-
Favorite Elf for G8F ?
Cybersox said:
scorpio said:
Depends on the sort/style of elf I want.
Ditto. The term elf has been greatly abused over the years and can mean everything from Harry Potter's Dobby to Hermie the Dentist from Rudolph TRNR to Galadriel from LOTR to the Norse Dökkálfar to the Drow Elves from D&D and even more... and at some point some PA has done a riff on all of them. As a result, it's become a fairly useless term when presented out of context, and whatg I'd consider perfect for an anime type render in the style of RECORD OF LODOSS WAR as a tribute to Wendy Pini's ELFQUEST would look badly out of place in something in the D&D or LOTR vein...
Though, now that I think about it, I'd rather like to see someone attempt to render out a version of Galadriel using one of the Dobby clones that are out there.

As it is, when I want an elf, I'm far more likely to simply grab an existing human character that I like, add ears with a morph pack, slim them down a bit, and kick up the muscle definition. As an example, here's my Xmas card from two years ago:

(I took the extended family to Hawaii that year, in case you're wondering about the context)
I said "No Christmas elf" tho :) Also classic Fantasy elves like Tolkien's are inspired in Norse myths ones, and Lodoss's are inspired in D&D which were inspired in Tolkien's (although Gygyax wasn't crazy about this addition at first, Tolkien not being one of his influences, so in the end those elves are at least a bit cousins. I didn't mention drow/dark elf or not because I didn't mind being suggested them. Also, Harry Potter's elves are really specific to well, Harry Potter, so I would probably have said that I wanted HP elves ^^
Trouble with importing pose using diffeoPadone said:
Easy import only works fine with genesis figures from G1 to G9. For other figures you have to import morphs separately as custom morphs, then you can import the pose preset you saved in daz studio. If the pose preset uses any body morph you have to import those as well. Another option is to bake the pose in daz studio before saving the pose preset, which this way doesn't require the body morphs.
edit > figure > bake to transforms
Sorry, well I thought that was working but it's defintely not. as far as the first suggestion, when I try to import custom morphs I get a python error. When I try to bake in daz it also doesn't work. Maybe you can tell me what I'm doing wrong?:
Eden's Mouth FixPoor Eden arrived with a bit of a dental issue so until the PA possibly updates the figure with their fix, I made a simple morph which puts the teeth in a better place.
Merge the contents of the data folder in with the "one" existing data folder in your main Content collective for Daz Studio. [i.e. NOT in the program's folders]
It is a good idea to have D/S closed when messing around with the data folder.
IF you have already downloaded my first attempt, it may be deleted - or left as is, suit yourself.
This is the same morph EXCEPT it now WILL automatically dial in with Eden's character :-)
My thanks to barbult and Crosswind for some pointers :-)
As an added bonus there's also a free "no bangs" morph for the hair Amber. IF you don't want this then simply delete it from the folder before installing the mouth morph. If one dials the morph to the negative value, the bangs will appear out front however it is not good for side views.
Enjoy ;-)


