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Daz 3D Forums > Search
  • Selling Characters. morphed to a face shape and body -

     May be I understand wrong what is "corrective morph". Give me some examples, please.

    Well take George HD for example: the character includes a ton of specific JCM to correct the way the character bends when George shape is applied, as it's very different from the default shape.

    If you create a character based on George by using the "George" morph at some value and other morphs, when you pose him then George JCM will be used automatically since they detect that the George morph is used.

    But if you export the result of "mix some George and other morphs" and reimport it as a new morph, then when you use the new morph the George JCM won't kick in, and it won't bend as well.

    By

    Leana Leana March 2019 in The Commons
  • Selling Characters. morphed to a face shape and body -

     May be I understand wrong what is "corrective morph". Give me some examples, please.

    By

    Victor_B Victor_B March 2019 in The Commons
  • PLEASE HELP Genesis 3 and Genesis 8 export FBX error with animation

    Update: Getting closer.  I found a nice video about FBX export from DAZ here: 

    When changing the FBX export options to match the video, it did something better.  i.e. hair, eyebrows, clothing, etc. were all positioned correctly.  The pose though was strange.  The video was dealing with animation though so perhaps checking the animation box did something weird.

    Anyhow, one key item I got from the video was to set up 'Edit Morph Export Rules...' from the FBX export dialog.  In my case, with a clean factory install, there were two entries in there.  The video just showed one line for a Rule of 'Final', Match of 'Anything' and Action of 'Bake'.  So I deleted the other entry I had.

    If I ultimately figure out a working solution for both static poses as well as animations, will of course report back.  But hopefully this video can get things working for you as well.

    By

    rsharp_3144816 rsharp_3144816 March 2019 in Technical Help (nuts n bolts)
  • Selling Characters. morphed to a face shape and body -

    Which is why that is not a permissible way to work for distribution. It's a bad idea for your own use too as it loses any corective moprhs or joint adjustments linked to the component morphs.

    Really? I didn't know that. Why it should lose corrective morphs? I need to check this, because I doubt...

    Imagine that you have a morph which has a specific corrective morph linked to it. When you use that morph as part of your character mix, then the corrective morph will be applied automatically when needed since it's linked to one of morphs used.

    However if you export the resulting shape and create a new morph from it, then the corrective morph won't be applied in the cases where it would be needed since it doesn't see the morph it's linked to as used.

    By

    Leana Leana March 2019 in The Commons
  • Tyrannosaurus Rex 3 [Commercial]

    Thanks guys for all the comments and appreciate the support.
     

    but having a hard time keeping up and having an even harder time understanding the differences that would justify a completely new model

    The biggest and most influential change here is the amount of optimization done to make it render in a fraction of the time the previous versions tooks. It is literally 1/10th of the poly count (from previous versions) and a lot has been done to optimize the mats. The other focus is bringing the rex more up to date with its appearence and recent knowledge gained of the animal. This could have done with a morph for Tyrannosaurus Rex 2 like the Berserker, but again the main driving reason is the optimization. While this may be very small to some, it is pretty huge to others.

    By

    Herschel Hoffmeyer Herschel Hoffmeyer March 2019 in Daz PA Commercial Products
  • Native Daz file import for Blender - How does Daz feel about that?

    If you want HD, fibermesh and dForce effects in Blender, I'd say you are better off using the native tools available: multires/subdivision modifiers, particle systems and cloth sim.  Setting these up automatically via script is almost certainly possible, but even if you could extract the necessary information from DUF files I suspect you would end up spending as much time tweaking the settings as you would just setting them up from scratch.  To improve the automated transfer results, a plugin developer would I think need extensive help from Daz, something I am guessing they would either not be prepared to provide or expect to get paid consultancy for, which in turn would likely make the plugin not financially viable.

    By

    andya_b341b7c5f5 andya_b341b7c5f5 March 2019 in The Commons
  • Selling Characters. morphed to a face shape and body -

    And you don't need other customers had the exact same morphs as you were using if you export figure and then load it as morph. As I said wink

    Which is why that is not a permissible way to work for distribution. It's a bad idea for your own use too as it loses any corective moprhs or joint adjustments linked to the component morphs.

