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Getting on the 9 train, or not
Masterstroke said:
Torquinox said:
Masterstroke said:
I've seen real life people with these creases :-D
Yes, real life people have bulges, creases, asymmetrical features, and other imperfections. Was wondering, do you take steps to add asymmetry and such into your figures?
Yes, I do. One morph for Body asymmetry, and one for facial asymmetry.
I have JCMs for belly fat bulges, when bending the lower chest part.
I have a set of HD morphs for eye wrincles and cellulitis added.Wow! You're doing a ton of extra work there! I hope you enjoy doing it and that the results justify the effort.
[Released] Character Converter from Genesis 2 Female to Genesis 8 Female [Commercial]n.jmurov said:
RiverSoft Art said:
n.jmurov said:
Oh, this one ended up with the head pulled away from the body like that liquid metal cyborg from Terminator 2.
That sounds like you had moved the figure before converting. The figures have to be at the origin (default location) in the scene. Probably your clone has been messed up from that and is messing everything else up.
Delete the clone and the converted morphs and start over. The clones are in: C:/Users/[USER_NAME]/AppData/Roaming/DAZ 3D/Studio4/CharacterConverterMorphs
Decided to give it another try today and the result was the same - the head far away from the rest of the figure - despite having deleted both the clone and the previously converted morph prior to the run. The clone was re-created and placed over the G8 figure in the zero position as I think it should. Anything else that I need to check/delete?
I am sure the neck pull is because the clone on the default figure have been moved. Delete the clone. All figures need to be left in their default location and pose after they are loaded. Then start the script.
Getting on the 9 train, or notTorquinox said:
Masterstroke said:
I've seen real life people with these creases :-D
Yes, real life people have bulges, creases, asymmetrical features, and other imperfections. Was wondering, do you take steps to add asymmetry and such into your figures?
Yes, I do. One morph for Body asymmetry, and one for facial asymmetry.
I have JCMs for belly fat bulges, when bending the lower chest part.
I have a set of HD morphs for eye wrincles and cellulitis added.[Released] Character Converter from Genesis 2 Female to Genesis 8 Female [Commercial]RiverSoft Art said:
n.jmurov said:
Oh, this one ended up with the head pulled away from the body like that liquid metal cyborg from Terminator 2.
That sounds like you had moved the figure before converting. The figures have to be at the origin (default location) in the scene. Probably your clone has been messed up from that and is messing everything else up.
Delete the clone and the converted morphs and start over. The clones are in: C:/Users/[USER_NAME]/AppData/Roaming/DAZ 3D/Studio4/CharacterConverterMorphs
Decided to give it another try today and the result was the same - the head far away from the rest of the figure - despite having deleted both the clone and the previously converted morph prior to the run. The clone was re-created and placed over the G8 figure in the zero position as I think it should. Anything else that I need to check/delete?
The Mac FAQUnfortunately, despite following tutorials, GenX2 crashes DS seconds after initiating the transfer. It begins but then crashes. Log details don't offer any clue.
Equally unfortunate, if not more so, is that the search function in the DAZ 3D forums is horrendous. In my experience, any keyword search results in each and every reference to the keyword in each and every post and susequent post for all time. I'd forgotten how bad is was.X-transfer vs Character Converterdeepred6502 said:
Late to the party here, but I've recently been using both plugins. Xtransfer takes longer but gets more accurate results for complex custom morphs, while RSSY Character Converter is faster to process but is best for simpler morphs.
Have you tried the character transfer provided native to DAZ Studio Pro Premier if you subscribe to it?
Getting on the 9 train, or notTimbales said:
https://www.daz3d.com/m3d-kalen-hd-for-genesis-9
I'm wondering if the crease an inch or so below his pec is an intentional part of the scupt, a part of the skin texture (normal or bump) or part of the difficulty with G9's chest when not making an adult female figure.
Whatever the cause, it is probably nothing that a vendor could not fix if they wanted to.
I had experienced the same (or similar) issue with a product, but I fixed it before I released it. In my case, which may well be different from the case of the vendor above, the issue arose because there was a crease in that region under the pecs on my character at base resolution. This does lend credence to the idea that G9 might be prone to creating creases in that area, but it also could be lending credence to my own ineptitude.
I did fix the appearance of the crease with a normal map or high res displacement. The proper solution to this problem might be for vendors to make sure that area is smoothed out and there are no creases there at base resolution before they bake normals and displacement maps, otherwise the normals or displacement will be bandaid-ing over the crease that should not be there to begin with. It could also cause issues when both Normals and Displacement/HD morphs are applied at the same time, because each one would have a crease fix baked in; with both active at the same time it would start to project outward.
The fact that the Kalen HD character's crease under the pecs goes outwards (rather than inwards) supports the claim that it is either (a) a normal map or hd morph meant for another character, where the outward detail was originally there to correct for a natural inward crease or (b) the normal map and HD morph may both be applied at the same time and doubling up the crease fix, resulting in an outward crease.
This program is total trash.some things are so painful and if it's ever improved it will be premier only like all the other improvements I take for granted in Carrara and have for the 14 years I used that
IE Render Queue,
Mesh Grabber (full Vertex room mesh editing including on clothing fitted to figures in Assemble room and morph creation)
ones I want
baked to timeline Dforce deformation as morph sequence (Like Optitex dynamic cloth freeze)
tracking
animation paths ( alvin-bemar has made a plugin that partially addresses that I may eventually buy when I get too frustrated
), Physics ( again partially addressed by alvin-bemar)
OMG at this point I better hurry up and buy those and his other plugins, have wishlisted, before DAZ does and adds to Premier only!!!!
