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How to view Daz Studio Content Library items Recursively ?
In my opinion your best option is simply to add the assets you're working with to the categorized layout of the smart contents pane. Which really isn't all that difficult: you only need to categorize an item (right cilck on it for that) and apply the required meta-data (for that you need to right click on the containing folder and use the "Edit metadata..." option).
Installing my Daz Assets on New Computer [SOLVED]PerttiA said:
MrRogerSmith said:
Thank you for this, but what is the problem with logging in? I've always been logged in on my first PC. Although since I copy/pasted my directory onto this second computer intead of installing using Daz Central I don't have smart content for any of it, so I guess there is no reason to be logged in on the second computer anyway.
You don't need to be logged in to use 'smart' content, the metadata is there, you just need to refresh the database.
The only reason to log in to Daz Studio, is when one has made a consious decision to use Daz Connect (inside Daz Studio) as their primary method of installing content.
The installation location DAZ Connect uses is non-traditional, which does not work with scripts and older content, and whatever gets installed by DAZ Connect, overrides the installations made by the other installation methods (DIM/DAZ Central/Manual installation), even when the DAZ Connect installations fail to work due to for example decryption failures. If content is installed by DIM, DAZ Central or manually and again with DAZ Connect inside DAZ Studio, the content is installed twice, taking twice the space on ones drive.Some scripts, and some older content (mainly ExP morph expansions).
Installing my Daz Assets on New Computer [SOLVED]MrRogerSmith said:
Thank you for this, but what is the problem with logging in? I've always been logged in on my first PC. Although since I copy/pasted my directory onto this second computer intead of installing using Daz Central I don't have smart content for any of it, so I guess there is no reason to be logged in on the second computer anyway.
You don't need to be logged in to use 'smart' content, the metadata is there, you just need to refresh the database.
The only reason to log in to Daz Studio, is when one has made a consious decision to use Daz Connect (inside Daz Studio) as their primary method of installing content.
The installation location DAZ Connect uses is non-traditional, which does not work with scripts and older content, and whatever gets installed by DAZ Connect, overrides the installations made by the other installation methods (DIM/DAZ Central/Manual installation), even when the DAZ Connect installations fail to work due to for example decryption failures. If content is installed by DIM, DAZ Central or manually and again with DAZ Connect inside DAZ Studio, the content is installed twice, taking twice the space on ones drive.3rd party software to animate on DAZ3D?BVH and FBX 6.1 (I think it is) both import really nice into Daz Studio in my experience. I even wrote Reisormocap and thanked for the addition of the actual BVH. Worked like a charm for figures that were out of the mainly supported figure range of the product. FBX 6 from Mixamo came in like a charm using Genesis 2 FBX from Studio. Import the resulting FBX and save as a Genesis 2 Pose duf. Then apply the Genesis 2 Bone Minion to the figure I'm using and... voila freaking Awesome!!!
So I made a tail prop... now what? ^^So I've never tried making a body part before, but I made a Na'vi tail prop for use in Second Life, and since I do a lot of art of Na'vi in DAZ, I thought, I really need this tail for my DAZ figures, too! But I'm not sure what to do or how to start...
First, the tail isn't rigged at all; I have no rigging exprience (For SL, I had someone else rig it). What I would *like* to do is get this tail working for Genesis 8, my preferred go-to figure(s).
But I have a few questions:
1) Can I rig the tail in Blender and import that rigged tail into DAZ? Will such a thing work? I think this would be great for shots where the tail doesn't necessarily have to attach to the figure, but it's rigged so I can move it.
2) How do I even begin to geo-graph something? (I think that's what it's called when you attach a body-part to a figure, right?) Can your average every-day DAZ user do this?
Also, I want to post a picture reference! https://www.flickr.com/photos/191034771@N03/52087446907/in/dateposted/ This is my SL ad for the tail. Sadly I tried looking in the DAZ store to see if Genesis 8 had a morphing tail of some sort, maybe with a shape like this, but I found no tails at all!Diffeo export at base level with geograft, import as morphA geograft is a different figure with its own morphs. If you want to import a morph for a geograft you have to use morph loader with the geograft, not with the base figure.
Diffeo export at base level with geograft, import as morphI'm trying to export a G8 with a geograft (Breastacular) to Blender.
