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Daz 3D Forums > Search
  • Shape Rigger Plus(Commercial)
    <

    Also the HD expressions are already rigged, so I am not sure what you are asking. If however your imported face morph that is not rigged, you will get allignment issues if you apply expressions to that.

    Is it possible to create a morph without rigging? I assume all morphs implicitly have rigging, whether they are fitted or non-fitted.
    I don't want that to be confused with things that are rigged and non-rigged.

    By

    Seven193 Seven193 December 2018 in Daz PA Commercial Products
  • Products Converted from Studio to Poser

    V6 Timeless Dress

    Good Conversion

    (but with bumps along the way)

     

    I'm going to have to amend my notes on clothing conversions to account for some oddities that seem to occure now and then with the method that I had outlined above.

    I began by following that method and found, as with some other items that I'll come to in later posts, that, after adding morphs, when I saved the cr2 prior to running the File Optimizer, an obj file was created along with it. Not an obvious problem, save that these obj files have no UVs. If you run against this problem, it is usually solved by omitting the step of adding morphs using DSON, as recommended in Netherwork's guide. Instead, load the item from the companion file and save that back under the same name. Now run that cr2 through the File Optimizer. If you need to add morphs, then you'll have to rely on Poser's Copy Morph feature (I think that may be a pro only feature though, so if you don't have Poser Pro, you will have to make do with whatever morphs are supported by the item).

    In this instance, while the boots worked (mostly) just fine (I had trouble with the foot pose and ended up making the hiding the toes to render), it was the dress that gave me realy grief.

    So, things to note beyond that. There are very few supported morphs - off hand, I think the only shapes are V6 and Gia 6, along with a few odd items for smaller breasts. There are no adjustment or movement morphs. The mesh is simple and light, and the clothing wrinkles are not a part of it, instead being from a displacement map. In this image, I've used Poser to add the Stephanie 6 morph which created a little poke through here and there which I took care of using the added Fit Control morphs. 

    The Boots have a single texture file with the reflections baked in, so you might want to re-texture these. The dress has both a texture and, as already mentioned, a displacement map. Conventionally, when applying a displacement map in Poser, you would use a maths function, with subtraction set at .5 - don't do that here, just apply the map directly to the node and set the displacement value for something like 0.025.

    By

    philebus philebus December 2018 in Poser Discussion
  • Dust Rider's "almost art" stuff

    Diomede's post, and his new "expanded" user name helped me remember that Carrara was what actually started off my serious addiction.... ummm..... I mean journey here at DAZ.

    I got Poser many years ago (have every version from 2 to PP 2014), but the render engine in Poser 3 was dreadfully inadequate. Back when you could actually easily transfer software licenses, I got a used version of Cinema 4D (version 6) off of Ebay, and Carrara Studio 2 off Ebay as well (along with Carrara 1, and RayDream 5.5 IIRC). I needed an application to model with, and hopefully render Poser figures. I loved modeling in C4D, it just worked well for me, and the render in was better than Carrara too, but just slightly. C4D 7 had been out for about 8 months, and I was just about ready to upgrade it when Carrara Studio 3 came out. After a lot of consideration, I decided to upgrade to Carrara 3, because it had some amazing improvements to the renderer, and it had Transposer which gave you the ability to directly import Poser scenes into Carrara (C4D 7 already had this, but the upgrade to Carrara 3 was about $200 dollars less).

    So fast forward a few years .... DAZ 3D bought Carrara and Hexagon (which I also owned) from Eovia. I had messed around with the free beta version of DS, but never got "serious" with any DAZ 3D products until DAZ released the upgrade for Carrara 6 IIRC. Well, to get the best "deal" on it, I joined the PC, and bought a few things I'd wanted for a while along with my Carrara upgrade, and I'm still here. I started using DS with version 3, and now use DS a lot. But I still enjoy Carrara for some of the amazing things it can do. though DS has come a long way. Since now I can easily get the results I want with DAZ content, I don't use Carrara as much as I used to sad.

    Anyway, I thought I'd repost a few images from my Gallery that were done with Carrara, since that is what really got me started with DAZ 3D.

    This image was done for one of the Carrara challenges (there is almost always an active Carrara Challenge in the Carrara forum ... they are great fun, and also have great prizes). It was completely set up in Carrara except for the Dragon. I had to apply the textures to the Dragon in DS, save the scene, then open the dragon in Carrara. The scene was rendered using the Octane Render plugin for Carrara. I modified/set up almost every shader for every object in the scene (something you get used to doing with Carrara). The female figure is custom Genesis 2 figure, and the Dragon is the DAZ Dragon 3. The fog or dust haze was added using Gimp, and levels were slightly adjusted in gimp, and the sig added in gimp as well. Otherwise, the image is just like it came out of Octane. I really like the way the Dragon's skin, horns, claws, and teeth tuned out (need to zoom to full resolution to really see it). More information on the image can be found in my gallery here.

