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Auto Shape Enhancer [Commercial]Understanding Daz license
OK. It appears that Renpy is a Visual Novel, which would mean that you are using 2d images, am I correct?
If I am then you will be covered by the Standard EULA.
If your game uses any part of the mesh of the Daz content then you would need the interactive licenses.
The Standard EULA statesTerms of Use. Two Dimensional Works. Subject to the terms and conditions of this Agreement, User may (i) access, use, copy and modify the Content in the creation and presentation of two-dimensional animations and renderings, (ii) incorporate two dimensional images (including two dimensional images that simulate motion of three dimensional objects) derived by User from the Content in User’s other works, and (iii) publish, market, distribute, transfer, sell or sublicense User’s two-dimensional animations, renderings and other works; provided that User may not in any case publish, market, distribute, transfer, sell or sublicense any renderings, animations, software applications, data or any other product from which any Content, or any part thereof, or any substantially similar version of the Content can be separately exported, extracted or de-compiled into any re-distributable form or format.
Converting a G3 character to G8What method are you using to transfer the morphs from Genesis 3 to Genesis 8?
Auto Shape Enhancer [Commercial]Illidanstorm, here is an abdominal morph for you. Hope this help.
Auto Shape Enhancer [Commercial]So I just bought this and think I like it, I'm just not happy that the figure has abs all the sudden and there is no option to turn it off.
Could you please make a morph to turn off the abdominal muscles? It seems to be within the thigh morph.Saving Custom Clothing MorphsI often make custom morphs to adapt G3F clothes to my G3F characters. I use the very straightforward method of exporting an OBJ, create my morph in Blender, and import again in DAZ. I save my morph when the results are to my liking. No problem.
However, I'm not able to save my morph if, for instance, I use clothes made for G2F and AutoFit on my G3 character. What am I doing wrong? To be more precise, I'm able to import from Blender, verify that everything works properly and save my work, but the morph is lost if I close and re open DAZ.
Rockin' out with Phil Wilkes!Would you characterise those differences more in the rendring approach or would you say there were other main factors between yourself and Phil ?
I watching "Learning Carrara" and "Advanced Carrara Techniques", I noticed that nearly everything we do in Carrara, we do in a somewhat different fashion, which is delightfully awesome! I'll be able to give some better examples of that once I get a new computer. Right now I can barely run Carrara, which is sending me to a very dark place lately. It's a nightmare!
Purely as an observer, your artwork evokes to me the Edgar Rice Burroughs paperback covers from the 70s, or the classic Boris Vallejo Conan covers. I really like your images.
Wow, Thanks! I've been a big fan of Boris Vallejo, Frazetta, and others in that realm nearly all my life, which is likely why I tend toward that style - even if by accident, even though sometimes it's been fairly intentional! LOL
I understand your main two characters are based on yourself and partner. Was it a difficult workflow to nail the likenesses ? The tutorials I see rely on reference material which are more like official passport photos front and side view with a neutral facial expression. However, if trying to nail the likeness of, say an actor or rock star, the reference is not so conveniently available and if there are twenty different photos, the lens distortion factor could be different for each one, so I think there must still be some hand/eye coordination needed.
Generation 4 was Morph heaven for me - so getting Genesis Generation X2 has been a real treat for me! Now I can have those morphs on characters that relied on them before, and even better, I get my cool expression morphs collections I've bought for V4, and can use them on male figures as well!
Anyway, back to your question:
The morphs that came with Morphs++ were extensive and very well named. I used those to tweak and tweak my Rosie character for quite some time. I used to run up to her and gaze at her face while she was reading, watching TV, or whatever. Eventually she got used to it! LOL Even after I had a pretty good start, like the version of Rosie we see in my Just a Bit of Fun video, I still have made tweaks here and there. Michael 4 was actually almost already shaped like my face - kind of - so I didn't really do a whole lot with that one. Then I exaggerated the strength and beefiness to turn Dartanbeck into much more of a strong man than I am! LOL I mean, he's an imaginary Super Hero... he's supposed to be beefier than me, right?
I mentioned my Expressions morphs collection. Real difficulty came to me when I started trying to make Rosie 4 talk and smile. I just couldn't quite get the right moth shapes while it was moving or during a smile. This bothered me immensely, so I'd just move on to working on other things I needed to learn, like optimizing texture sizes to use less RAM, lighting like a cinematographer, learning the differences between shine and reflection, etc., When Facial Expressions for V4 came out, and I noticed that, unlike a lot of other "expression" products, this one actually added morph dials, I had to have it! With that, I then decided to add in the Girl 4 expressions too, and I could dial a little here, a little there, and back and forth, to get results that I was overjoyed with. Some of those results are in Just a Bit of Fun.