The goal is to do some animations, export the result as obj and use morph loader to load it as a morph.
If I "merge geografts" morph loader pro is complaining about wrong geometry, if I don't merge the grafts the movements from Breastacular aren't correct.
Is there any way to do this?
TIA
[Released] Gescon, CSG plugin for Daz Studio [commercial]Gordig said:
Georgehaze said:
Correct me if I'm wrong, but it seems like most (maybe not all) of what this offeres is already available in Bryce, which DAZ gives away for free.
Other than working as a module within DAZ Studio, am I missing something?
Most of Alberto's products in general focus on bring functionality into Daz Studio that has long existed in other software. I'm comfortable working in C4D (and, to a lesser extent, Houdini), so I have no problem working in other apps to accomplish what I want, so I have little use for what he offers. The same is not true of every other DS user, so there is definitely still value for people who those who don't want to leave DS or learn other programs.
Exactly me, I only leave Daz3D for Gimp, but I don't use any other modeling software.
I make 90% of editing with meshgrabber and the Geoeditor and my Art is great ^_^
I just would like a tool like Substance Painter, I want to draw inside of Daz3D sutdio on the clothes to make cute designs or on the body or on objects.
I don't know how complicated the import/export would be with substance painter, I also don't know if there does any other software excist who can do that.
spot render not saving as the same size as full imageIdk if there's an easy fix for this or what but I have always had this problem it seems. Only now have I looked at the sizes.
Take for instance the project I'm working on now. The main image saves at 1523x881, but the area render saves as 1517x875
I very often render the full scene and then render small bits that need to be adjusted (like the hair is too in the face for the one I'm working on, so I used spot render to render a section with hair removed so I can adjust it in photoshop.
But if I try to import this into phosohop it's gonna be a: not lining up with the rest of the image and b: blurry if i try to adjust it.
so how do I get these two images to render at the same size?
3rd party software to animate on DAZ3D?James said:
Does DDI also export the corrective morphs?
Can I import the animation back to daz3d again later?Yes, almost everything but also on demand. There's Morphs option - Import JCMs as Shape Keys that enable auto-correction.
Yes, you can import animation back to DS, via Posing - Save Pose Presets with Use Action option.3rd party software to animate on DAZ3D?Does DDI also export the corrective morphs?
Can I import the animation back to daz3d again later?3rd party software to animate on DAZ3D?No big difference in terms of manipulating poses... usually there're a couple of ways:
1) Pose mode, select the bone, R key to rotate on different axis
2) Rigify, e.g. rigging with MHX addons
3) Load Pose Presets (Import Pose) from DS
4) Load Animation Preset or Animated Range on Timline (Import Action) from DS...Then furthur manipulate your animation on the timeline.. There're quite a lot of DDI tutorials in here - https://diffeomorphic.blogspot.com/
Mimic pro in carrara standard version or pro version or none?WendyLuvsCatz said:
you can only use it in Carrara too which is unlikely to suit your needs
everybody wants to use iray now
while Carrara can use Genesis 8 and with Mimic it requires quite a few requisites some from other sites though free and geografts for example don't work well in Carrara losing UV mapping which for many users is a make or break thing.
I don't know if you remember but you were helping me convert a character I have so it can use mimic it's basically a very simple character it has two spheres a mouth with 10MORPHS for visumes and the other sphere is you know basically a sphere with some sculpted hair on it and I created the mimic file like you told me to and you know the morphs are all done right and when I click the character and load the mimic animation and click on analyze it says select which figured to load and I can't really figure out what to do from here the character doesn't show up I added it into smart content to see if the metadata created that way could help but it didn't... I hire people on FIVER all the time to do things for me and help me with stuff i'm definitely not opposed to paying you for your time.... I'm trying to figure out Carrera so I could use the mimic Pro there when I click mimic Pro in DAZ it's the same thing a window comes up saying select which figure to load and it didn't show up...... if I need to add metadata can you give me an online tutorial I thought maybe it was metadata because D a Z is not picking it up
Is it possible to convert a morph for G8 female into a morph for G8 male?Hello,
I made more tests, and in fact, when I remove some vertices from the "head" group (those close to the eyes, where there is the artifact), this artifact completly disapears. So, I wonder if it could be a problem later to have removed this vertices from the "head" group.
