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How to prevent erc links from being overridden on custom JCMs?
Changing the overwrite settings would be my expected method - though it may deend on which property (morph or rotation) the ERC link is saved with.
Tongue Control HD for Genesis 3 and 8 (Commercial)ah ok thanks. I was using the tongue In-Out morph to get the tongue to leave the mouth. I used the z length now and it works. Thanks
Any way to make a custom shaping form to control clothes fitting?Thanks! I usually use Dforce to try to solve the problem, but I might try making a projection morph. That's definitely what I was thinking of.
Any way to make a custom shaping form to control clothes fitting?I share your frustration with the way clothing fails to fit certain body shapes. Even when the vendor has included morphs to support a character or body morph, it is often not as 'natural' as I would like especially when you starting posing the figure. Apart from the products like Fit Control, there are some other potential solutions: you may already have tried some.
First, check the hidden morphs on the clothing that are being projected from the figure. There could be one pushing the chest forward in the center. Experiment by dialing it/them back.
For a general solution that should work for more than one clothing item, you would probably need to create a projection morph. Have a look at this tutorial: https://www.deviantart.com/sickleyield/journal/Tutorial-Creating-Dialed-Projection-Morphs-482940785. Not straightforward though.
I tend to deal with each clothing item and figure individually by one (or more) of the following:
- use DForce on the clothing if it is Dforce-friendly;
- use a DFormer, with a weight map if required, to smooth the bump;
- use a Push Modifier with a weight map and a negative offset to smooth the bump;
- create a custom morph.
When you start posing the figure, Dforce is the most adaptable but I find it hard to get the parameters right. Tweaking the other solution for every pose is very tedious.
Skinny ribs for Genesis 8Hi PaganArtist, thanks for the link. Sickle Yield does some fine work and this is a very generous free package. I'm sure some of these morphs will be useful. As to the ribs, there is the ribcage morph which emphasises the lower edge of the ribcage and the FBM Skinny which creates a anorexic/zombie like figure. At low values the Skinny morph does add someribs especially to the front but not really at the sides.
I'm sure that SY would agree that the kind of fine detail shown in the pictures above is not possible in Genesis 8 without using the DAZ3d HD technology which is reserved for DAZ PAs, and specifically selling at the DAZ Store. Genesis 8 simply does not have enough polygons in this region to make those kind of realistic morphs on the Base mesh.
modo to daz, daz to modo...import/export help?There is a preset for modo in the OBJ Import/Export options dialogue, and in the Morph Loaders, which should give the correct values.
Advise rigging pilot helmet with front hose and back-wire assembly.So you are just running the Transfer Utility?
Pretty much Richard, so the bones copied are directly taken from the G8 figure and they do not take into account the hose or back wires. Let me know if that is the way to go to then figure out the weight mapping issue. If that is the case what is the best way to learn weight mapping in detail. Thanks
Advise rigging pilot helmet with front hose and back-wire assembly.I think Richard ment 'what have you currently done'. And my guess is you have used Transfer Utility, whereby you have copied all the bones in the figure into the object.
And if that is the case you can select the weigth brush tool, select Tool Settings and then see and change the weigth map for each bone.
And the suggestion is then to change the weigths to primarily the 2 controlling bones, potentially head and upper abdomen.
Doing weigth paint can migth seem a little hard untill you understand the tool. I am far from good at it, but can make it work as needed.
LOL thank you for the translation... Ill use the transfer utility again and see how I can figure out the weight mapping tools in Daz because in all due honesty their literature does not match their latest software. If you know of a good youtube video or tutorial in the store would be great. BTW Thank you :)
Advise rigging pilot helmet with front hose and back-wire assembly.So you are just running the Transfer Utility?
I did that and the helmet moves just fine along with the characters head but the hose and back wires abruptly get distorted and stretch at the point were the bone moves.
Advise rigging pilot helmet with front hose and back-wire assembly.I think Richard ment 'what have you currently done'. And my guess is you have used Transfer Utility, whereby you have copied all the bones in the figure into the object.
And if that is the case you can select the weigth brush tool, select Tool Settings and then see and change the weigth map for each bone.
And the suggestion is then to change the weigths to primarily the 2 controlling bones, potentially head and upper abdomen.
Doing weigth paint can migth seem a little hard untill you understand the tool. I am far from good at it, but can make it work as needed.
Advise rigging pilot helmet with front hose and back-wire assembly.So you are just running the Transfer Utility?
How to dial away the hollow back of female G8?Also, Zev0 provides a morph called 'Youth Posture' in the appropriate Growing Up package which can be used to straighten the back.
...I was just going to mention this. Thank you.
Does importing a model into Hexagon destroy it's poser and animation attributes ?What did you do in Hexagon? If you added new geometry then it won't work as a morph but will load as a new item (which you could rig using the Transfer Utility); as long as you move the vertices around but don't add new geometry (or remove existing geometry) it should return to DS as a morph which can be applied to the base figure.
Cartoonized for Genesis 8 MaleI'm saying it should work roughly as well as any other character morph that doesn't have a custom morph in the fitted item.