    By

    Richard Haseltine Richard Haseltine March 2019 in The Commons
  • Selling Characters. morphed to a face shape and body -

    And you don't need other customers had the exact same morphs as you were using if you export figure and then load it as morph. As I said wink

    By

    Victor_B Victor_B March 2019 in The Commons
  • DS content HDD> SSD

    The content will work properly after a little juggling. You will need both drives mounted to transfer the content, but they can't have the same drive letter (E:). Rename the old drive to something else (Z: ?, it's only temporary anyway) and assign the new drive the old letter E, then copy everything. When you remove the old drive, you will no longer have to worry about whatever letter it was, and the content is still on E: where DS expects it to be.

    The library contents and metadata are relative to the base folder, so you can relocate it anywhere easily by just changing the mapped folder in Daz Studio with Content Directory Manager, like, if only the drive letter changes, or you change part of the path above the library root.

    By

    NorthOf45 NorthOf45 March 2019 in Technical Help (nuts n bolts)
  • Native Daz file import for Blender - How does Daz feel about that?

    I very much doubt Daz would share the details of the HD morph format, since that would probably make it accessible to others. On the other hand, if you have the relevant developer skills it may be worth talking to them - they may be interested in a closed source tool to send HD morphs from DS to Blender (which shouldn't be construed as any kind of commitment as to what they would do).

    By

    Richard Haseltine Richard Haseltine March 2019 in The Commons
  • G3F to G8F Morph Loader Bent Front Teeth

      I overlooked the possibilty that Mouth Realism HD could be involved.

    I find if you leave Mouth Realism HD on it spreads out the teeth. Which is fine if you want gaps. So I make sure when I save the the .obj I zero everything apart from the base shape (including any nipple or navel dials if they have values). I can always turn these back on on G8F after the morph transfer.

    By

    skinnii3d skinnii3d March 2019 in Daz Studio Discussion
  • Selling Characters. morphed to a face shape and body -

    I think most of characters are created via the DAZ morphs and a little part created with Zbrush (I saw "created with Zbrush" in description sometimes). But you should export morphed figure and inport it back as a morph.

    Merchant resource is a merchant resource: you can make commercial products based on them (with some modifications or even without).

    By

    Victor_B Victor_B March 2019 in The Commons
  • Selling Characters. morphed to a face shape and body -

    Any morphs that are not specifically merchant resources will need to be handled as part of a preset and have those morph packages as prerequisites. They may not be baked into the overall shape.

     

    By

    Matt_Castle Matt_Castle March 2019 in The Commons
  • AUTO-FIT my own content to Genesis 8 characters?

    You need to use the Transfer Utility to take your static OBJ exported from Blender and turn it into rigged conforming clothing.

    Daz Wiki documentation - basic Rigging with Transfer Utility

    Some Transfer Utility Terms Defined

    Turn a 3D object into conforming clothing

    "Auto Follow", not "Auto Fit", is the method by which conforming clothing for Genesis 8 Male or Genesis 8 Female is adjusted in Daz Studio to conform to morphs that are applied to the base model. Auto Follow is often not good enough, and you may have to create specific clothing morphs to correspond to individual character morphs. That is why many clothing items purchased in the Daz Store contain specific FBM (full body morphs) to make the clothing fit more nicely than Auto Follow.

    By

    barbult barbult March 2019 in Technical Help (nuts n bolts)
  • Legacy UVs for Genesis 8 [Commercial]

    CypherFOX, I didn't do a Genesis Base UVs conversion (Male or Female) because so few characters actually use them, usually monsters or other specialist creatures, and they usually have peculiar morphs or geografts which cannot be used on Genesis 3 or 8 in any case.  The Foxy and Wolfie characters you mention seem to be like that. 

    Most Genesis characters use V4, M4, V5 or M5 UVs.  As Leana says you can use the Map Transfer facility (tutorial: https://www.daz3d.com/forums/discussion/95701/tutorial-converting-custom-genesis-2-uvs-to-genesis-3) to convert Base Genesis UVs before using one of the Legacy UVs products, but you may still face an obstacle with the Fox and Wolf geografts.