Celebrity Look-a-Likes for 3D figures Part 4sou7hernsaint said:
Does anyone have suggestions for Rachel Brosnahan (Marvelous Mrs. Maisel)
Magnus1781 over at DeviantArt has a head morph for her: https://www.deviantart.com/magnus1781/art/R-Brosnahan-977472568
Some FaceGen-generated skin textures, too: https://www.deviantart.com/magnus1781/art/Facegen-Textures-14-979363603
Help - Transfer Utility and Geografting in Daz3DAs crosswind says you need to model at base resolution, which you clearly didn't do here, and agaisnt the base shape, which you don't appear to have done here - I think it is the latter that is the cause of the distortion as the fitted item is receiving a projection of the morph(s) used to get the character, in addition to having the baked in shape from the modelling.
You would also ned to set the weld and auto-hide groups to get iot to work as an attachment once you had addressed the other issues.
Getting on the 9 train, or notMasterstroke said:
My biggest issue with G9 is actually not G9 itself, but the decline in G8 products, especially dforce hair products.
my ONLY issue with G9 is the lack of a proper tool to transfer G9 figures to G8F/M
Help - Transfer Utility and Geografting in Daz3DGreetings all,
I need some help. I'm trying to figure out geografting in Daz3D but I'm running into different obstacles.
I created a crude shape for the cheek and tried to walk through the tutorial shown here: https://www.youtube.com/watch?v=_E4r2mKYNUQ&t=108s&ab_channel=Meshology
From what I understand from the instructions:
- First you create the shape you're going to geograft and making sure its border Geometry aligns perfectly with the edges of the faces located on the base model you're going to geograft to.
- Select Your New Geometry > Edit > Figure > Geometry > Convert to SubD
- Select Your New Geometry > Edit > Figure > Transfer Utility (In order to convert the new Geometry to an auto-fitting item) - Set the Source Scene item to your Base Model and Set the Target Scene Item as the New Geometry.
Here's where I run into my first issue. This warps my Geometry and relocates it (as shown in the attachment images). It's also a destructive process because hitting UNDO clears the entire model.
What am I doing incorrectly?
Any guidance would be greatly appreciated.
saggy under-breast fabric?That depends on the clothing and G9's body + breasts shapes.... Well, the auto fit on G9 has been improved a lot. I personally see less saggy case ~~
Any screenshots ?
Some options:
1) If the garment is dForce ready, use a timeline to simulate with breast morphs change (small to big) in between keyframes;
2) Drastically crank up the value in Smoothing Iteration property on the garment. Then export / import OBJ to update Base Geometry or as a fix morph to avoid low performance of Smoothing modifier if needed.
3) Fix with external applications... import to update base geometry or as a fix morph.Issue with X-Fashion Basic Sport LingereYou're right, haha ~ In this case, thi issue cannot be simply fixed by re-configuring the ERC link because the FBM morphs are not correct per se.
Fill the ticket !

Yea, Victoria9_body_bs_Body is just the blended body morph of V9 coming from G9, auto generated on the Top by Auto Follow. So you're the Author.
Lengthen Pant Legs of Jeans@crosswind Does the character and jeans need to be exported to Blender from Daz?
Last time I had troubles exporting from Blender and importing to Daz. The clothes went haywire.
Dforce simulation starting from a morphed garmentcrosswind said:
3) Import OBJ on the garment with Morph Loader Pro with the settings in (screenshot 2). Dial the morph at keyframe 100. Simuate it with next animated range ~~
It seems I can't modify the existing settings in morph loader pro. This is what I get by default :
Issue with X-Fashion Basic Sport Lingerecrosswind said:
Hmm... have you noticed that under the data folder of G9 top/bottom, there're supportive FBM files for Victoria (as well as for others)... but just with wrong names for V8. Not sure if they work... but if they don't, that was really wrongly-defined.
I tested it and dialing it manually, nope, it's not a Victoria 9 morph disguised as a Victoria 8 morph


Looking at Victoria9_body_bs_Body (no idea what it means), I'm the 'author', meaning it's an auto-generated one.
Dforce simulation starting from a morphed garmentWorkflow was not correctly processed ~ should be as below:
1) You don't need to unfit / refit at all. After simulation is finished at keyframe 100, export the garment to OBJ file with Base Resolution as you did before.
2) With the garment selected, clear its simulation result in Simulation Settings pane ! (screenshot 1)
3) Import OBJ on the garment with Morph Loader Pro with the settings in (screenshot 2). Dial the morph at keyframe 100. Simuate it with next animated range ~~Dforce simulation starting from a morphed garmentI'm absolutely embarassed, I can't achieve my own recipe anymore in another project. The morph result goes wrong. Help!
hair Genesis 9 to Cinema 4d problemhello, when i export genesis models to maxon the hair comes in splines. when i try to transfer the hair to poligins with sweep the program takes hours to process it (core i9 rtx 3090 64gb ram).
its there an option to make Daz studio export the hair on polygons and not in splines please? thanks