    Image title: Treasure Guardian

    This image was also done for one of the Carrara Challenges rendered using Carrara's internal renderer. I think it's a great example of the quality you can get directly from Carrara. For this image I used the Millennium Dragon and a custom V4 (Victoria 4) character. Again, I modified virtually every shader to get just the tight look. I had to add the reflections on the front of the glass in post because IIRC adding DOF caused some weird effects .... I think it made everything inside the glass blurry (rendered two images, one with DOF and one without). Please zoom to full resolution to see all the details.

    Image Title: A Moment Frozen in Time (galley link)

    On last render done with the Octane Render plugin for Carrara. Completely set up in Carrara with another custom Genesis 2 figure, lit with mesh lights and an HDRI (outside the building, so it doesn't add a lot to the lighting). As usual, please zoom to full resolution to see the details.

    Image Title: Now ... what should I do with this... (gallery link)

    Thanks for stopping by!!

    By

    DustRider DustRider December 2018 in Art Studio
  • EXPORTING GENESIS 8 ANIMATED CHARACTER TO C4D

    FBX should work

    You need to edit the FBX export rules in DS. You probably duplicated some of the animated morphs. Some parameters are called by different names, but actually reference the same parameter, so the value might be doubled or tripled causing massive deformations in the other application

    Another way to understand this is click on the pose morph tag in C4D, and look at the animated parameters. You will see some doubled up. You can disable or edit so there is only one of each.

    By

    pdr0 pdr0 December 2018 in Technical Help (nuts n bolts)
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE UNDICI

    Ma quale mercato caldo!

    e’ solo che i miei esperimenti preferisco farli con le donnine che non simulare altro.

    per ora mi accontento di capire come funzionano i concetti.

    il fatto che non si possa aggiungere la collisione fisica a un corpo e’ un po’ una menata eh.

    immaginavo che con un morph tipo flatten ci sarei arrivato ma e’ un vero peccato che la fisica possa essere applicata a tutto tranne che alle mesh del pupazzo base.

     

    ps

    per diventare un erotomane c’è ancora tempo dai....

    E' un problema di modello, infatti. Genesis ha una gamma vastissima di morph e utilizza un numero impressionate di "indossabili" tra abiti normali e GeoGraft che immagino sia impossibile creare un solo sistema di fisica.
    Pensa solo ad un modello creato apposta in Maya, le varie fisiche sono applicate specificatamente a quel modello e non funzionerebbero correttamente su un modello con una forma differente.
    Anche i capelli capaci di usare il DForce sono creati apposta o passano da un procedimento piuttosto elaborato per essere perfetti.

    In realtà il DForce è molto più utile di quello che sembra!

    By

    Imago Imago December 2018 in The Commons
  • G8M morphs to G8F

    So when I try to use the transfer utility I

    set the source to G8M

    shape current / 2 haed morphs I want set to on / and favorited

    set target to G8F

    shape G8M clone / 

    options transfer on morphs / favorites

    but only one of the morphs transfers... one won't transfer even if I try it solo - is there something awry with my setup?

    Thanks

     

    By

    bwise1701 bwise1701 December 2018 in Technical Help (nuts n bolts)
  • Shape Rigger Plus(Commercial)

    Here is a list of possible options that are planned. How viable each one is depends on user feedback and viability. The save morph in current location is definately planned, the others are still being reviewed.

    I would like those extensions too.

    By

    nonesuch00 nonesuch00 December 2018 in Daz PA Commercial Products
  • Shape Rigger Plus(Commercial)

    If the morph is rigged with this, even if it has rigging, it will automatically remove duplicate ID issues if resaved. The script makes sure it eliminates those as well. So basically if a morph has duplicate id issues, just re-rig it via the script, save it and the issue is gone.

    surprise WOW!  This is awesome.  In my cart! 

    By

    RAMWolff RAMWolff December 2018 in Daz PA Commercial Products
  • Shape Rigger Plus(Commercial)

    If the morph is rigged with this, even if it has rigging, it will automatically remove duplicate ID issues if resaved. The script makes sure it eliminates those as well. So basically if a morph has duplicate id issues, just re-rig it via the script, save it and the issue is gone.

    By

    Zev0 Zev0 December 2018 in Daz PA Commercial Products
  • Shape Rigger Plus(Commercial)

    Nice! Just testing it. In the Save Morph tab could you please also remember the last product name, not just the vendor name? That would help so much.

     

    We can add that feature. Another feature that will be in the update is a save morph in current path, basically saving it in its existing location instead of having to assign a product name. Right now we could only mimic the save options that studio offers.

