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Daz 3D Forums > Search
  • Best way to restore DAZ Studio, etc after re-installing Windows

    Why does this have to be so complicated! I just want to be able to reinstall windows. Daz is the only program with completely undocumented steps to do this.

    So to check my understanding:

    Copy DIM manifest from somewhere to somewhere else (It would be great to know where this resides)

    Ignore everything else.

    This doens't sound right.

    The location of the manifest files is set in the Settings of DIM - click the gear icon at top-right. By default it's the Daz Install Manager/Manifests folder in the Public Documents folder as I recall. That will tell DIM what was installed, and where. It perhaps isn't documented as it uses absolute paths, so may well not transfer over to a new PC.

    By

    Richard Haseltine Richard Haseltine February 2019 in Technical Help (nuts n bolts)
  • [Tutorial] Easy making of JCMs and MCMs in Daz Studio 4.9

    And the Short Short version  - just the programmy parts and presuming you can sort out importing and exporting morphs on your own

    (all Cap letters are variables, not related to XYZ space)

    To make a conditional controller 

    (If Morph X is active, and Bend Y reaches value N, then apply JCM Z)

    1 First make corrective morph - dial Morph X,   Dial Bend Y to value N, make JCM Z

    2 Right click on Bend Y dial, and freeze ERC for JCM Z only

    3 View JCM Z in Hierarchal Properties, and drop Morph X into the 2nd stage controller slot

    4 Save as Morph Asset

     

    this is mainly so I have a web backup of my ntoes ;)

    By

    Lyrra Madril Lyrra Madril February 2019 in Freebies
  • Show Us Your Iray Renders. Part VII

    Thread on dwarf content got me thinking.

    This is a bunch of dials from various morph packs + Giant skin.

     

    By

    Oso3D Oso3D February 2019 in The Commons
  • RPG Series
    Dariofish's rendo store has fantasy morphs (including a stand alone morph pack for dwarves) for gens 1 and 2. Should be dson compatible. Not sure if i'm allowed to post other store links outside of the product suggestions forum (though i may have done it before and no one has hit me... yet), so search for DarioFish under vendors at renderosity.

    By

    cathan01_wwg1wga cathan01_wwg1wga February 2019 in The Commons
  • Simple question about stacking morphs by total newbie.

    Thanks Symms. That does indeed help a lot. Sounds like I'm fine to get a character pack and the genesis morphs and combine away. Just to check what you mean about the gens "are just geometry though", you mean like, no customisation or rigging or something?

    A final question because the Pro packs seem quite expensive, how compatible are pro bundles for previous versions of Genesis with Genesis 8 and the morph packs? Completely different or could I say buy a Gen 7 character Pro bundle and still use it?

    By

    NT6000 NT6000 February 2019 in New Users
  • RPG Series

    Helpful products:

    https://www.daz3d.com/hfs-ultimate-shapes-for-genesis-8-male (which has a dwarf body, dwarf head morph)

    https://www.daz3d.com/200-plus-head-and-face-morphs-for-genesis-8-male-s (which has some cool morphs for the cranium, like flattening it out a little)

    https://www.daz3d.com/genesis-8-male-head-morphs

    https://www.daz3d.com/genesis-8-male-body-morphs

     

    By

    Oso3D Oso3D February 2019 in The Commons
  • RPG Series

    There are also loads of morph sets and packages that can be used to create a wide variety of dwarves, depending on the style you are going for. I mean, a little bit of George, a bit of Muscular from one of several morph sets, height adjust, and a variety of skin textures... and there you go. (Amusingly, I think the Giant skin would look great for a dwarf... and oh man now it's in my head and I'll have to try that)

     

    By

    Oso3D Oso3D February 2019 in The Commons
  • Genesis 8 F Hips?

    3 major possibilities(there's more but i won't go too far down the rabbit hole).

    1. Non-zero morph on load.

    As richard said it's possible it's a morph dial that is loading at a non-zero setting.

    It may or may not appear in Currently Used, and it may be a hidden dial causing it.

     

    2. Morph conflict.

    There's two, or more, morph dials attempting to do different things at the same time, but contain some parameter, name etc. that is the same or effecting the same joint or polys.

    You'll have to uninstall and then reinstall products one at a time to find the offending product(s).

    Be aware that in some cases you may never really find the conflict.

    When i do a full load of any of the genesis figures, i get a few thousand lines of error messages in the log file, and just went to split install of all my content.

    Just remap what i need when i need it and fewer conflicts.

     

    3. Broken morph.

    Pretty self explanatory, something in a particular morph dial is just broken.

    this will be on a code level in the DSF or DUF and may be simple or complex to fix.

    you may need to go through each individual product you have installed to find the offending product(s).