When I will convert the modified G8 into an obj format so as to create an new DS morph, will DS consider that only the vertex positions have been modified, or will it "memorize" that the "head" group composition has been modified too?
For example, if, after creating this new morph, I use the DazToBlender Bridge again to import into Blender the G8 with the new morph I created, do the vertices I remove from the "head" group will be "come back" as vertices of the "head" group, or will they still be removed from this group?And if they are still removed from this group, could it create some issue later when I would want to modify my character or apply poses, animation, etc... ?
Thank you in advance for your answer!
Genesis 8.1 raises model's arms 90 degrees, causing the model to become misalignedskeyqiu said:
crosswind said:
skeyqiu said:
crosswind said:
There's a 'wrong weight' on Left Shoulder Bend - YRotate... As the sweater you made has a loose armhole and a sort of should pad around the collar, you may see, with Left Shoulder Bend - Front-Back -110 degrees, the weight around the armpit is not enough while the weight on the left collar is a bit much. The root reason is that the default weight transferred by TU won't work well on this garment, or did you use some specific projection template when using TU?
You either tweak the weight or directly fix pJCMs. I'm also a MD user. In most of the similar cases, I fix them in Blender or via GoZ because that is fast and with good result. You may also export the 'pose' as a Morph Target to MD and re-simulate the garment, then import back to DS to fix the pJCM.
I ever made a similar top with armhole drop, more or less the same case like the one you have. I fixed 'pJCMShldrFwd_110_L' in Blender as below:
I used pJCM to solve the problem, but is there a way to automatically apply the prepared pJCM according to different poses? I don’t want to import the corresponding pJCM every time I switch poses.
You have to pose the figure manually first, fix the corrective morph by external application and import back the obj as the delta morph to overwrite the existing pJCMs. That's the very typical SOP. Almost all PAs go for this way of fixing. But some products like this will speed up the process to a certain extent . https://www.daz3d.com/pjcm-poses--for-clothing-creators-for-genesis-8
As a trick, we usually fix one side and update pJCMs on both side by using Morph Mirroring or fix symmetrically and update pJCMs by using Attenuate. It'll be a piece of cake for most of the cases.
I tried several sets of long-sleeved clothing assets purchased in the store, and I didn't seem to see any configuration items related to pJCM, but there were files starting with "pJCM" in the asset's file list. I changed several special poses and they were all correct. Is there any other way to automatically load them?
The mechanics is almost the same: by Auto Follow, pJCMs on G8 or cbs on G9 are automatically triggered by the relevant pose of the figure first, then the corrective morphs on the fitted wearable will Auto Follow (triggerred as well). Then you fix it, and save as morph asset files ( pJCMxxxx.dsf )
There's a single dial control on G8 and G9 - Base Corrective..., if it's On or 100%, the corrective mechanics will be effective.
Genesis 8.1 raises model's arms 90 degrees, causing the model to become misalignedcrosswind said:
skeyqiu said:
crosswind said:
There's a 'wrong weight' on Left Shoulder Bend - YRotate... As the sweater you made has a loose armhole and a sort of should pad around the collar, you may see, with Left Shoulder Bend - Front-Back -110 degrees, the weight around the armpit is not enough while the weight on the left collar is a bit much. The root reason is that the default weight transferred by TU won't work well on this garment, or did you use some specific projection template when using TU?
You either tweak the weight or directly fix pJCMs. I'm also a MD user. In most of the similar cases, I fix them in Blender or via GoZ because that is fast and with good result. You may also export the 'pose' as a Morph Target to MD and re-simulate the garment, then import back to DS to fix the pJCM.
I ever made a similar top with armhole drop, more or less the same case like the one you have. I fixed 'pJCMShldrFwd_110_L' in Blender as below:
I used pJCM to solve the problem, but is there a way to automatically apply the prepared pJCM according to different poses? I don’t want to import the corresponding pJCM every time I switch poses.
You have to pose the figure manually first, fix the corrective morph by external application and import back the obj as the delta morph to overwrite the existing pJCMs. That's the very typical SOP. Almost all PAs go for this way of fixing. But some products like this will speed up the process to a certain extent . https://www.daz3d.com/pjcm-poses--for-clothing-creators-for-genesis-8
As a trick, we usually fix one side and update pJCMs on both side by using Morph Mirroring or fix symmetrically and update pJCMs by using Attenuate. It'll be a piece of cake for most of the cases.