Native Daz file import for Blender - How does Daz feel about that?Poser has had Python support for over a decade.
if python was sufficient for getting a fully functional genesis into another
program with JCM's &HD morphs it seems that Daz likely would have done so with python instead of the
highly crippled implementation of DSON that was shoe horned into
poser for G1-2 "support"I don't think Poser Python is a full implementation of Python, though I could be wrong. Whether Poser Python is a full implementation of Python or not, is rather irrelevant though. Poser does not have the internal technology, infrastructure, and hooks available to implement a full translation of Genesis figures to be native Poser figures (or at least it didn't have prior to P11, it may be closer now to having full internal support, but the user base has probably dropped to a point where it's not economically attractive now). It's not so much that DAZ couldn't develop something to bring Genesis characters into Poser "because Python is lacking", it's because Poser lacks the proper technology to make a full transfer. This is why the support for Genesis 1 & 2 was rather slow and a less pleasant experience than in DS. Poser simply didn't have the proper internal support, IIRC some things had to be done outside of Poser, with the results then given back to Poser. Poser Python just provides methods to interact with the programming in Poser, If something isn't available in Poser via Poser Python (or other features/methods for scripting or from an SDK), then the program creator must develop that functionality "outside" of Poser, and find a way to integrate it back into Poser (like VWD has done).
The Maya plugin mentioned above doesn't have these issues, since Maya has native internal support for many (all???) of the features found in Genesis. The plugin just needs to be able to interpret the .duf files to the appropriate Maya functions while importing the object geometry/rigging/shaders. IMHO, the whole issue of supporting an "external" program is much easier when the program has a proper feature set available, and has the proper hooks to the functions needed available in it's scripting environment or SDK.
With respect to Blender, I'm far from knowledgeable on what can, and can not be done without the addon needing to be open sourced. But, it can obviously be done, since there are commercial plugins available for Blender. In some instances, I think it's actually the addon content that can used with the addon that is being sold (in conjunction with the addon), and the addon may actually be open source. In other instances, it looks like the addon is fully proprietary. As noted above, it's probably due to the fact that the addon does not alter Blender code in any way. Just one last note, It seems that unlike Poser, Blender does appear to have all of the internal capabilities required to import Genesis 3/8 figures (thus why the Diffeomorphic plugin does such a great job of importing everything), except for maybe HD morphs.
I'll just end with saying it would be great to have the same level of functionality for using Genesis 3/8 figures in Blender, that we have with Genesis 1/2 figures in Carrara. It may never happen, but I must say that the more I learn about Blender, the more I use it (plus for some odd reason Carrara will no longer run on my main machine - 2 or 3 other Carrara users have had similar problems, with no resolution other than a complete re-install of the OS). True, DS is getting more features all the time, but the ability to do everything (including modeling/sculpting/painting/landscapes/compositing) in one single program is really nice!!
Tongue Control HD for Genesis 3 and 8 (Commercial)Hi. The mouth assist controller only really takes effect when you make use of the the Ztongue Length Morph. It serves no purpose if the tongue is still within the mouth, if that makes sense. Would be strange if the tongue was still within the mouth and the assist effect on the mouth activated. So it is primarily linked to the Ztongue length morph and takes effect when the tongue starts to appear outside the mouth. From there, it will work when other morphs such as side to side, and tongue width are also used. The best way to see how it works is dial up the mouth assist controller, and dial up the Ztongue Length Morph to see how it works at different strengths. Feel free to post any examples and I will assist in the best morph combo for a specific result.
Cartoonized for Genesis 8 MaleIt's a morph (or set of morphs) so it will transfer to fitted items via AutoFollow, assuming the clothing doesn't have a custom morph.
How to dial away the hollow back of female G8?Also, Zev0 provides a morph called 'Youth Posture' in the appropriate Growing Up package which can be used to straighten the back.
Things missingThe morphs should load automatically with the figure, and the sliders show in both the Parameters pane and the Shaping pane. You have to drill down a bit to get to them.
(Note: I do not have this product, but that it how all morph packages work).
What about the face and body presets? (i.e., BoomChica 00a Head 01, BoomChica 00b Body 01, etc.) Do they do anyyhing when you apply them?
Have you tried ithem from the Content Library directly, and not just Smart Content? Content Library shows everything in the actual file system, not just what is relevant to the selected figure. According to the file list, they should be in "People->Genesis 8 Female->Shapes->Lyoness->Boom Chica Morphs"
Advise rigging pilot helmet with front hose and back-wire assembly.Hey Guys, this is my first post ever requesting help with regards to a personal project using Daz3d. I am a medium to advansed Daz3D user but for the life of me, I can't get this clothing prop to work properly. Please advise on how to rig a pilot helmet with the front hose and back-wire assembly to move properly. They need to follow the characters head motion while the base of the hose and wire assembly remains in place. I try creating multiple .obj in the motion range of the characters head to ERC Freeze the different morph movements but distortion occurs. I believe that there is a better way to do but I personally have not figured it out. Any help will be greatly appreciated.








