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Morphs from G3 to G8
I'm packing the script up for initial testing now. I did discover a couple of issues, and I'm going to have to fix those. They'll largely relate to Genesis, Genesis 2, and Big eye morphs (Toons). The last was expected. A limitation of the method I'm using to do the transfer. I need to add yet another helper file and another code loop to fix the ton problem. The others are related to reversible heads. Genesis, and G2 to a lesser extent, FBMs include the head shape, and you are expected to reverse out the head shape by dialing the head morph negative. The way the script generates FHM and FBMs will not work with these morphs, so I need to add a new option for transfers. I hope to have all that done this week.
A few notes, which I'll repeat in the email.The UI has changed. Right now, nothing on the Options tab is of use to you, so don't bother with it. Some of it does work, but it is automatically engaged where needed.
The Head and Body options in the Morph selection are only used together, and only by themselves. if you feel the need to click the On option, you should not use Head or Body. Eventually, the UI should enforce this, but it doesn't now.
To transfer a character with the source figure's shape "baked in" you need to first do a basic transfer. When that finishes, you would run the script again, locate and check the head and body morphs, and rerun the script. This is important.
I forgot to do something, so the script is not ready to bake source shapes for characters that don't have separate head and body morphs, or have reversible heads. So limit initial tests to characters with separate heads.Convert Object File and Mats to Genesis 3Morph loader pro is not meant to take just any obj and magically transform it into a morph for your figure, it only works with an obj made from the mesh of the figure , altered by moving vertices only. There's no tool to do that in DS.
You might be able to project the shape using the Transfer Utility since it's possible to use it to transfer morphs from one Genesis figure to another, but that would require quite a bit of work.
As for the texture, as it has been made for a totally different mesh it certainly won't work on G3 UVs, so just saving a material preset wouldn't be enough, you would need to convert the maps to G3 UVs and you can't do that in DS.
IIRC there's a tutorial to convert G2 textures to G3 with blender somewhere, maybe it could be adapted to convert your maps. Again that would require a lot of work.
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.
Desperate with dForceIf that's the Boho Outfit Aave Nainen did do a dForce set-up for the Genesis 3 one, I don't know if it will transfer to the Genesis 8 version https://www.daz3d.com/forums/discussion/comment/4127941/#Comment_4127941
Convert Object File and Mats to Genesis 3I have looked everywhere for this, and have gotten close, but not quite there. I have a converted model file, sfm and xps (two different ones), that I wan't to use as a genesis 3 figure. I have gone through the process of converting the sfm model to qc for blender, learned enough about blender to export the figure as an obj and fbx, with material files. I can load the obj into Daz studio, and even apply the textures and it looks ok (the eyes are white, but my final plan will deal with that). When I tried loading the fbx, ic contorts and doesn't work. I want to now take this obj figure, and apply its features as a morph (or whatever) for a genesis 3 figure. Basically, I wan't my G3 figure to look like the object. I then wan't to save the materials of the obj figure as a material preset to apply to the genesis 3 figure since the textures aren't built for a daz figure. I can save the materials as a material preset, but it won't apply to a figure. Any help on getting the shape to apply to a genesis 3 figure, and how to get the material preset to work on it would be appreciated. I have tried the morph loader pro to no avail, sometimes I get an error, others it just doesn't make a morph.
Thank you,
[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.
Genesis 3, Dforce and everything?If you want to change Gen8 dForce clothes to use on Gen3:
- load Gen3, load clothes, don't fit it yet
- select clothes, under scene identification swap compatibility from Gen8 to Gen3 (female or male respectively) and then fit clothes
- pull out the animate2 timeline, preferrably lower at least arms of your Gen3 into close to Gen8 position for the first frame
- apply your pose at frame 30 (more/less frames if you think your pose isn't or is difficult to give the clothing enough time to drape)
- in simulation setting choose not to start from zero pose, and to use animate2 timelineThat's all there is really. Eventually you can use push modifier on thinner clothes or the expand morph with smoothing on to fix the pokethroughs in the end. In case where your character may deviate from the base shape quiet a bit (bigger hips/chest/more stylized features) you can apply character at a later frame of simulation, for an example at frame 10, that will start simulation from base character and you'll watch her morph during, this helps a lot with cleavage breaking with some characters especially.
Hope that helps.
