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MB Allyne Question
I have MB Palin and she's beautiful. I love MB's figures for their features and the texturing. Sometimes the bodies can be... different. Some of them seem to have permanent push-up, and their proportions can be off, but the head sculpts and skin texturing are amazing. I often pair them with MSO bodies and HD sculpts and the results are amazing! Would highly recommend getting more MB stuff!
I've only ever had the issue of other characters automatically applying their morphs to all the others with one model, and it was always weirdly 1% of the morph. Never had issues with MB stuff.
OBJ Morph Loader Import stopped working in 4.23Richard Haseltine said:
Only PAs should have access to the SubD (HD morph) importer, which would be why the true command fails (the Morph Loader scripting docs don't refer to SubD at all). The sample script has been updated to work correctly for all users.
Thank you.
OBJ Morph Loader Import stopped working in 4.23lilweep said:
what does your product do?
Non-destructive one-click creation of morphs from any deformation — smoothing and collision, d-Force, D-Former, Push modifier — without requiring any preparations such as stripping wearables, setting the resolution to base, and others; eliminating of smoothing artifacts from collision deformations (e.g., smoothing face details, nail distortions, etc.); non-destructive character morph creation, combining multiple morphs into one, handling self-collision, one-click morph rigging, one-click import/export, and more — a total of 19 scripts. I'm attaching the User Guide if you're interested, and I'll create a detailed post once my product Morph Master is approved.
Looking for Hair and Model/SkinIf you look at SWAM's Seema hair, you will see that (depending on morph) it is quite a bit like a longer version of Nina hair. The promo images really don't do the hair justice, though, promo image 5 is the most appropriate shapewize. To get it shorter, you could tweak the transparency. Would be worth considering. Failing that, look at Chandra Hair, another that suffers from worse promo images than it deserves. Regards, Richard.OBJ Morph Loader Import stopped working in 4.23Only PAs should have access to the SubD (HD morph) importer, which would be why the true command fails (the Morph Loader scripting docs don't refer to SubD at all). The sample script has been updated to work correctly for all users.
genesis 9?As an alternative to the two ways of zooming already posted you can also set a minimum font-size in your browser. Below, is the settings for this in Firefox but all modern browsers will have something similar.

This would have the effect of making smaller text bigger but leaving text that is already big enough the same size. Zooming may still work better for you but it's always good to know the options.
To bring it back on topic:
dondraw said:
sofa-citizen, yes, Fabrice and Mike 9 are 9 actors, BUT, the 9 base ite, doesn't appear in the same list. (see screencap)
Yes, this is because the Genesis 9 Starter Essentials does not have a clickable asset for the male figure - you need to load the unisex figure from Figures->People and then dial in the Male/Masculine morph. This is presumably what the freebie product that Halcon Bluesky posted above does and so you can grab that if you need to do this often.
Unfortunately, I don't own the "Cartoon Adult Male Character, Hair, and Outfit for Genesis 9" product and so cannot see it's metadata but it should appear in the Figures->People->Male->Stylised section that you posted and so hopefully it is there now that you have sorted your DIM issue.
OBJ Morph Loader Import stopped working in 4.23Nevermind, I spot the problem. The issue is with the string:
oMorphLoader.setMorphSubdivision( true );which was fine up to v. 4.22, but in 4.23 it must be false.
As a result, sample Silent OBJ Morph Loader Import stopped working.
I hope it will be fixed soon.
Selbsthilfegruppe DAZ Studio - Beispiele, Fragen, Diskussion und sonstiges Gequatschenadienniedlich said:
Hallo an alle
Ich habe schon stunden damit verbracht herraus zu bekommen, warum funktionieren keine Easy Pants Kleidung Sachen mit Genitalien, weder die Originalen DAZ Gens, oder die New Genitals Viktoria 8.
Ich habe das Gefühl, das alles, was mit Geoshell zu tun hat, nicht mit Genitalien harmoniert ? So balt man die Kleidung anlegt, werden die Genitalien grau, und das ausblenden der Gens. Funktioniert auch nicht, es bleibt immer eine andersfarbiege stelle.
Liege ich da richtig, oder was mache ich falsch ?
Ich würde nähmlich gerne alles von Easy Pants Genesis 8-8.1 nutzen, aber, wenn es nicht mit Genitalien zusammen funktioniert, werde ich wohl lieber darauf verzichten.
Because Easy Pants series products have unique UVs of theire own, those two Surfaces deriving from NewGen's geo-graft is not able to adopt UV from Easy Pants geo-shell. Therefore the only way to fix this issue is to convert Easy Pants' texture map to G8F UV by using Map Transfer.
