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Please help on Sandals fit to feet
It is Elin Sandals for G8F (53037) from DAZ shop, don't know made for whom.
See this pic, for morph adjustment. Adjust to the bottom, it magically fits! But see the leg, is it still Ms SWOLE? No, it is not, it is a slim girl. Can not believe we must adjust people's body to suit a shoe. Tried adjust the sandals morph, even can not make the sole flat.
Guess there must be a reasonable way to fit, otherwise this Ms SWOLE is a waste model.

Please help on Sandals fit to feetAre you placing them on Mei Lin and then changing to Swole? You might try that if you haven't. Otherwise, it may need a morph to fix it.
Sorry, don't understand how to 'changing to Swole'? You mean apply both Mei Lin and Swole, first let Mei Lin wear the sandals, then fit her sandals to Swole? If so, it is still the same result, deformatted, and fit back to Mei Lin, good look again.
Wonder why G8 sandals can not easily fit a G8 Female.
Problems setting up rigidity maps for buttons (nothing happens)Depending on the way the morphs are saved into the clothing it could be that they don't get deleted with Clear Generated Morphs. In this case you can do this manualy.
I would unfitt the clothing, select it, in Parameters right-click Edit-Mode, right-click on eg. the bodybuilder morph and Delete Selected Property.
Once done fit the clothing to the figure again and a new bodybuilder morph gets generated in the cloth if the morph is turned up on the figure.
Can't remember exactly but there was a flaw about rigidity groups, I think it prevents distortions by morph shapes but does't help you with distortions while posing where weight maps are involved.
Another method of dealing with buttons is to delete them from the clothing, seperate one button object as an independent prop, create instances and stick them to the clothing with Rigid Follow Nodes.
Here is a tutorial about that: Setting up items with rigid follow nodes tutorial
Another one: Saving a figure with rigid follow nodes intact?
Please help on Sandals fit to feetAre you placing them on Mei Lin and then changing to Swole? You might try that if you haven't. Otherwise, it may need a morph to fix it.
Tasha 8P3d morphs are gorgeous

Sorry Daz but I usually think PA characters and user morph mixes look better than Daz Original characters out of the box...
LOL and I'm the opposite. While some PA's are really good with realisim (hello Raiya, bluejaunte and Saiyaness ;)), I think most PAs tend to make a figure look more stylized and away from realistic to me. But some people really like stylized. I prefer realistic tho...most of the time :). Then again, some use this hobby to escape and want beautiful faces all the time which is perfectly fine. I tend to find beauty even in odd looking faces (melancholy or sadness or whatever) that gets something in me. I think whoever does the DO sculpts does a pretty terrific job most of the time :).
Laurie
I think several PAs are creating beautiful and realistic characters. It doesn’t have to be one or the other.,. Here are just a few that I find exceptionally gorgeous as well as not cookie cutter beauty but also very realistic. The only DazOs that I personally believe can compete are Victoria 7, Rune 7, Genevieve 7 (with almost any skin EXCEPT for the one she came with!) I’m probably one of the few that liked Genevieve 7 but I think she really has an editorial model style morph that looks great (and different!) with almost any skin texture you put on her except the awful one she came with. Anyway, here are some samples of some PA characters that I find truly gorgeous and realistic and in my opinion better quality and more reasonably priced than Daz O’s... There are tons more in the store from various PAs, but here are some recent ones I find exceptional from Mousso, Addy & P3D...
is rigidity in armor possible?This is one reason for re-rigging figures in Blender. But, depending on how the armor is designed, there may be workarounds in DS. For example adding extra bones may help.
Also, if the armor is simple, it may be done as props parented to a bone. Then, in this case, scaling the pieces may be enough to fit different character sizes and proportions.
But in general having rigid pieces trying to adapt to any possible character morph is of course troublesome.
Updated HeadShop now on DAZ [Commercial]I hate to say it, but Headshop 11 still has problems. I mentioned several of these in my initial review of HS11 back when it first released, so it is disheartening to see these still remain. I am going to explain these issues in more detail. The neck wrinkle is indeed gone, but the morph that HS11 creates still effects other areas that it should be not effecting. I hope that since you fixed the neck issue, these can be fixed as well.
The first problem is very basic. The texture that HS11 creates is simply too small. It is only a matter of a few pixels around both the ears and face UV, but these will show up in any render where hair does not cover that line. This is an easy fix, and I can edit the texture myself. But many people might not find that so easy, plus this step should not be needed anyway. I tested all generations, and they all have this issue.