Textures were a different story altogether. Well, not for Dartanbeck. Those are just plain ol' M4 High Rez. For Rosie, I bought these and those... then I bought some more and more, and just kept buying. Okay now here's the funny part. You know what I'm using for Rosie's textures? V4 High Rez! LOL However, they're not just that. I've spent a lot of time in Howler painting them to be how I need them to be, and then repeating each process for the highlight and bump maps as needed.
Getting Arki's EYEdeas 3+ product, along with the Natural Textures add-on, was a real game changer. When I was completely satisfied with the eyes previously, it was only because I didn't know any better. But once I got my hands on Digital Lighting and Rendering, by Jeremy Birn, and read the part about rendering and lighting eyes, I needed to do something different. Well, the timing couldn't have been better - and it was funny for me. I made a custom morph to concave V4's irises, so that I could get the "Eye Sheen" phenomenon that is so important to cinematographers. It worked... kinda. It was just an experiment, so I worked quickly on it, and it was successful enough to urge me on to try and make them better.
It was just then, when Runtime DNA merged with DAZ 3D, and Arki's wonderful product hit the store shelves, and t caught my eye right away - it comes with iris morphs for just such a thing - along with a whole lot more. But also, Jeremy Birn talked about "Light Linking" - setting lights to only affect the eyes, and not the rest of the figure. Well, we cannot do that with Daz Figures in Carrara since the eyes are technically part of the same mesh. Arki's EYEs conform to Gen 4 figures and work beautifully. And that makes light lnking very easy. But even when using individual EYEdeas 3+ eye models on Genesis or Genesis 2 (or 3 or 8, for that matter) and parenting them to the eyes on the main figure, it turns out that we can still Light Link to them - so it truly is a win Win!
Yeah... with figure technology working much faster than my hobbiest learning curve, I'm still tweaking my two main characters! :)
I love Phil's Photo-Real approach as well - and he's always introducing something that I haven't tried yet, so I love to pay attention whenever he has something to say!
dForce skin pressure settings?Ah, I was hoping it wouldn't have the same limitations because I didn't think most dForce objects and clothing were that polygon-heavy.
Is it even possible to get that kind of skin impact detail using Zbrush and then exporting the displacement/morph/whatever into Studio? I think you said a long time ago that Studio would still reduce the resolution of any HD morphs created in Zbrush or other high-polygon modelers.
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)Rosie just bought me this really cool starship!
Arachnid Class Transport
It comes with an amazing assortment of morph dials for various functions of this amazing ship - none of which work in Carrara.
I must say, I was a bit annoyed at first, but now it doesn't make a difference at all anymore - and here's why:
A lot of times, when morph dials don't work, it's worse than that. When we try to use translation or rotation to perform what the morph dials are for, we might get horrible results - or even find that we can't even do that. THIS SHIP IS DIFFERENT!!!
This thing is awesome! We can just rotate or translate away! If the selected thing isn't supposed to move or rotate, it won't. It doesn't cause the whole ship to move... simply nothing happens! So Cool! But there's more!
When I rotated the big main door open - the one on the bottom of the ship that allows us to drive cargo into the hold - it stops according to constraints very nicely, and then we can use the universal translate tool to drag the ramp down from there. But we still can't see the inside of the hold - there are thes really cool airlock seal doors in the way. I thought: "Oh great... I'm going to have to carefully drag each one of these, and when I find the end, the whole ship will rotate out of whack". Nope. I grabbed Left #1 and dragged it to the left (to open it) and when #1 got to it's end, #2 started to move, when #2 got to it's end, #3 moved, etc., until the whole works was open and just came to a nice stop without moving the ship at all! How did he do that?!!!
Everything on the model is like that - and there's a lot to play with! It has a rear ramp for the crew with interior doors that work! The big main guns spin to unleash a hail of deadly salvos! We can drag the landing gear up and down without effort... this thing is So Frakkin' Cool!!!
Just thought I'd say this here. This model is not advertised at all as cool as it should be. I loved the promos, but was utterly shocked at how awesome this thing is compared to how little is written about it. It does, however, say that it also comes with a separate Cargo Hold stand-alone prop, as well as a stand-alone bridge, which is actually quite the thing itself! My computer is still crashing every few minutes, so I still have a lot to discover about it once I get the shaders finished.
This model is a real dream! Two thumbs (more, if I had them) Waaaay Up!!! Oh... and the textures folders has a LOT of wonderful maps for Carrara shader gurus to have a blast with!!! :)
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?