The process is easy but I cannot post screenshots with gens, so I may give a short video later on ~
- Translated with DeepL -
Da die Produkte der Easy Pants-Serie eigene UVs haben, können die beiden Oberflächen, die aus dem NewGen geo-graft stammen, die UVs der Easy Pants geo-shell nicht übernehmen. Daher ist die einzige Möglichkeit, dieses Problem zu beheben, die Texturkarte von Easy Pants mit Map Transfer in G8F UV zu konvertieren.Der Prozess ist einfach, aber ich kann keine Screenshots mit Gens posten, so kann ich ein kurzes Video später geben ~
Edit: The short tutorial as below. The only trick is to do Map Transfer on G8F/G8.1F figure rather than on the geo-shell because Map Transfer doesn't work on geo-shells directly.Die kurze Anleitung siehe unten. Der einzige Trick besteht darin, Map Transfer auf der G8F/G8.1F-Figur und nicht auf der geo-shell durchzuführen, da Map Transfer nicht direkt auf geo-shells funktioniert.
https://mega.nz/file/XWJxVZxJ#vRUI8MdJkjmGIFKVQyU8Y0ZV6WNRUEO_TyQep0fp0QU
OBJ Morph Loader Import stopped working in 4.23Hello!
Yesterday, I prepared and submitted my new asset for review. This asset heavily relies on importing OBJ files as morphs via ascripts.
I based my work on this example:
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/import_obj_morph_loader_silent/startEverything worked perfectly in version 4.22. However, today I updated DAZ Studio to version 4.23.0.1, and now all my scripts have stopped working!
When importing an OBJ as a morph, I get the following error: "Geometry did not match, failed to create morph."After many attempts to fix the issue, I decided to run the example script from http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/import_obj_morph_loader_silent/start without any modifications.
But surprisingly, it also throws the same error: "Geometry did not match, failed to create morph!"
At the same time, if I load the OBJ file manually using Morph Loader Pro, everything works perfectly!
This means my OBJ file is created correctly.In the scene, there is only a single figure in base resolution — Genesis 8 Female. I’ve removed all wearables from the scene. The export is done either using this example:
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/export_obj_silent/start
without any edits, or manually — the result is the same in both cases: Morph Loader Pro creates the morph without any issues, but the scripts don’t work, not even the provided example script without a single modification.I’ve checked and double-checked all the import/export settings a hundred times — nothing has changed.
I’ve put so much effort into my asset, and now it turns out that after updating to version 4.23, it doesn’t work anymore! This is driving me crazy.
Can anyone suggest what can be done?
Thank you!Abdominal distortion G8FThanks. I'm away for a few days and will check this latest out when I return. The computer I have now has many fewer Daz G8F characters and morphs installed and when I tried bending the abdomen of Charlie (G8F) there was no problem. I also tried Zev0's Shape Shirt pregnancy mophs, also no problem. So clearly there's some nasty morph interaction going on with something only installed on my main computer. I will try installing some of the uninstalled morph packages I have onto this other computer and see if anything breaks.
Manipulating strand based hair products?Yes, as lilweep said, Mesh Grabber 4.0, aka Geometry Sculptor in DS 4.23 can deform SBH. However, this tool only works well on SBH with Hair Generation Mode > Root Radius rather than > Target Surfaces. If you have Premier, you can give it a try.
Actually with such an SBH that you want more draping from it, you can easily tweak it Hair Simulation settings as below:
1) Got to Surfaces pane, select the hair Surfaces that you want them drape more, drastically reduce Contraint Stiffness values (ss1)
2) Also reduce value of Friction (ss2)... and better dial some morphs to make the strands away from the shoulders if they don't drape (ss3)
Then simulate. You'll make it drape much better. The tricks can work on most of the SBHs. But don't expect the hairlines drape like a waterfall which might not be really goodlooking.
Edit: AFAIK and AFAIE, polylines of SBH cannot be GoZ to ZBrush. So if you want to deform it outside of DS, you can do it with Blender by exporting base polylines of the hair, reshaping it in Blender with Edit Mode, and imporing as a morph back to DS.
The Crease in Lower LipI like the middle crease and there are some morphs in genesis 9 that do it but mostly if you diall it up the crease starts to become too wide. So there are some HD morphs that have it, but unfortunately they always seem to put ugly bumpiness on the rest of the lip as well. I would like an HD morph that just does the centre line crease without other creases ie so the rest of the lips are smooth. Is there such a thing does anyone know?
https://www.daz3d.com/forums/uploads/FileUpload/39/29174e7081051c893a8ef2f62bd54b.jpg
Suggestions on horrible topology repair from 3rd party purchaseWith all due respect, if the vendor made those items for G8 male and female, why do you feel compelled to re-rig them yourself? Did the vendor provide them "for G8 male and female" but not rig them? (That sounds absurd.)
If you do not understand the content creation pipeline, then there are numerous ways in which you can mess it up and cause artefacts.