    By

    Cayman Studios Cayman Studios March 2019 in Daz PA Commercial Products
  • Tyrannosaurus Rex 3 [Commercial]
    Tyrannosaurus Rex, Tyrannosaurus Rex 2, Tyrannosaurus Rex 2 Berzerker, and now 3 all in a very short period of time. I really like your work, but having a hard time keeping up and having an even harder time understanding the differences that would justify a completely new model instead of morph sets, etc to say T Rex 2? I know Daz updates with new generations about every 2 years which then brings updates of the characters by artists like RawArt, etc. The differences are instantly apparent in those cases. I know that more can be charged for a whole model set, but I know that I waited until Daz's Dragon 3 model from the Millennium Dragon...and have spent more buying addons than they would have made on the in between stage. Yes, there are some that would get each iteration but the audience would be bigger with addons to current purchases. Just MHO. Thanks for all the other great stuff that you have made as well!

    By

    Patrick Tyner Patrick Tyner March 2019 in Daz PA Commercial Products
  • Looking for Genesis Basic MALE Randomizer

    As a regular user of that randomizer, I VERY much agree.
    Just a note, when it comes to good morph randomizing with a lot of morphs in the face, 0.15-0.21 are best amounts.

    By

    Eboshijaana Eboshijaana March 2019 in Product Suggestions
  • AUTO-FIT my own content to Genesis 8 characters?

    Note that this isn't AutoFit - AutoFit is the tool for converting an already-rigged item from one figure to another.

    Thanks Richard! 
    So... I'm a bit confused now, do I need to use the Transfer Utility in my case?
    Not sure if the process count as rig inside Daz so I don't know if I also need to use the AutoFit in order to complete my task?
    Because my goal is that my content will fit ALL Genesis 8 characters not just a specific one.
    Unfortunately, I still didn't found any tutorial about it on YouTube so I hope it's not complicated as I think.

    By

    alondan alondan March 2019 in Technical Help (nuts n bolts)
  • Reallusion's Character Creator 3 and Carrara

    That lighting advice was a great help to me, 0oseven.  Many thanks.

    The lack of DAZ support in Carrara for Genesis 3 and 8 doesn't matter much to me because I don't keep too much up-to-date with DAZ Studio and I haven't invested in many store assets - except for the occasional purchase.  There has been at least one workaround, (by Mystara) which I haven't followed because I've only recently upgraded Studio to get those figures.  CC3 Pipeline, however does allow me to import them, morph,dress and either pose or animate them (because I have Iclone motions) and use a derived close approximation of them in Carrara.

    As Wendy, stated in a post above, she has been doing the same using a full version of Iclone and 3dXchange.

    @ UnifiedBrain, my animator talk is mostly all talk.  I only have lots of clips of a couple of seconds and the beginning of a storyboard.  Carrara does have a lot to offer.  It's now like an old guy with many skills who finds himself made redundant and looking for a job.  No-one wants him because they think they can do better.  The ones who do employ him find he does all he needs them to.  (That's as far as I'll get into contentious discussion!  Other good software exists as we all know).

    I think I have exhausted all I know of the topic of this thread and hope my own liking of Carrara shows as much as I like CC3.

    I'll attach some images of my 'glow light' - first attempt and final version.

    Also I'll show the Grotto I used.  The lights and treasure chest are all part of it and can't be hidden.

    I'm showing lastly an image where one frame of the animation is being used as a pose and the figure has a more appropriate garment (picked at random).

    The use of Reallusion's motion-captured clips is a good way to get a snapshot pose of a moving figure all ready-made.  The down side is that they are difficult to amend for feet going through the ground and so on.  Also they're rarely exactly what's needed.

     

     

    By

    Hermit Crab Hermit Crab March 2019 in Carrara Discussion
  • Dogtags get distorted

    You may want to create a custom morph (you could probably do that by having the figure zeroed but for the morph, loading but not fitting the tags, and using the dForm to pull them out; on the figure, click the gear on the slider for the Muscular Morph and copy the Name field, then for the tags use the Spawn Morph button in the dForm pane and paste the name in).

    By

    Richard Haseltine Richard Haseltine March 2019 in Technical Help (nuts n bolts)
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