Morphs subfolder of the item's actual data folder.
Genesis 8 BabiesThat's it exactly, I think. The models themselves are great, but you have to pay attention to how babies are in the real world. Especially their facial expressions, but also how they hold their bodies. Once you do that, these babies look really great.
Hmmmm...now I'm thinking I should do a set of baby expressions and poses...@ThoseThings What's taking you so long?
Please add an HD chin scrunch/pincushion morph, since you do great morphs.Ha ha! Perfect. I'll make sure to include screaming on a plane because of ear pain, too. :D
Genesis 8 BabiesThat's it exactly, I think. The models themselves are great, but you have to pay attention to how babies are in the real world. Especially their facial expressions, but also how they hold their bodies. Once you do that, these babies look really great.
Hmmmm...now I'm thinking I should do a set of baby expressions and poses...@ThoseThings What's taking you so long?
Please add an HD chin scrunch/pincushion morph, since you do great morphs.Genesis 8 BabiesI think she came out well/cute @wonderland Nice work playing with the morph dials.
Thanks but that’s like only 20% Caryn...
Genesis 8 BabiesI think she came out well/cute @wonderland Nice work playing with the morph dials.
Genesis 8 BabiesThanks Diva...more proof tho that Daz likes tiny heads. LOL The head of the baby isn't big enough for the size of it's body, but thank goodness we can scale them. I did buy the baby only because there were times over the years I could have used one and because I can mix it with other characters and make cool and creative stuff. Plus I think with morphs I can "fix" it up the way I like ;). No separate head is no problem because I have XMorphs.
As for the prices, I bought 11 of the DO stuff and 2 of the non-DO stuff, used my monthly PC coupon and it was less than 50 bucks. Not too shabby IMVHO. 13 items. I ain't complainin' ;)
BTW, can't wait to mix this chubby kid in with characters like Dolb and see what develops. LOL
Laurie
XMorphs will allow you to separate the head morph? Or use the body with a different head?
Yup, if you split them, certainly.
Laurie
Genesis 8 BabiesThanks Diva...more proof tho that Daz likes tiny heads. LOL The head of the baby isn't big enough for the size of it's body, but thank goodness we can scale them. I did buy the baby only because there were times over the years I could have used one and because I can mix it with other characters and make cool and creative stuff. Plus I think with morphs I can "fix" it up the way I like ;). No separate head is no problem because I have XMorphs.
As for the prices, I bought 11 of the DO stuff and 2 of the non-DO stuff, used my monthly PC coupon and it was less than 50 bucks. Not too shabby IMVHO. 13 items. I ain't complainin' ;)
BTW, can't wait to mix this chubby kid in with characters like Dolb and see what develops. LOL
Laurie
XMorphs will allow you to separate the head morph? Or use the body with a different head?
Mixing face morphsHi!
I'm just getting into face morph mixing and I'm just looking for some tips - do you ever mix 2 character face morphs at 100% each? Or do they have to add up to 100%? Anything other best practices?
Thanks!