     

    By

    DrunkMonkeyProductions DrunkMonkeyProductions February 2019 in Daz Studio Discussion
  • Animating controller dials?

    The latter, and a straight-up toggle would work, but if it'd offer clean blend shapes between them that'd be the bees knees!  I'm looking for the equivalent of being able to "teach" a set of commands to a Master Parameter dial: Activating only morph1 at a controller value of 1, and then clearing out morph1 and activating morph2 at a controller value of 2, and so on.  I've been able to rig up a bunch of different morphs to a single controller, but not how to key different morph dials to activate at different controller values.  Not sure if I'm making sense.  I may need another cup of tea yet.  It's been a crazy morning.
    Thank you for any help!!!   I always appreciate it so much!!!

    By

    Mary Williams Mary Williams February 2019 in Technical Help (nuts n bolts)
  • Animating controller dials?

    Are you wanting it to act like a toggle - moprh 1 at 100%, then morph 2 at 100%, then moprh 3 at 100% etc.? Or just for morph 1 to slide in between 0 and 100%, morph 2 between 100% and 200% and so on?

    By

    Richard Haseltine Richard Haseltine February 2019 in Technical Help (nuts n bolts)
  • Product "Required"?

    in G8 if the character says it requires Victoria, or Stephanie etc., it doesn't.

    It does if you want the character to look like the promos, as it uses the named character shape as part of the morph mix. However it's not required to use the texture, which was sometimes the case for older genesis versions as named characters each had their own UVs.

    You snipped this sentence "You may not be able to get a render to look exactly like what the product page shows" where I made that point. 

    The point of my post was to give more details on what you said, not contradict it...

    By

    Leana Leana February 2019 in Technical Help (nuts n bolts)
  • Tynkere Carrara FAQ scrapbook & other things

    RE: Genesis+ figures. Folks have already mentioned the imortant issues, but I'll throw in my two cents.  Here is my current approach to using Genesis 1-8 characters - just another set of options.  Your mileage will vary.

    - Warning- some of this is considered advanced, some not.  This is not intended to overwhelm you, just give you something to refer back to.  When and if you ever want to create a custom genesis+ character or whatever, ask and will point you to more clear examples.  In the meantime, here is a taste of some of the possibilities, from the most basic use of existing conent, to creating custom genesis+ characters, clothing, hair, and props.  

    - BASIC use of genesis+ figures. - Within Carrara, load the genesis+ figure from Carrara's content browser.  Select the actor level of the figure, go to shader tab in properties tray, drag and drop a saved global Carrara shader for that genesis+ figure on to the multicolored sphere at the top of the properties tray. Use morph parameters menu to adjust genesis+ shape.  Load and conform other items from content browser. Adjust shaders if necessary.  Load or create lighting, sets, props, and other scene elements.  Apply pose preset or select joints and use rotation tools, including expression morphs and adjustments.  Make any adjustments for poke through, etc.  Make sure lighting is still what I want.  Adjust render settings (especially tile size which scrolls below my screen - argh), including any desired multipasses.  Render.

    - for one-time or infrequent projects, I load the genesis figure directy in Carrara, dial spin a desired shape from the morphs listed in the parameters menu, and do whatever I want to do entirely withn Carrara.

    - for regularly used characters derived entirely from purchased content, I load the base figure in Studio, dial spin whatever morphs I want, and save as a scene subset.  To use in Carrara, I go to the content tab in Carrara's browser menu, and  load the saved figure from the location the scene subset was saved to.

    - for textures and shaders to be used in Carrara, I save an adjusted global shader for aquired character packs.  A saved global shader can be dragged and dropped on a figure in Carrara and adjust all of the materal zones in one move.  Yay!  That is so awesome.  It means I do not have to adjust the bump map and highlight channel etc. for every arm/leg/toenail etc. each time I load another figure. Just adjust once when first acquire the character set and save as a global shader to Carrara's shader broiwser.  But where can a beginner find examples of Carrara-specific shader settings?  Assuming you have Carrara 8.5, it should have come with examples of global shaders for Michael 5 and Victoria 5 in the browser tray at the bottom of the interface.  I believe these two examples can be found in subfolders labeled Skin \ Genesis \  Michael 5 and Skin \ Genesis \ Victoria 5.  I used the settings in these as a starting point to create Carrara-specific shaders for other genesis+figures, which I then drag and drop when I load the appropriate figure.  I don't hold myself out as a realistic shader person so I will refer you to others for more advanced specifics.  There are threads here in the forum, tutorials, etc., etc., etc. to help.