I tried several sets of long-sleeved clothing assets purchased in the store, and I didn't seem to see any configuration items related to pJCM, but there were files starting with "pJCM" in the asset's file list. I changed several special poses and they were all correct. Is there any other way to automatically load them?
Genesis 8.1 raises model's arms 90 degrees, causing the model to become misalignedskeyqiu said:
crosswind said:
There's a 'wrong weight' on Left Shoulder Bend - YRotate... As the sweater you made has a loose armhole and a sort of should pad around the collar, you may see, with Left Shoulder Bend - Front-Back -110 degrees, the weight around the armpit is not enough while the weight on the left collar is a bit much. The root reason is that the default weight transferred by TU won't work well on this garment, or did you use some specific projection template when using TU?
You either tweak the weight or directly fix pJCMs. I'm also a MD user. In most of the similar cases, I fix them in Blender or via GoZ because that is fast and with good result. You may also export the 'pose' as a Morph Target to MD and re-simulate the garment, then import back to DS to fix the pJCM.
I ever made a similar top with armhole drop, more or less the same case like the one you have. I fixed 'pJCMShldrFwd_110_L' in Blender as below:
I used pJCM to solve the problem, but is there a way to automatically apply the prepared pJCM according to different poses? I don’t want to import the corresponding pJCM every time I switch poses.
You have to pose the figure manually first, fix the corrective morph by external application and import back the obj as the delta morph to overwrite the existing pJCMs. That's the very typical SOP. Almost all PAs go for this way of fixing. But some products like this will speed up the process to a certain extent . https://www.daz3d.com/pjcm-poses--for-clothing-creators-for-genesis-8
As a trick, we usually fix one side and update pJCMs on both side by using Morph Mirroring or fix symmetrically and update pJCMs by using Attenuate. It'll be a piece of cake for most of the cases.
Genesis 8.1 raises model's arms 90 degrees, causing the model to become misalignedcrosswind said:
There's a 'wrong weight' on Left Shoulder Bend - YRotate... As the sweater you made has a loose armhole and a sort of should pad around the collar, you may see, with Left Shoulder Bend - Front-Back -110 degrees, the weight around the armpit is not enough while the weight on the left collar is a bit much. The root reason is that the default weight transferred by TU won't work well on this garment, or did you use some specific projection template when using TU?
You either tweak the weight or directly fix pJCMs. I'm also a MD user. In most of the similar cases, I fix them in Blender or via GoZ because that is fast and with good result. You may also export the 'pose' as a Morph Target to MD and re-simulate the garment, then import back to DS to fix the pJCM.
I ever made a similar top with armhole drop, more or less the same case like the one you have. I fixed 'pJCMShldrFwd_110_L' in Blender as below:
I used pJCM to solve the problem, but is there a way to automatically apply the prepared pJCM according to different poses? I don’t want to import the corresponding pJCM every time I switch poses.
Add bones to non-Genesis figure and use Genesis clothes on non-Genesis figuresgiorgiogentile_8181b49452 said:
Thanks a lot @crosswind, I will definitely try!!! How can you import the Genesis 9 figure in Wrap please? Do you need to import both the .obj and the Genesis figure in Wrap, fix the face, and then export the Genesis model again? Could you tell me a bit more please, or tell me if there are any tutorials on the process?
Yes, import 3rd-party obj as fixed geometry and Genesis x Base figure as floating geometry. Set up the nodes and wrap. Export the result to DS as a full morph (or split into Head and Body) on Genesis figure. I recommend Kelvin Jin's channel on youtube - https://www.youtube.com/@Shinteo5/videos You may check his tutorial on how to wrap full body and head only.
2 examples for your reference. One is using G9 as floating geometry, another is using G8. You may try the latter first as it's much easier in terms of post-fixing... You may convert texture maps as well but the settings may be complex depending on the case you have...
Add bones to non-Genesis figure and use Genesis clothes on non-Genesis figuresThanks a lot @crosswind, I will definitely try!!! How can you import the Genesis 9 figure in Wrap please? Do you need to import both the .obj and the Genesis figure in Wrap, fix the face, and then export the Genesis model again? Could you tell me a bit more please, or tell me if there are any tutorials on the process?