Yellow AI Character Shape Generator for Daz Studio - Official Beta Launch!I cant wait I been looking for something like this for 3d modles I found some ofther stuff to make heads but man they charged a ton. I really wish now they would create a skin generator for genesis 9 I have the ones for genesis 8 that I might be able to transfer to 9 but would be cool to create a skin that matched all the weird monster im gonna try and make
Introducing the AI Character Shape Generator by YellowI signed up to give it a try, though I still remain hesitant by instinct to sign in to Daz. I look at it this way: I could spend the next year trying to recreate a face for one of my characters from an image, using only morphs, or I could use Face Transfer and fine-tune the result with morphs. Likewise, I see no ethical issue in spinning up a general figure shape to start with and using morphs to finish it up. Whether it works with my workflow, or is useful, or is a value in terms of cost and output - for me - will become evident. I've spent more than three years in Daz picking up new toys, playing with them, keeping the handful that really add value to what I'm working on.
Introducing the AI Character Shape Generator by YellowTorquinox said:
Now, we are told this capability uses DO shapes - It does not rely on morphs we have in our own libraries. So, again, if that's the case, what is the goal of this tool? Is it to obviate the purchase of morph packs or what? And what is the license arrangement of the output?
I did a bit of digging and found this on the registration page - so pretty much no different from any of the other randomizer out there, except you can specify what you're after. A tall guy with a big chin. Or a celebrity. Troll. ...and then you can fine tune in Daz Studio to your liking.
Masterstroke said:
I'd wish, DAZ would focus on improving software and adding useful features, instead of running behind that Generative AI-hype.
The company working on this is Yellow, its a plugin.
Trouble with importing pose using diffeoPadone said:
Easy import only works fine with genesis figures from G1 to G9. For other figures you have to import morphs separately as custom morphs, then you can import the pose preset you saved in daz studio. If the pose preset uses any body morph you have to import those as well. Another option is to bake the pose in daz studio before saving the pose preset, which this way doesn't require the body morphs.
edit > figure > bake to transforms
dude, you're a life saver. Thank you!!
Forehead wrinkles due to eye direction? (solved)Endlessdescent said:
Richard Haseltine said:
Endlessdescent said:
PerttiA said:
The video is of very little use, the movement of the eyes is controlling a morph that makes the forehead wrinkle and you are not finding the dials that are there. I'm at work at the moment and didn't have screenshots that would fit this situation.
You didn't answer my question about the Auto Face Enhancer.
https://www.daz3d.com/auto-face-enhancer-genesis-8-female-s-bundle
I do not have auto face enhancer installed.
If moving the eyeball changes morph dials, which dials are those exactly? I would love to be able to lock them or adjust them but this is the root of the problem. They do not seem to be visible and for the life of me I can't find them.We don't know, it is presumably an error in the set up for the morph that is causing the wrinkles. That's why we need you to identify the actual proeprty that is kicking in when the eyes are moved. Try individually adjusting the eye proerties, se if one of those triggers the issue; if it does, click the gear icon ion the slider>Parameter Settings and copy the items in the Subcomponents list in the lower half of the dialogue, paste the result here.
It is being triggered by the "Up-Down" slider for the eyeball. Okay great, I was able to see what was being effected in the Subcomponents list for the eyeball and deleted the morphs associated with the Up-Down slider that could be effecting the forehead. For some reason these morphs are not shown in the Shaping or Parameters tab but they are visible there under Subcomponents. Literally smooth sailing now!

THANKYOU
How do you edit the effected Subcomponents? I couldn't click or right click any seletion in Subcomponents. Could u show your steps please? It will be really helpful to me
Trouble with importing pose using diffeoEasy import only works fine with genesis figures from G1 to G9. For other figures you have to import morphs separately as custom morphs, then you can import the pose preset you saved in daz studio. If the pose preset uses any body morph you have to import those as well. Another option is to bake the pose in daz studio before saving the pose preset, which this way doesn't require the body morphs.
edit > figure > bake to transforms
Favorite Elf for G8F ?scorpio said:
Depends on the sort/style of elf I want.
Ditto. The term elf has been greatly abused over the years and can mean everything from Harry Potter's Dobby to Hermie the Dentist from Rudolph TRNR to Galadriel from LOTR to the Norse Dökkálfar to the Drow Elves from D&D and even more... and at some point some PA has done a riff on all of them. As a result, it's become a fairly useless term when presented out of context, and whatg I'd consider perfect for an anime type render in the style of RECORD OF LODOSS WAR as a tribute to Wendy Pini's ELFQUEST would look badly out of place in something in the D&D or LOTR vein...
Though, now that I think about it, I'd rather like to see someone attempt to render out a version of Galadriel using one of the Dobby clones that are out there.

As it is, when I want an elf, I'm far more likely to simply grab an existing human character that I like, add ears with a morph pack, slim them down a bit, and kick up the muscle definition. As an example, here's my Xmas card from two years ago:

(I took the extended family to Hawaii that year, in case you're wondering about the context)
Introducing the AI Character Shape Generator by YellowTorquinox said:
Richard Haseltine said:
Torquinox said:
Now, we are told this capability uses DO shapes - It does not rely on morphs we have in our own libraries. So, again, if that's the case, what is the goal of this tool? Is it to obviate the purchase of morph packs or what? And what is the license arrangement of the output?
The same is true of the use of various figures in Daz AI Studio. Daz can give permissions in relation to its own content beyond those of the base license.
Great! What license(s) will be offered/applied? What's the goal here?
That I don't really know.
Budget Halloween Animal Costumes, Cat / Mouse / Dog / Lion, stuff like thatI have made them, but I haven't saved them in Daz Studio (DS) format.
Can you import objs? Has to be imported at scale 10000%.
When imported they will match base G8F (in default pose). I will recommend to us them as props parented to the head. Then you can scale or move them as relevant.
They don't have any materials. I used some fur shaders for the ears, and a plasic for the headband (hardly visible).
You can do transfer utility, so they are become conforming to the character, but I think they might distort if doing so, so therefore my recommendation to use them as props.
If you want to save them, then after importing them first save as a prop, and then after parenting to the head save as a wearable preset.
If you have problem doing it, let me know, then I can save it as duf (DS) files.
Introducing the AI Character Shape Generator by YellowRichard Haseltine said:
Torquinox said:
Now, we are told this capability uses DO shapes - It does not rely on morphs we have in our own libraries. So, again, if that's the case, what is the goal of this tool? Is it to obviate the purchase of morph packs or what? And what is the license arrangement of the output?
The same is true of the use of various figures in Daz AI Studio. Daz can give permissions in relation to its own content beyond those of the base license.
Great! What license(s) will be offered/applied? What's the goal here?
Hitchens: A DAZ Studio to Blender Live LinkSorry for the lack of updates. Because of the day job, I just haven't had much time to work on it.
Where it stands:
The standalone program that one runs instead of DAZ studio works:
Loads .duf scenes.
Has functionality to gather the used assets into a single directory or zip file, and can also load these. It also renames files to be case-sensitive filesystem friendly. Dramatically speeds up load times because it only loads what is actually used, not your whole catalog. There's a small bug sometimes, but there's also a workaround.
Export character to Blender via USDA and merges the rigs. There are 2 bugs left, having to do with wearables, but if you don't need them to clean up and perfect the animation, they won't matter.
Sending back to DAZ is a work in progress. A small script in Blender sends the entire animation for all figures back to Hitvhens, which caches them. Then later, when Blender detects that the frame number has changed, it commands hitches to update the frame by applying all the rotations for the new frame. Blender then asks for all the updated geometry, and updates its proxies (objects with no armature that correspond to the objects imported from Hitchens) that are then rendered. I tested it and it works, even with simulations and such, and I didn't have to write a geometry node, thank god. What doesn't work perfectly yet are the twist bones, and they work differently between Genesis generations. I've worked out the math, but I didn't even bother any more asking DAZ how it works, and that is the greatest hold up.
There's also other miscellaneous stuff in there like exporting strand based hair, diffeo DBZ files, and pushing blender created morphs back to Hitchens (for something so simple, Morph Loader Pro really makes it complicated).
So, it's coming, I just can't say when it'll be ready for the public, and it seems like it's going to work well.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIKainjy said:
Dipende.. se non hai bisogno di possedere i morph che il plugin impiega, potresti creare molti personaggi risparmiando soldi.
E come vendi i render se non possiedi le licenze per i morph?

Non siamo tutti hobbisti, ci sono anche dei professionisti qui in mezzo...
Introducing the AI Character Shape Generator by YellowMasterstroke said:
Who is the targeted user group?
Those, who don't know how to use a morph slider?I'd say "people who don't want to spend time wondering which morphs to combine to get the kind of shape they have in mind, but know how to describe it".
Introducing the AI Character Shape Generator by YellowTorquinox said:
Now, we are told this capability uses DO shapes - It does not rely on morphs we have in our own libraries. So, again, if that's the case, what is the goal of this tool? Is it to obviate the purchase of morph packs or what? And what is the license arrangement of the output?
The same is true of the use of various figures in Daz AI Studio. Daz can give permissions in relation to its own content beyond those of the base license.
Introducing the AI Character Shape Generator by YellowNow, we are told this capability uses DO shapes - It does not rely on morphs we have in our own libraries. So, again, if that's the case, what is the goal of this tool? Is it to obviate the purchase of morph packs or what? And what is the license arrangement of the output?
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)Sledge - https://www.daz3d.com/sledge
Is missing base textures for both the skin and some clothing items, lodged a get it fixed with the help desk.
Mouth morph worked on this one !

Added shaders to the skin and armour in Carrara
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)Void Prime: Dakari - https://www.daz3d.com/void-prime-dakari
Is missing base textures for both the skin and some clothing items, lodged a get it fixed with the help desk.
Also the open mouth morph is not working. Opened the figure in DAZ Studio, opened the mouth and saved as an obj then imported that into Carrara.

Added shaders to the skin and bodysuit in Carrara