    - for my custom character shapes, I load the base genesis in Carrara, turn off smoothing, and use Carrara's vertex modeler to shape the character as desired.  I just ignore the topology warning.  Sometimes I may want a single combined morph for dial spun combination that I want to be able to adjust on a single slider.  If so, I just dial spin a shape instead of using vertex modeler tools.  When satisfied with the shape however achieved, I save out as an obj using the preset for (Daz Studio Morph).  In Studio, I load the base figure and use morph loader pro to import my morph. In the morph loader menu, I use the obj format preset for Carrara. If figure proportions have changed, I make sure to align the joints.  For extreme morphs, I mght want to adjust weightmaps and JCMs and that sort of thing, but not usually necessary for most basic changes.  I save as a morph asset.  If morph asset saved correctly, in the future I load the base figure in Carrara and find the custom morph in Carrara's parameters menu.  Within Carrara, I use like any other morph.  Of course, these custom morphs work when just using Studio as well.

    - for custom conforming clothing and accessories, load the base figure in Carrara.  Use Carrara's vertex modeler to create the clothing or accessory.  When satisfied, export the mesh in obj format using the Daz Studio Full Scene preset.  NOTE - the preset for Daz Studio Full Scene is not the same as the preset for Daz Studio Morph used for creating custom characters above.  In Studio, load the base figure.  Import your custom clothing mesh using the obj preset option for Carrara.  Use the transfer utility to convert the mesh to a conforming figure. Couple of save options.  For personal use, can be convenient to save as a scene subset or as a wearable preset.  If you plan to distribute then save as a figure/prop asset, but that also requires some isolation and grouping of associated dsf, data, and texture files.  To start, just save the custom clothing item as scene subset.  Then, in Carrara, can load you custom clothing item directly from where you saed it as a scene subset or wearable preset.  It should conform to the appropriate genesis figure and morh with it just like other content.  You can also use this method to model your custom clothing to your custom morphed shape, then use the transfer utility's option to reverse to base shape when doing the conversion.  Of course, these custom clothing items work when just using Studio as well.

    - for custom hair, I load the base figure in Carrara.  Sometimes I creae a hair cap to grow the hair on, but depends on the project.  A lo of times can grow the hair directly on the genesis figure. I use Carrara's dynamic hair modeler to grow / drape / brush / cut the basic shape of the hair style I am going for.  I use Carrara's hair shaders to supplement shape with frizz etc.  I use Philemo's free hair-to-mesh plugin to convert the hair to an obj.  NOTE - have to adjust the "display percentage" in the hair modeler to avoid making the hair obj too dense.  When satisfied, I export the hair obj and convert to a conforming figure using the same steps and settings as for conforming clothing above.  The uvmap for a hair strand is a single vertical box so can create transparency maps to make frayed fringes.  For morphs for the custom hair, I use the same base Carrara dynamic hair with Philemo's plugin.  It will preserve the number and order of vertexes for correct morphs as long as same settings for things like display percentage etc. are preserved.  Of course, these custom hair figures should work when just using Studio as well.

    - for custom sets, I load and pose Genesis figures when constructing props and sets. For example, I created a custom leprechaun figure.  If I want appropiate furniture, I can load and pose the leprechaun in Carrara and make sure the fellow's feet touch the floor when he sits in his chair.

    By

    Diomede Diomede February 2019 in Carrara Discussion
  • Product "Required"?

    in G8 if the character says it requires Victoria, or Stephanie etc., it doesn't.

    It does if you want the character to look like the promos, as it uses the named character shape as part of the morph mix. However it's not required to use the texture, which was sometimes the case for older genesis versions as named characters each had their own UVs.

    You snipped this sentence "You may not be able to get a render to look exactly like what the product page shows" where I made that point. 

    By

    kenshaw011267 kenshaw011267 February 2019 in Technical Help (nuts n bolts)
  • Does "Wet and Tanned Skins for G8F" only work with certain anatomical elements products?

    I would expect the transfer script to be intended to work only with the Daz anatomical elements - if it works with others they presumably have the same surfaces and UVs, which would be surprising if they are independent models.

    By

    Richard Haseltine Richard Haseltine February 2019 in Technical Help (nuts n bolts)
  • is rigidity in armor possible?

     AFAIK the only way to get truly "rigid" armor peices is with 
    smart propped objects that make up the sections but you are limited
    to the morph/shape around which the peices were modeled.

    There is a function in Daz satudio called "rigdity groups"
     But I have not yet been able to quite figure them outsad
    perhaps others have.

