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Guides to Geometry
I'm getting all the geometry exporting, but only the base shape is taking on the pose. Tried Export all vs Bake all and FBX2014 and getting the same results. With rules set to Export, I get morph channels but they don't help; they aren't keyed or such

Odd that exporting to OBJ works w/o much effort, it just ends up with a lot more geometry which is why I'd like to figure this out. Am I missing something obvious in DS?
Trying to find/pose a realistic smile!You can't know if a smile is real without context so you can't judge a person's smile without knowing for a long time their 'typical smile'. Now if you want to say DAZ 3D model's smiles are fake because they don't involve all the muscle, connective joint & tissue & skin changes needed then you'd be on to something.
The best products in the DAZ Store that are NOT sculpted to be dependant on a particular character's are Pedro Furtado's smile sets:
https://www.daz3d.com/20-unique-smiles-hd-for-genesis-8-males-
https://www.daz3d.com/20-unique-smiles-hd-for-genesis-8-females
You simply combine them and don't dial them in at full strength. Furthermore, and this is labor intensive, you adjust those smiles using Power Poser & the DAZ 3D model's face fig bones, although that is difficult and tedious to do (and that is what Pedro Furtado actually did in creating his 20 Unique Smiles products to give you an ideal of how much work he did)
The boy in the render below used the above mentioned products & his smile looks quite realistic. I think it was an 20% Smile 01 & 70% Smile 16 but i'm not sure now. LOL, no tedious Power Poser adjusts done by me although if you're trying to get a photograph's peculiar smile down pat you will probably need to adjust in Power Poser.

Yes and no. Fake smiles are really not hard to spot, even on total strangers. It does vary from person to person, some people just have better acting skills. There is a reason why there are tropes related to certain people who have used car salesman smiles, or conman smiles. Its a thing.
I do think most Daz smiles are way over the top, like the model just had laughing gas. This is probably because of facial structure, too. But I also think that many people in the 3D industry over compensate when they create smiles, not just Daz PAs. It is kind of like how animations and things are exaggerated in cartoons and 3D animations, it carries over from that. Sometimes a subtle smile is really hard to do, because it can be hard to notice the person is smiling at all just toning the dial down. It is a real delicate balance.
The Bluejaunte girls all have great smiles, and they DO work on other characters. However you have to be careful because if you apply too much of it then they start looking a bit too much like the Bluejaunte characters, and that gets creepy, LOL. Blend the smile in with another smile, or even 3 or 4 smiles in small amounts. For example, maybe 30% Sahel + 40% of another smile, or something like that. Any kind of combination can work. You can also add in a dimple shape morph if you have one to customize it more.
Also, the same person will have a wide variety of different smiles. They can look different from day to day. So if you are doing a series, try making small changes between shots to alter things up a bit. Just like having different characters with the same smile can be creepy, having a character with the exact same smile in every picture is also kind of creepy.
Facial distortion on Genesis 8 FemaleYeah, my Genesis 8 kept loading with a pre-applied morph so I removed it and then saved it as save as modified assets, then started using that. Version is 4.10.0.123 Pro Edition 64-bit
Victoria 8 x Genesis 8 femaleHD means high-definition morph, a moprh that is able to manipulate the additional vertices in the SubD mesh rather than just the base mesh - it does allow more detail.
HD means "high definition" in this case. A HD morph is a morph which was built using a subdivided version of the figure mesh, which means it has more polygons and so more details. You need a special tool that only Daz PAs have access too to be able to load the HD mesh as a morph.
Usually a HD character is the combination of a "regular" morph and a HD "details" morphs.
As for "Elite", there was a series of characters for Generation 4 figures and Genesis called like that because they had high resolution textures (for the time) made from scans of real people.
thanks for the answers, the basically it's a sort of "fake extra polygons without really have extra polyongs like a character with 16k will deform in the same way a 32k would deform without need be a 32k, right? really interesting.
Another question, beside the basic, victoria 8 and michael 8, what could be others really good characters that you could indicate for game design (very well sculpted morphs and very good compatibility?
Morphs from G3 to G8I'm not sure we want the head and body to be quite that separate, but I could be wrong.
FYI, I probably won't be saying much until Saturday. I'll be busy tomorrow, finishing the additional code, and (hopefully) responding to test results. Friday, Good Friday, everything is closed, and I won't be able to get online much at all. That said, I will get round to responding to any PMs by Saturday, if only because I need to make the descision about adding additional testers then. But mostly because I shouldn't (knock on all the wood) have any more pressing issues to deal with.I hope to get to that point tomorrow, since all I have left to do is put some code back in that I removed, and create the conditional trees to make sure it's used when needed. Today, I've spend most of the day getting the UI to not let the use enter invalid combos. That Transfer/Head/Body option stuff above. The looping on that was so simple, it was turning things on right after turning them off. So, I can at least say, with confidence, that Saturday's release will not allow the user to get that part completely wrong. and if the user does the one thing they shouldn't do, the script will give a warning when it's run, and stop.
CARRARA CHALLENGE 46: Get your Retro onI inserted a simple vertex sphere.
I adjusted the UVMap so that the front half of the sphere was centered in the map. he back half is reduced in size and off to a corner.
I created a morph for the sphere to flatten the front face a little.
I used the logo for the Sonny and Cher Show in an image editor to create a map to use as a mixer in the diffuse and glow channels.
For no reason, I also created a blurred radial image to drive a gradient for the sphere in my image editor.