This is a small close up section of the texture that HS11 created, with the base UV on top. If you look close you will see that the texture HS creates does not completely fill that outline. It is literally a matter of a couple pixels, but this is why you have a visible line on every head! Again, this effects all generations.

Now for the ugly parts. On Genesis 8, the eyelashes are totally uneffected by the head shape. I noticed that HS11 tries to mask this issue by making the lashes invisible. While some people might want the lashes baked into the texture, this is not optimal. The absense of lashes will show up in any pic from an angle. Plus the painted on lashes may not be straight anyway. I have no answer on how to fix. This only effects G8, I assume it is because G8 has lashes parented, but that is not a proper excuse. If the shape cannot take the lashes, this also shows it will not take to hair, either. Indeed, this is true, hair does not conform to HS11 generated morphs. I tried adjusting rigging to shape, this does not help. So this issue needs to be fixed, not just for the lashes, but so hair will fit properly. Short tight hairs are a challenge for HS11 morphs. Balding hair pieces will not fit right.
Next up, teeth. I found that the teeth are effected by HS11 morphs. The more you dial in the morph, the thinner and more...hillbilly the teeth become. This may not be an issue if you leave the mouth shut, but then you try to smile, and oh no. Pics: I tested and found this issue on all 3 generations. Though Genesis 2 is not as badly effected as G2 and G8, it still has the issue.
This is at 0%, default G3.

Here is the HS11 morph dialed to 70%

It is not super dramatic, but it is clearly noticeable. This becomes more pronounced if the morph is dialed up to 120%

This is trouble, but perhaps not the end of the world. However, in my testing I found something I had not noticed before (in large part because I sat HS11 aside waiting for fixes). That problem is that the Headshop morph effects THE WHOLE BODY. This is an urgent issue that needs to be addressed.
Default G8

With the morph at 70%, the issue is not quite so noticeable, but if you look you can spot the differences. You can open these pics in a new window to view them full size. Take notice of the feet, legs, and shoulders. Actually everything thins down a bit.

At 100% the effect is a bit stronger. Also notice how the top of the skull flattens in.

Just in case anyone is having trouble spotting the effect, I cranked the morph all the way up to 400%. Obviously nobody would use 400%, but this demonstrates the problem, and the head morph should never effect the body at all.

Just about every part of the body is effected by the morph.
I looked at the heads I created before Headshop was updated, and it turns out they all do this.on G3 and G8. I also tested G2 and found it effected as well, however, like the teeth, G2 is not as badly effected as the more recent models. But the feet and hands get thinner, and the body loses it tone a bit. It is very odd.
The skull shape needs to be adjusted as well, the way the skull flattens needs to be reduced, and the whole head seems to squish a bit.
As I said, I mentioned most of this in my review. I talked about the teeth and the texture UV not quite lining up, and you even responded to my post at the time.
So, here is a list:
UV mapping; skull collapsing too much; teeth; body shaping; and props do not conform to the morph geometry...that includes all hair, jewels, and G8 eyelashes.
These issues remain and still need to be addressed. If you correct these issue I would have no problem recommending Headshop 11 to people. Maybe even more than Facegen. But you have to get these fixed. My hope is that the morph issues are all similar fixes to the neck blending. And certainly having the UV cover just a few more pixels would fix the texture. HS11 has some pretty good ideas going for it, but these issues are holding it back. If you get these fixed you will be able to truly claim HS as the best software of its type for Daz Studio.
Zero out morphs?One quick caveat to the previous replies. Sometimes presets change the default parameters, min/max or default/value, of a morph dial and require manual zeroing. These types of changes don't appear on "Currently used". You'll have to click on the gear icon and change the values in the popup to zero manually.dForce Attitude Dress for G8F.. without dForce?Here's what it looks like with and without dforce. The first pic is with no included morph adjustments, second is with just the sit and third is dforce.Tasha 8P3d morphs are gorgeous