If you want to begin the content creation pipeline and rig a piece of clothing, it is best to use Transfer Utility on a "tight" version of the clothing so that weights are automatically projected onto the clothing from the source figure correctly. THe transfer utility projection algorithm is not psychic and it is not perfect and will not be able to transfer weights correctly 100% of the time. Attributing this issue to "bad topology" is presumptuous on your part. The topology looks bad, sure, but it doesnt look so bad that it would not work with Transfer Utility if done correctly. If transfer utility fails to assign weights correctly, you can tweak weights with the the weight paint brush.
Where weight painting fails for bends, you can use CBS. Sickleyield has a tutorial on weight painting and making JCMs for clothing. On the store, Esha has complete tutorials for content creation. Im sure GP guru has some videos on transfer utility. Edit: and Mada of course!Suggestions on horrible topology repair from 3rd party purchasefelis said:
Have you yourself used Transfer Utility on the clothing?
It looks like a typical case from that where it assigns weight to each leg with a too hard boarder, so when you move one leg only part of the mesh follows.
It can be solved by smoothing the weights.
Mada or WP Guru might have a video on weightpainting (or others).
Have you tried adding dForce modifier to it and run a simulation?
I purchased several items from the vendor. Some were full sets of clothing as a single mesh. I separated the mesh into parts like pants, shirt, gloves etc. Only certain ones worked with deforce. Most just fell apart. The vendor claimed that they had no complaints from any customers which seemed od to me. They are made for G8 Male and female. I can't be the only one with these issues.
I will do some research, and see if I can find a weight mapping tutorial. I fear I will probably have wasted the money though. Thank you for your insights.
Suggestions on horrible topology repair from 3rd party purchaseHave you yourself used Transfer Utility on the clothing?
It looks like a typical case from that where it assigns weight to each leg with a too hard boarder, so when you move one leg only part of the mesh follows.
It can be solved by smoothing the weights.
Mada or WP Guru might have a video on weightpainting (or others).
Have you tried adding dForce modifier to it and run a simulation?
Suggestions on horrible topology repair from 3rd party purchaseI recently purchased a unique set of clothing models from a third party vendor. They looked great in the presentation, but when inspected in blender the topology is erratic and doesn't transfer well for use in Daz. Is there a way to make these work in Daz? There are horrible artifact protrusions when posed. Any suggestions would be greatly appreciated.
How to properly package a model for distribution?Moved to Techncial Help.
First, make sure that you are including only elements to which you own the rights - you obviously can't include the Daz figures, or anyone else's morphs or textures (even baked in with elements you made yourself).
Assuming your product is stand-alone, with presets to load any Daz or third-party elements from their own installations, the steps are the same as for the items you saw in the tutorials - you need the assets (textures from /Runtime/Textures), the presets (for shape, materials, for loading wardrobe or hair models, etc., ) and you need any asset files (in the /data folder - base assets, in /author/product/, for models you made yourself, and morph .dsf files for any custom shapes you sculpted yourself). The store should be bale to tell you exactly how they want those packaged.
It is geenrally easier to keep all of your files in a separate content directory, that way they are separate from other people's content (avoiding accidents) and packaing is simply a matter of adding any readmes or oither support files and zipping the content dirctory up for testing.
Hair and Clothing ModelsMoved to the Commons as it is not a Daz Studio toipic.
The people making the promo images have a lot of experience, and want really good renders to show off their products. More often than not the textures are from standard characters, and even the shapes may be or may be mixed from a couple of different characters or morph sets. As for selling the, some PAs want to keep an exclusive, signature character - though many do answer questions about how they mixed up their promo models if asked (check character identification threads on the forum for products where you like the model).
Abdominal distortion G8FRandom said:
Is there a way to identify the particular source product from the morph adjustment boxes?
Yes, click on the cog wheel related to the morph you want to know more about, then Parameter Settings and you should get a window with more informations about that morph.
If you want to know exactly where the morph file is on your hard drive / SSD (useful if you have multiples libraries folders), click on the '…' on the same line as File Path and it should open a window of Windows Explorer / MacOS Finder.
Abdominal distortion G8FOn the left is the same figure and pose as previous in wire shaded. That base figure I'm using is Aaliyah G8F but it happens with all my G8Fs. For the whole figure there are a large number hidden morphs and when I highlight just the upper and lower abdomen parts there are a lot fewer but using those adjustment sliders doesn't do anything to fix it. Going back to the whole figure there are pregnacy and belly jcm morphs (their adjustment box color is gray) that have the most effect but don't fix the problem completely so I'm thinking there are a large number of contributing/interacting jcms at work. Is there a way to identify the particular source product from the morph adjustment boxes? On the right is Claudina with minimum pose as the problem starts along with the adjustment boxes with the big offenders, belly and pregnacy. Hope they're visible enough. The picture shows their zero values after I tried adjusting them.








