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If you GOZ G8F and change the body in Zbrush, will those morphs automatically transfer to clothing?
However, you may well find that it doesn't work reliably unless you use File>Save As>Support Assets>Morph Asset to save the morph.
Will that make the custom morph universal among all G8F figures or would it be unique to a single instance of the figure in the scene?
Yes, once saved as an asset it will be available on all instances of Gensis 8 Female - however, the main data (the deltas, changes in vertex position) is not loaded until the morph has a non-zero value.
Which Genesis 8 female figure has an hour glass figure like Lilith 7?Redz method works well for transferring morphs. It’s been so long since I saw the thread, though, I wasn’t able to find it. Sorry. Maybe someone else has it bookmarked and can get you a link. You can also find a lot of good waist morphs in body morph kits. Take a look at the GDH SomeBody Morphs. I use the waist/stomach morphs from that all the time. There are waist morph options in a lot of merchant resource morph kits, both here and on Renderosity. They may give you what you need to make the Lillith 7-looking figure shape you’re after.
[Released] Goldfish and Props [Commercial]Black Moor goldfish a morph option? As child I had three black moors in my fish bowl. I had them all for 4 years before they went to fishy heaven. Those little bug-eyed guys were like mini hammerhead sharks and I loved them to bits.
Love the textures, some really great scales and colour options!
What To Do When Low On SpaceOkay. I love DAZ Studio, and have snatched up quite a few goodies for it. But...well, my computer only has so much memory. So any suggestions as to what to do when my stable of props and characters gets too big for my computer's britches? Should I transfer everything to an external hard drive or what?
If you GOZ G8F and change the body in Zbrush, will those morphs automatically transfer to clothing?If you GOZ G8F and morph the body in Zbrush, will those morphs automatically transfer to clothing, or do you need to also GOZ the clothing to Zbrush and sculpt the clothing to accomdate for your custom body change?
by default with GOZ, your new morph will be auto-followed by cloths.
If you GOZ G8F and change the body in Zbrush, will those morphs automatically transfer to clothing?However, you may well find that it doesn't work reliably unless you use File>Save As>Support Assets>Morph Asset to save the morph.
Will that make the custom morph universal among all G8F figures or would it be unique to a single instance of the figure in the scene?
If you GOZ G8F and change the body in Zbrush, will those morphs automatically transfer to clothing?As long as AutoFollow is on for the created morph, and the type set to Modifier/Shape - both of which are, I think, true by default. However, you may well find that it doesn't work reliably unless you use File>Save As>Support Assets>Morph Asset to save the morph.
If you GOZ G8F and change the body in Zbrush, will those morphs automatically transfer to clothing?If you GOZ G8F and morph the body in Zbrush, will those morphs automatically transfer to clothing, or do you need to also GOZ the clothing to Zbrush and sculpt the clothing to accomdate for your custom body change?
M6 vs M4 assetsCheck if the shirt has any morph that helps with the pokethrough. Otherwise, a simple fix would be to hide the offending sleeves by selecting the shirt and open the bone structure, and click on the eyes symbol for the arm bones.
The other is, select the jacket, and in the parameter tab, change the collision item from M4 to the shirt.
As for your second issue, please make sure you have M4 selected when you apply the pose. This looks as if you have selected the vest rather than the character wnen you applied it.
Animate2, Graphmate, KeymateI need a little help with Graphmate and reading some of the posts here, I might just be doing this wrong. So, I'm trying to copy a selection of keyframes in Graphmate so I can copy it threw out the animation cause the character will be repeating the same action over about two minutes. Problems is, I can only select about ten of the parameters, like translate and rotate, but the characters also use a handful of other morphs further down the list. How do I select the morphs I need, if necessary all the morph, so I get all the lines I need in Graphmate to do a true copy of the character? Because of the way Graphmate work, if I scroll the morph list down, I will lose the other selections above.
Thanks.
Released! Yukio for Lee 8 and Genesis 8 Male(s) (Commercial)Yukio is a character set for Lee 8 that has an independently modeled facial structure, and a mix of a custom base body morph and Lee 8's body morph set.