Sorry Daz but I usually think PA characters and user morph mixes look better than Daz Original characters out of the box...
LOL and I'm the opposite. While some PA's are really good with realisim (hello Raiya, bluejaunte and Saiyaness ;)), I think most PAs tend to make a figure look more stylized and away from realistic to me. But some people really like stylized. I prefer realistic tho...most of the time :). Then again, some use this hobby to escape and want beautiful faces all the time which is perfectly fine. I tend to find beauty even in odd looking faces (melancholy or sadness or whatever) that gets something in me. I think whoever does the DO sculpts does a pretty terrific job most of the time :).
Laurie
Tasha 8P3d morphs are gorgeous

Wow! She looks great there! The P3D morphs (and I’m sure most morphs people already have) make a huge difference! I’m still not a fan of hers out of the box but I’m sure I’ll get the bundle eventually some day when it goes on deeper sale or has better deal. I do really like Hinkypunk’s character for her too but this bundle and deal is not enough to make me jump on it although this render does sway me in a positive way. Sorry Daz but I usually think PA characters and user morph mixes look better than Daz Original characters out of the box...
sad dayAutofit works rather well but like every fully automatic process it can't work perfectly on everything, and you'll get a better result with a manual conversion specifically made for that item, where you can adjust the weight maps, add custom morphs, and so on. Long dresses and items with non standard body parts are typically items where manual adjustments are a good idea.
Moreover, Summer Belle is not a short version working on both figures, it's a texture set which works on both versions of the dress, which is very different.
Bingo.
As someone who has done multiple conversions, I can tell you first hand what falls thru the cracks. Extra joints in a clothing item (such as posable skirts for example) high heeled shoes (since they have to be rigged a certain way) parented props like weapons (especially going from T pose to A pose) and poses (this is not an exhaustive list, either) Even the stuff that does autofit well, is passable (in that, it gets you by but its not as good as made for is) because as someone else suggested, most of the time it needs wm adjustments, new jcms and so forth (not to mention figure morph corrections) Occasionally, Ive even had to make geometry adjustments to the new figure.
Is it to make more money? Of course it is... everything on this site's purpose, is to make money. Is it a necessity? It really depends on the item in question, and how bad someone wants to use it on another figure. Using myself as the target, I do them on the things I mentioned above, that simply will not autofit properly (and only on sets that were popular enuff to be worth the trouble) Can you do them on your own? Well, you're certainly welcome to try (and fail miserably in my case, as I have tricky items... for more standard stuffs, ymmv) But that act thereof, would prolly lend itself to a greater understanding of why its done in the first place. Though it might seem a simple, effortless and unecessary cash grab, I can assure you, conversions are not easy at all. Rogue Element's took me a month to do.... and that was with everything already being modelled, and tex/mtls already done.
New Smith Micro "La Femme" base figure for Poser at RendoI'm impressed with what's coming out for La Femme and enjoy working with her. She's a good base to build on, and her skin looks great in Superfly. Blackhearted's Femme Fatale morphs are gorgeous. OOT's hairs and clothing for her look very good, and she takes V4 hairs very well. There's a free morph to adjust her head to get a flawless fit. Clothing can be adjusting in Fitting Room and by draping.
I'm all for variety, and own so much already for Poser. I've been waiting to see more support for Superfly, as it looks promising. If only it was an easy to use as Iray. My results are still hit or miss with it. Getting renders with no grain can be a challenge. That said, I've seen stunning renders done in Poser that are over 5 years old, some even older (in Firefly or whatever was before it.) It really is the artist, not the tool, that creates the magic.
I'm certainly willing to give her a try, though I'm ten times faster at everything in DAZ. I hope La Femme does well!
sad dayI got sucked into G8 because of the promise of better expressions. But I have found that I have to custom-dial expressions for my main characters in order to make them look appropriate.
I also liked the look of Victoria 8's skin, and I presumed that would be the standard for all Core characters; (why didn't I learn from G3?). It's pretty much hit and miss for superlative skins, except whoever has been doing the G8M Core skins: Each one of those is consistently brilliant; which was not true of G3M.
The amount of morph packs I have for G8 make it frustrating when I'm dialing a G3 character because I can't make the changes I've become accustomed to making. So, that's a big plus.
When G9 comes, there will be some alleged advances that make it better. But it will probably take awhile before we discover the real advances or until some vendors make products allowing us to access those advances.