Victoria 4.3DAZ has moved to a new paradigm for their characters. V4 was relatively high poly count and therefore amenable to morphing by almost anyone. Not so good for DAZ character/morph sales. The Genesis range seem to have less and less polygons on each successive generation; the characters rely on subdivision on the fly within DAZ Studio to achieve their high quality mesh appearence. The lower poly count of the Genesis series means making detailed mesh morphs is more difficult at best and impossible for some morphs, unless you are a DAZ PA, when you have access to DAZ propriety HD technology which enables making HD detailed morphs. This is better for DAZ sales of detailed morphs for their characters. Makes good business sense for DAZ. So DAZ upgrading the rigging of V4 is not very likely as V4++ would compete (rather well, IMO) with the Genesis series and risk losing character/morph sales to third parties.
That's not really correct - since the V4 mesh is used at its final esolution some of the extra is needed to smooth out those morphs, which on Genesises can be left to the SubD to smooth. Remember that Victoria 4 is roughly equivalent to one level of SubD on a Genesis. The idea that this is some kind of ply to boost sales is not really credible - most HD moprh need more resolution thanm the older figures ever offered.
Hi Richard, I was not saying that the V4 mesh (which has more than 4 times the poly count of base genesis 8) was or is sufficient to achieve the same final smoothness of a well subdivided G8 character. Merely that mesh morphing of the base Genesis series (which is all non-PAs have access to) is significantly lower resolution than V4 due to the lower poly count of the base Genesis series. Certainly subD is the way to go, however since making mesh morphs with subsequent subD in DS is not available to normal DAZ clients, the result is that making high resolution morphs for Genesis is only available to DAZ PAs. This has an undeniable commercial consequence; if you want high res morphs for the Genesis series then you must buy them from DAZ and no where else. I am not suggesting that DAZ have done this in secret as a method of tricking people, of course not. Anyone who understands even vaguely how 3d figures work and how business works can see that restriction of DAZ proprietary HD technology to DAZ PAs is commercially advantagous to DAZ. This surely is stating the obvious. DAZ has every right to limit their HD technology to their own PAs.
I personally wish that DAZ would sell a licence to use that HD technology for non-commercial purposes, but it is their choice (and right) that they do not.
However, it also makes perfect commercial sense that DAZ would not then upgrade V4 to compete with their Genesis series characters whilst doing so would potentially allow competing third parties to profit from DAZ doing so. This is the answer (or at least part of it) as to why V4.3 will never happen (as requested by the OP).
Moving a figure or any part of it completely mangles itNot much help I am afraid, but I have just loaded G8F, given her Toulouse hair and .. all is well, any slide, transaltio or morph I have tried, works without issue. The figure in your image looks to have a pose applied, does it happen without that?
Morphs from G3 to G8It does not. I suspect it can, but I need to really study the format of the CR2 file, and generalized Poser-ness. I just don't know enough about it to be definitive. That said, The tools this product uses to work rely on Studio's internals, and I have noticed that there many cases where those tools do not like to work with legacy formats and post Genesis formats at the same time. So it might also not be possible.
Select the Victoria 4 or Michael 4 figure in the scene, go to Edit>Figure>Rigging>Convert Figure To Weight Map, now choose a weight map system you want to work with.
Once this is done with TriAx or General weights you can start to use for example the Node Weight Map Brush tool on those Legacy figures. Also more important the Transfer Utility will work on them.
Like always to transfer morphs they have to be once saved as Morph Assets go to File>Save As>Support Asset>Morph Asset.
But since the figure isn't saved yet as a Figure/Prop Asset you go here File>Save As>Support Asset>Figure/Prop Asset.
With this the morphs get saved along with it in the "data/Morphs/Base" folder. Now don't forget to delete the current Victoria 4 or Michael 4 figure from the scene because its still the old version. Restart DS and load your new V4 / M4 Figure/Prop Asset from the library to actualy use the new asset in the scene. Now try the Transfer Utility with them I'm pretty shure it will work.
Yeah, that doesn't allow legacy authoring. I do recognize that isn't what you asked, but my first goal would be bidirectional support. That said, I see some indications in the script API that you can do legacy authoring, and getting that to work with the existing code would still require converting the Legacy figure to weight mapping in order to get the ... stuff. That should be fine, as long as the converted figure is removed from the scene when it's done, but it does require that another copy of that Legacy figure be in the scene, unconverted, to act as the target. So, it may be possible. I'll still need to look into it.
More specific to your question, presently, the script relies on the ability to pose the figure as part of generating the transfered morphs. So it would be important that the conversion to weight mapping be accurate. I've noticed that this doesn't work so well with hair figures. You have to, basically, re do the weight maps. This is not insurmountable, but it would end up being a whole separate script (which is about what I expected). I will look into it in more depth, but it probably will still be an addon, even if it's unidirectional.
I'd prefer bidirectional, because V4 still has significant following, and that's worth supporting.ok licking my lips, does this mean we will get it soon?