For the sphere shader, I put a mixer in the diffuse color channel. I put black in the first slot. I put a yellow/orange gradient in the second slot.
I chose my radial blur to control the yellow/orange gradient.
I placed my logo map in the mixer blender.
I used the replicator to create the sides of the Sonny and Cher sets.
I placed a plane with tiles in the bump channel and some reflection.
Performers to be added later.
Continue dForce SimMaybe you could export the first simulated shape as a morph, then apply that morph and start simulation again from that morphed shape, but that sounds like a lot of work, and I don't know how well it would work.
Continue dForce SimIs there a way to continue a dForce sim? After cancellation, I sometimes want dForce to run longer, but it always clears the morph/position and re-starts from scratch.
Morphs from G3 to G8I am looking forward to this HUGELY. I have tried and failed so bad to transfer morphs. PLease save us all :) <3
Z Plus-Size Model Shape -- FACE? SKIN?https://www.daz3d.com/z-plus-size-model-shape-preset-and-poses-for-genesis-8-female
Does the face morph pictured in the promo pictures come with the body, or is the face a different product? Which product? And what character's skin texture is the model wearing?
Thanks!
Product is a body preset and poses....
Z Plus-Size Model Shape -- FACE? SKIN?https://www.daz3d.com/z-plus-size-model-shape-preset-and-poses-for-genesis-8-female
Does the face morph pictured in the promo pictures come with the body, or is the face a different product? Which product? And what character's skin texture is the model wearing?
Thanks!
Update Base Geometry...GoZ? It end up a morph, but dialed to 0% by default. It should be located in parameter panel under zbrush catagory. Put it at 100% and it should look right.
More dog breeds please!Actually, I've managed to use the rather scanty morphs in Dog8 to make a with reason Greyhound/Whippet. All good. What I would like to see are;
1) Better ear morphs. The current ears are simple sort of cup shapes, with no actual detailing where they meet the skull. FIne for floppy-eared breeds, but...
2) Muscle morphs! Especially with short-haired breeds, you can see their musculature quite clearly, and greyhounds are particularly ripped ;-)
3) Ribs. Not exactly a muscle morph, so worth the specific mention. Also useful for your classic starving dog.
4) Head morphs; divots where the muzzle hair goes, extra forehead wrinkles both sherpa-style (horizontal) and worried greyhound (vertical)
I love dial-spinning to get what I need out of a figure, but the dial has to be there to spin ;-) If we can't have a hundred breeds (everyone wants something different), we need more morphs!
Genesis 3 weapons to genesis 8Is it possible to morph genesis 3 weapons particularly swords and bows to a genesis 8 figure? If so could someone tell me how.
THANK YOU, Aave NainenThank you Aave, I just love this hair! I was unsure when it first came out, loved the look but didn't think my computer could handle it.
Today with it being on sale, thought I'd give it a try and now I'm kicking myself I didn't pick it up and the morph package sooner, so a big thank you, just a quick render attached and it was effortless!Victoria 8 x Genesis 8 femaleHD means "high definition" in this case. A HD morph is a morph which was built using a subdivided version of the figure mesh, which means it has more polygons and so more details. You need a special tool that only Daz PAs have access too to be able to load the HD mesh as a morph.
Usually a HD character is the combination of a "regular" morph and a HD "details" morphs.
As for "Elite", there was a series of characters for Generation 4 figures and Genesis called like that because they had high resolution textures (for the time) made from scans of real people.
How to keep the autofit working on geometryAutoFit is for already rigged content, so you wouldn't have used AutoFit on the base OBJ - that would presumably have been the Transfer Utility. Is your content management service running correctly, as far as you can tell? Are you sure you have Genesis 8 seelcted in the scene not, for example, the lashes (I'm not sure if that would matter but it might)?
Victoria 8 x Genesis 8 femaleHD means high-definition morph, a moprh that is able to manipulate the additional vertices in the SubD mesh rather than just the base mesh - it does allow more detail.
Convert Object File and Mats to Genesis 3Kind of what I was afraid of. For the textures, I was going to try to just photoshop them into the right places using a G3 texture as a template, but that again is a lot of work. I was also going to try to manually adjust the G3 figure into a shape close to the morph, a lot of work again. I was just hoping for something a little quicker and easier, as that is not my forte. The real problem is I found a lot of very good characters for a game I'm trying to make, but they are for XNALara, not Daz Studio. Thanks for your answer and quick response. If wishes were wings and all that.
Victoria 4.3Four times the polygon count is one level of sub-division. I was not saying make HD morphs - I was saying that you can make a morph for the base mesh and it doesn't need to have as many vertices devoted to smoothing, since the SubD will deal with most rought spots, as is the case for the Victoria 4 mesh, which isn't usually smoothed. With the higher definition base mesh you can choose two locations for a change compared to a genesis (on average, sicne the distribution of density isn't the same on both figures), but you will need to use at least one extra set of verts either side to smooth the result out in most cases which largely nullifies the detail beenfit of the denser base mesh.
Fine, then why can't high definition mesh morphs be made on Genesis 8 without the HD technology? The reality is that when I have a Genesis 8 figure in ZBrush I can NOT make high definition mesh morphs. I have tried subD in ZB then morphing then reduce subD back to original, but the unmorphed mesh is not returned to the original state, there are subtle but definite changes across the whole mesh. In summary, I can NOT make high definition mesh morphs on Genesis 8, no matter how many levels of subD I apply in DS.