How does one contact a vendor when a product they are selling doesn't work?When you load a fresh Genesis 8 Female figure (not from a saved scene - has to be a fresh load from the library where you installed the new product) - go to the parameters tab and do a search for "dayana" - does anything show up? Even if the presets are misbehaving, if the morph is installed in the G8F data folder, it should show up as a dialable parameter.
Seconding what everyone else said about putting in a support ticket - Daz support is really good.
It can just take them a loooong time to fix a problem.
How to Configure Figure MetricsThat is up to you - not everyone has the same morph sets available, and depending on which measuements you wish to adjust you may want to use a different morph for the same measure (since many morphs will potentially affect more than one measure).
How does one contact a vendor when a product they are selling doesn't work?When you load a fresh Genesis 8 Female figure (not from a saved scene - has to be a fresh load from the library where you installed the new product) - go to the parameters tab and do a search for "dayana" - does anything show up? Even if the presets are misbehaving, if the morph is installed in the G8F data folder, it should show up as a dialable parameter.
Seconding what everyone else said about putting in a support ticket - Daz support is really good.
How to Configure Figure MetricsOnce its installed, you need to configure the morphs so it can change the models sizes, but, i cant seem to find a list of what morph corresponds to what measurment... does any one have a complete list of what to use for Genesis 3 Male / Female and Genesis Male / Female? This would help a lot of people... Ive attached a picture of what i use currently for genesis 3 Female
Thanks Everyone for your answers
Using Carrara without Daz/Poser, and texturing characters from photosHI Omega Man :)
There are a range of options for exporting models created in carrara to other programs, OBJ will export the mesh, FBX can export mesh and bones,.
There's a plugin available from Fenric, to export BVH / PZ2 (bone rig) pose or animation.
those two parts (Model and bones) can be combined in other software,. and that process can allow you to create a rigged figure which can be used (directly opened) in other software (Daz Studio - Poser - Carrrara)
Daz3D Studio, also has the ability to "auto rig" a model you've created, by transfering the bones from an existing Daz3D Studio figure, eg: genesis.
so there are several options to export figures or models from Carrara, and get them into other softwares.
But;,. There's a chunk of work involved in doing that because of the differences in programs scaling and functions, and we've not touched on baking textures or weight painting ,.. yet,.
You can also use Carrara to create clothing for your figure,. export that mesh as OBJ into Daz3D Studio ,.. auto transfer the bones from a figure, and save as a Daz3D figure,. then load back into Carrara.
Carrara was designed to be a complete solution,. model, rig, texture, animate, render,. just like most other 3D suites.
Poser and Studio were originally designed to be used as a digital replacement for the artists wooden manequin, and have evolved into a set of complex figure creation tools with the ability to animate and render.
since Poser and Studio don't have modelling capabilities, they rely on importing models from other programs , which are then built into a complete (poser, or Studio) figure or character,
The Image from Magremoto is using a 3D Scan model head,. in that pic, i think he's working on the skin shader setup
that's a detailed mesh,. rather than displacement.
Displacement allows you to deform the physical mesh with a greyscale image (or by painting on the object),. and is commonly used to create the detail of a High resolution model, on a lower poly model, along with Bump or Normal map effects.
hope it helps :)
February 2019 - DAZ3D New User Challenge - Lighting@Shinji Ikari 9th @dtrscbrutal
Thank you much, I really appreciate the comments. And yeah the character is a morph. Also yes the armor was going into the floor and clipping into the bodysuit.
So version 2 & 3 here included your suggestions, I almost got the hair to hang sideways but it was still slightly off, I changed the hair because even with her head upright, the original hairstyle was intersecting her chest. I adjusted her pose in version 2 so the armor issue isn't showing. Also brought in the right wall and it definitely gives a tighter feel, but it seems like some depth/distance is lost which I kind of wanted to have to give a long travelled feel to it-I'm curious to hear opinion on that...if it's better with the wider or narrower wall. Version 3-Not fully rendered (with red hair) is like ver,2 but slightly different angle and i chose to try hiding the armor because it was causing problems. I can't decide which one is better, any input is appreciated.Making adjustments is so tricky. I agree the perspective in your first version of the long "hallway" (for lack of a better term) is better. I like the red hair in the 3rd version. It is a reall shot of colour in an otherwise monochromatic scene and really draws the eyes to your model. Her pose is much better too and I am glad you lost the armour. I'm not sure it is necessary and is a bit of a distraction (to me anyway).
If you went back to the camera angle of the first image, with the adjustments to your model in the 3rd version and maybe moved her to our right slightly you might get the effect you want.
Looking forward to the next set of changes.