The test crew will hear from me today. I hope I've ironed out the major issues, and will be ready to submit for products review by the end of the month. But I haven't been planning on that last. Still, I've just got a couple of hours worth of tests to do, and then I'll be ready for more beta. I really don't anticipate trouble, but the tests are necessary. I've already caught an issue with the way I formated Genesis 8, originally. It's incompatible with the clever solution I invented for baking morphs. But it's an absurdly easy fix. Took 10 minutes for G8M. I still need to G8F, but that's allI should need.
Do you have tried very extreme morphs for Genesis1 like Mavka, Sadie or Sam? I'm really interested in those results.
Anyway, great work, it looks amazing! Insta-buy for me!I was going to do these tests with Hiro 5, but I do have Sadie and Sam, so I'll do that, instead, I'll get back to you.
Victoria 8 x Genesis 8 femaleLike Leana said. She is basically a character morph that provides you with the foundation for other characters.
You can mix and match her morph with other morphs as usual. Her skin texture will give you some versatility with makeup and it is of a higher quality than the vanilla skin texture. You will get some options for the eye leashes too if I remember correctly. Also, she has some HD details (additional product) that are specifically designed for her and the characters that derived from her.
Facial distortion on Genesis 8 FemaleHey!!!!
So, I had some issues with my Genesis 8 Female base figure preloading with a morph applied to it. I've now corrected that but I am now having issues with facial distortion.
Even when I apply the built-in smile options that are normally in DAZ (so not 3rd party or by any PA), the face of my figures distort to this degree!
Any way to fix this?Victoria 8 x Genesis 8 femaleVictoria 8 is a character for G8F, the underlying mesh is the same and so is the base rigging.
You can combine the V8 morph with other G8F morphs.
Victoria 4.3DAZ has moved to a new paradigm for their characters. V4 was relatively high poly count and therefore amenable to morphing by almost anyone. Not so good for DAZ character/morph sales. The Genesis range seem to have less and less polygons on each successive generation; the characters rely on subdivision on the fly within DAZ Studio to achieve their high quality mesh appearence. The lower poly count of the Genesis series means making detailed mesh morphs is more difficult at best and impossible for some morphs, unless you are a DAZ PA, when you have access to DAZ propriety HD technology which enables making HD detailed morphs. This is better for DAZ sales of detailed morphs for their characters. Makes good business sense for DAZ. So DAZ upgrading the rigging of V4 is not very likely as V4++ would compete (rather well, IMO) with the Genesis series and risk losing character/morph sales to third parties.
That's not really correct - since the V4 mesh is used at its final esolution some of the extra is needed to smooth out those morphs, which on Genesises can be left to the SubD to smooth. Remember that Victoria 4 is roughly equivalent to one level of SubD on a Genesis. The idea that this is some kind of ply to boost sales is not really credible - most HD moprh need more resolution thanm the older figures ever offered.
And of course to make HD morphs you need to be a Daz PA...
Victoria 8 x Genesis 8 femalehey guys i'm thinking in buying victoria 8, but i really want to know what are really the difference aside morphs and skin?? like her mesh have more poly???, i can use any genesis 8 morphs which i had bought on her???, to be clear i means in meshe quality, what her mesh have better than genesis 8 base??? or they are the same??? just with a "victoria morph" and some physical elements??? talking about "bending" when animating her she have better "bending"? like more realistic bendings than genesis 8??, how exactly she is better???
RiverSoft Art Second Anniversary Contest SUBMISSION THREAD"Moon, Take Thy Flight"

RiverSoft Art Products used:
- dForce The Striga Ensemble for Genesis 3 and 8 Female(s)
- Pose Blender
- Eye Clock Pose Control
Description of how products were used:
I have a love-hate relationship with dForce (although "terrified" is more accurate than "hate"). I love what it can do - it opens up so many new options for artists - and I love looking at all the amazing work people have done using dForce. At the same time, I'm totally intimidated by the mechanics of using dForce, and I'm working on an older laptop that was intended for word processing. It doesn't really get along with dForce. So when I saw the dForce Striga Outfit had hierarchical pose presets that emulated dForce, I snapped it up!
The best part of the preset poses, in my opinion, is that they work really well as a place to start - I'm not just limited to the poses provided. For this piece, I used RiverSoft's Pose Blender to mix the "Looking Back" pose with a walking pose, and I depended quite heavily on the selective pose blender option to mix in some of the other presets as well. The left arm is mixed with the spellcasting preset pose, while the right arm has a little bit of the "sitting" and "standing" poses blended in. I barely needed to use the morph dials to fix the fabric after she was posed. And because I used the pose blender, all the different poses look natural blended together - nothing tries to stick out at odd angles, as often happens when I try to combine partial poses. Pose blender really is my secret weapon - using it is the best trick for keeping posed figures from looking stiff and frozen.