With LIE settings for 4 types of Kabuki styles and a few stage-type LIE Makeup sets there is a bit of everything thrown into this set. He has several tattoos; back, neck, chest, leg and both arms along with a couple of variations and a "ALL" preset.With 3 Skin Translucency (with Anatomical Elements) and 3 Skin Gloss (with Anatomical Elements) settings, he is ready for just about any type of render you may need.
There are 2 Eyelash Bases, 3 additional Color Presets for each Base as well as Fibermesh Eyebrows that have 2 Sets of Black, Brown, Blonde and Red textures and 6 Dyed Color Presets; however, the Fibermesh Anatomical and Body Hair only have the Black, Brown, Blonde and Red textures.
Materials are Iray only.
Anatomical Elements Presets are included.
Saving a full character as obj with texturesThank you, Spotted Kitty! I do exclusively use Iray, so that may be the problem. Would another export format besides OBJ recognize Iray materials? It just has to be something that DS itself recognizes without loading all that other morph data.
Genesis 8 base shape issueSelect the figure, go to the Parameters pane, and click Currently Used on the left - with luck the morph causing this will be fairly obvious; if not you may need to enable Show Hidden Proeprties from the pane's option menu (the lined button in the top corner, or right-clck the tab). Once you have found a likely candidate try reinstalling the product (if it's a third party morph); otherwise, or if that doesn't work, click the gear icon on the slider>Parameter Settings and set the Default value to 0, then use File>Save As>Support Assets>Morph Asset to resave just that morph.
Genesis 8 base shape issueI'm having an issue whenever I load a G8 figure into the scene it always comes out looking very emaciated. I think this is a morph gone wrong, but I'm not sure where this is coming from. I uninstalled the G8 Head and Body morphs and reinstalled the base character, but it still came out the same. Has anyone had the same issue, or have any ideas on how to fix this? In the attachment I've got the base G3 character loaded on the left and the G8 Base loaded on the right.
Thanks
Saving a character morph as a dial presetYes, it's not going to actually break anything (well, as long as limits are on for the navel morph - if you took them off and had several controllers driving it then it might go to rather an extreme).
New items from the Shop does not installIs it actually not isntalled, or does it just have no check mark? The check mark has nothing to do with the package's being isntalled - it indicates that the package has metadata for the Content Management System. If there is not check it may be a set without user-facing files (e.g. a morph expansion which just adds new sliders, rather than having presets to click).
A "wooden puppet" mode, with vertical black stringsThat's more than a morph could do - and morphs are in any event figure-specific. There have been puppet-style add-ons, usually using a mixture of morphs and additional body parts (which would definitely be needed for strings). For example, this set may make a starting point https://www.daz3d.com/sf-ball-joint-dolls-genesis-3-bundle
Dumor3D's new Limo Prince Iray set, anyone get the morphs to work?No mention of it in the Platinum Club Forum, nor in the PA Commercial Products forum.
The morph files are present, but there is no data in them (i.e., "deltas") to actually do anything, and the sliders have no sub-components to control. Maybe it was just a question of deadlines and hopefully will be completed someday, sooner than later.
Importing (bone) weight painting from Blender?I've been trying to work on creating or modifying assets in Blender and then exporting to Daz. This has worked okay for morph shapes, but I'm frequently dissatisfied with the results I get from automatic weight transfer in Daz, which often tears and stretches around tight joints in clothing.
Weight painting in Blender is something I'm fairly good at (I frequently use game engines with tight limits on vertex weights, so I often have to be pretty slick about refining things to work within that), and I'd rather not have to relearn the toolset of another program to do what I already know how to do. With that in mind, what is the best method to import weight painting from Blender? As it is, I've tried both DAE and FBX format exports from Blender and am just getting messed up skeletons in Daz.A "wooden puppet" mode, with vertical black stringsHow about a morph control that takes any figure... to look like a wooden puppet, be it animal, fantasy creature or Genesis figure? And of course, with vertical black or white stringings attached to joints.
Differing style strings from worn-out to new to frayed. Directional control for the strings to rotate angularly.
Controls also for increasing/ overscaling of puppet body parts.
Or better yet a stand alone figure that is a wooden puppet character with the same details as above. And can be accessorized with ANY and ALL clothing or prop article.
How else could this be improved upon, folks?
MC