    By

    wolf359 wolf359 February 2019 in Technical Help (nuts n bolts)
  • Headshop 11 Questions

      HeadShop 11 comes with 3D hair models, and you can place them in the Headshop 11 software. But when I export only the head of my Genesis 8 character changes, and there is no site of the hair. If I setup Hair, and accesories in head shop, it would be nice to see it all transfer to Daz, once Headshop 11 closes. I love working with 3D, but the price of 3D hair is rediculous. 

     

    I wish some one would make a software just to generate 3D hair. For gaming. Like Marvelous Designer is for clothing. Export as obj, so I can create hair styles for Character Creator 3. Generating Beards,moutash body hair would be nice as well.

     

     

    By

    julesduq julesduq February 2019 in The Commons
  • Having problems isolating head morphs

    I am trying to create an anthtopomorphic character using Toon Generations 2 Bucky (from Rendo). If I load the character, it looks alright

    But I would like to be able to use a different body (Girl 7 for instance). I can dial the Bucky body out, but I still have the Toon body.

    If I add  the Girl body its still not right

    I can dial out Toon Generations 2 but the face gets ugly

    I need a way to dial out the Toon Generations 2 body ONLY. In order to do this, I downloaded a Genesis 3 Head split deformer by Esemwy

    https://direct.daz3d.com/forums/discussion/comment/2774606/#Comment_2774606

    I then used these instructions to create a Toon Generations 2 head and body morph using these two posts

    https://www.daz3d.com/forums/discussion/203791/simplified-steps-to-export-obj-and-immediately-load-as-morph-not-working

    https://direct.daz3d.com/forums/discussion/comment/2774606/#Comment_2774606

    I was able to create the morphs but when I apply the head morph, I get this

     

    What I need to do is pull out the head morph without changing its position. Any Suggestions?

     

     

    By

    pwiecek pwiecek February 2019 in Technical Help (nuts n bolts)
  • Does "Wet and Tanned Skins for G8F" only work with certain anatomical elements products?

    Hi,

     

    I have the product below

    https://www.daz3d.com/wet-and-tanned-skins-for-genesis-8-females

    On a default G8F body the bikini tanline i want to use looks ok.  For the Golden Palace for G8F the material transfer utility that comes with GP works fine.  However i dont want to use GP because i cant get it to look the way i want.  The genital product that i want to use is 3feetwolf's New Gens for Victoria 8 however the transfer material utility that comes with the wet and tanned skins is messed up.  The tan lines between the G8F and the NGV8 doesnt line up.  And on the NGV8 between the anus and vagoo there is a straight horizontal line where on the side towards the front of  the character is untanned but to the rear of it is is tanned.

    Edited by a mod to adjust title

    By

    unused account - glossedsfm unused account - glossedsfm February 2019 in Technical Help (nuts n bolts)
  • How to rig a drawer? I'm a noob to DS rigging and can't figure it out...

    First, I think you're right that the drawer bone shouldn't be a child of the vanity bone.  You say the drawer (mesh) doesn't move when you move the drawer bone 'as if weight mapping didn't work'.  You may be right.  What does the weight map for the drawer bone actually look like?  It should be 100% influence for the drawer bone on all the drawer mesh and no influence on the drawer mesh for the vanity bone, of course.  If it isn't, you can manually weight map it to be that way.  Then lock the axes on the drawer bone that you don't want to move.  I am assuming the drawer bone is aligned with the drawer from front to back (or back to front, won't matter).

    Second, I wonder if it wouldn't be easier just to make a morph to slide the drawer out?

    The bone was indeed aligned from back to front of the drawer. I found that when I aligned it from side to side on the drawer and unhid the Translation controls (thanks @felis!), I could use the Y-axis slider to move the drawer. But it worked strangely, like nothing I've seen in DS: whenever I began to move the slider, the drawer's geometry immediately snapped to its starting (closed) position. As I dragged the slider, I could see the drawer's bounding box move, but the drawer itself remained closed; then when I let go of my left mouse button to "drop" the slider, the drawer's geometry snapped to where the bounding box ended up. The drawer didn't slide out smoothly like you'd expect, it just jumped from the closed position to wherever it should be when I dropped the slider.

    However, I went ahead and saved it as a prop, then cleared the scene and double-clicked on the newly created icon to load it. When it came back in, now the slider worked well and the drawer animated smoothly as it opened and closed. Very weird. But, thanks to help from both of you, I now have my first rigged prop!

    By

    Inkubo Inkubo February 2019 in Technical Help (nuts n bolts)
  • Animating controller dials?

    Could someone please point me toward a tutorial to animate controller dials in DAZ Studio?  Such as to trigger one morph when the controller is set to 1, a different morph when the controller is set to 2, and so on?

    Thanks for any assistance!

    By

    Mary Williams Mary Williams February 2019 in Technical Help (nuts n bolts)
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