Tuck That ShirtYou can use dForms to create a morph on the tank top. You'll need to set the dForm Influence to Weight Map for better control. And you may want to use more than one dForm to fine tune the changes. Once you've got it looking how you want, you can "spawn" the morph and remove the dForms.
Here are a couple of videos on using dForms to get you started:
Headshop 11 QuestionsHey all, I'm playing around with Headshop and having fun, but wow, the skin color on the imported head looks NOOOOOTHING like the skin on the rest of the Gen8 body. (For some context, I've used Daz off and on for a long time, but I always end up having to take long breaks, so I never feel like I know enough about what I'm doing. There might be an easy answer, and this might be a dumb question!!) I can post a pic of my result later.. when the computer decides to cooperate.... But for now, what have people done to try to match those skin colors/tones when they end up being radically different for the head/face and body?
I would open up the face texture file with Photoshop and change the overall hue in the many tools Photoshop provides. Then apply the newly saved texture faile to the face in DAZ Studio
Photoshop is not a free program, and many users may not know how to use it, either. Its strange that you market Headshop as being very easy to use with its one click ability, yet also expect those customers to know how to use external software to solve problems like this. I have used GIMP for years, and even though I consider myself "ok" at it, the task of fixing these textures can take some time to get right with lots of trial and error. Facegen handles this better, it is certainly not perfect, but it makes an attempt at it and it works alright.
I want to like Headshop, I really really do. It has promise, and it does do some unique things. But it still has some really glaring issues. You still have not directly addressed some of the issues I raised in my last review after the update, they are right here on page 3 of this thread. There are still UV problems where the texture leaves a nasty line at the seam. The morph can actually effect the entire body. This is somewhat subtle, but it gets worse as the morph gets dialed up higher. Regardless of how subtle it is, this should not happen, period.
World's_Edge said they didn't notice this, but I can see it quite clearly. Look at this pic:

Notice the gap between the front teeth, and how strange and goofy the teeth look in general. That is because the teeth are actually shrinking and deforming with the head morph shape! The more it gets dialed in, the more noticeable this gets. I have also seen that the eyelashes on Genesis 8 do not conform to the face morph at all. The eyelashes do not move with morph, and this winds up messing things up bad. You MUST turn the eyelashes off as a result. And if you look at this man close, you will notice he has no eyelashes at all. They are painted on by the texture.
It depends on the source picture you use. Sometimes it blends ok, sometimes not (more often not). When it does not blend, there is no choice but to use an editor to try to fix it. There are numerous ways to tackle it, and these may not be the best ways. In GIMP or PS you can paint with low opacity over the face to get it to match, then use the heal tool to blend in the edges. Another way is to open the face twice as two layers, use any option to tint one image, and then copy or heal the altered portion over the original face image. Either way can work.
Could you also just apply another character's skin materials once you load the headshop character into Studio to start working on your scene?Of course, you can apply any texture just like you can for any other Daz Genesis based character. But in doing so you probably create a whole different person. This may be ok if your goal is purely making unique characters, but if you are trying to capture a specific person's likeness, odds are you lose that.
[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?
I don't know how.
Morphs from G3 to G8It does not. I suspect it can, but I need to really study the format of the CR2 file, and generalized Poser-ness. I just don't know enough about it to be definitive. That said, The tools this product uses to work rely on Studio's internals, and I have noticed that there many cases where those tools do not like to work with legacy formats and post Genesis formats at the same time. So it might also not be possible.
Select the Victoria 4 or Michael 4 figure in the scene, go to Edit>Figure>Rigging>Convert Figure To Weight Map, now choose a weight map system you want to work with.
Once this is done with TriAx or General weights you can start to use for example the Node Weight Map Brush tool on those Legacy figures. Also more important the Transfer Utility will work on them.
Like always to transfer morphs they have to be once saved as Morph Assets go to File>Save As>Support Asset>Morph Asset.
But since the figure isn't saved yet as a Figure/Prop Asset you go here File>Save As>Support Asset>Figure/Prop Asset.
With this the morphs get saved along with it in the "data/Morphs/Base" folder. Now don't forget to delete the current Victoria 4 or Michael 4 figure from the scene because its still the old version. Restart DS and load your new V4 / M4 Figure/Prop Asset from the library to actualy use the new asset in the scene. Now try the Transfer Utility with them I'm pretty shure it will work.