    Ah yes, that sounds useful too. Maybe just fill in the product name if the morph already has one? Or use last one and make some checkbox to use existing one. Hmm... I'm sure you'll work it out :)

    Excellent product. I had scripts on UI buttons, one to adjust all and one to do just inner squints. But for partial morphs I still had to do manual and deselect stuff. One other bother in my work is if I change a an existing morph and want to adjust the bones again, I need to first open the .duf file and delete the whole formulas section or else I'll get duplicate formulas all over the place. Is this solved here too?

    By

    bluejaunte bluejaunte December 2018 in Daz PA Commercial Products
  • Shape Rigger Plus(Commercial)

    Here is a list of possible options that are planned. How viable each one is depends on user feedback and viability. The save morph in current location is definately planned, the others are still being reviewed.

    By

    Zev0 Zev0 December 2018 in Daz PA Commercial Products
  • Shape Rigger Plus(Commercial)

    Nice! Just testing it. In the Save Morph tab could you please also remember the last product name, not just the vendor name? That would help so much.

     

    We can add that feature. Another feature that is planned for the update is a save morph in current path, basically saving it in its existing location instead of having to assign a product name etc. Right now we could only mimic the save options that studio offers.

    By

    Zev0 Zev0 December 2018 in Daz PA Commercial Products
  • Shape Rigger Plus(Commercial)

    @TenTen71 - If u save to a new path for the morph it will create a new version of the morph. Studio will only reference that one even though the old one still exists. If you save to same path of original morph it will overwrite the existing morph.

    By

    Zev0 Zev0 December 2018 in Daz PA Commercial Products
  • Shape Rigger Plus(Commercial)

    Does this alter the original morph file you apply it to or does it create a new morph file? (excuse my inexperience in this area) I'm trying to understand if you can apply the script without affecting the original morphs in case you still wanted/needed the originals.

    By

    TenTen71 TenTen71 December 2018 in Daz PA Commercial Products
  • Shape Rigger Plus(Commercial)

    Nice! Just testing it. In the Save Morph tab could you please also remember the last product name, not just the vendor name? That would help so much.

    By

    bluejaunte bluejaunte December 2018 in Daz PA Commercial Products
  • Nix 8

    Thanks, @Hera! I used Transfer Utility to get this morph on G8M.

    By

    Vyusur Vyusur December 2018 in The Commons
  • Nix 8

    Xenoboy mixed with Zellarian

    Much better, this actually works! He's got normal feet too. Those daemon feet doesn't do it for me, because you cannot fit any kind of shoes or boots on them without it looking like crap!
    Now, what script do I need to blend G8M & G8V? (I have a hard time using the search functions in this place, normal wild cards do not seem to work)

    There is a slider for a G8M morph under the hidden properties for G8F. Of course, you won't be able to dial in other G8M morphs unless you transfer them to G8F. The G8F mats could be used on G8M with the UV swap product, but I think you're stuck with using G8F as the base because of the HD morph.

    @Vyusur - Not sure what tools you are using or what your workflow is, but I do beleve I see some fractal algorithms in use there - lookin good! I sure do love me some fractal algorithms . . .

    - Greg

    By

    algovincian algovincian December 2018 in The Commons
  • Shape Rigger Plus(Commercial)

    No, Morph Loader or Morph Loader Pro will create the morphs but it doesn't adjust skeleton to shape for you nor does it ERC Freeze it.  That's up to you to do after the morph is applied.  

    So whats the difference between the normal auto adjust and this ?

    By

    Midnight_stories Midnight_stories December 2018 in Daz PA Commercial Products
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE UNDICI

    Ma quale mercato caldo!

    e’ solo che i miei esperimenti preferisco farli con le donnine che non simulare altro.

    per ora mi accontento di capire come funzionano i concetti.

    il fatto che non si possa aggiungere la collisione fisica a un corpo e’ un po’ una menata eh.

    immaginavo che con un morph tipo flatten ci sarei arrivato ma e’ un vero peccato che la fisica possa essere applicata a tutto tranne che alle mesh del pupazzo base.

     

    ps

    per diventare un erotomane c’è ancora tempo dai....

    Image removed

    By

    archlopane archlopane December 2018 in The Commons
  • D force for hair?

    You need to understand that DForce was designed primarily to drape fabrics, not hair. Having said that, some have had some success in draping hair, but the results are by no means guaranteed for hair that has not been specifically designed to be used with DForce. There are some hairs available in the store that have been DForce-enabled. Most of the latter are longer hairs, not short ones such as the Ryo Hair you mentioned, as longer hairs are more likely to drape in reality. Adding a DForce modifier is an essential step in attempting to use DForce on any hair not designed for it, but it is by no means a sure thing. It is always going to be a hit-or-miss affair. I'm not sure what you are trying to do with the Ryo Hair, but if you are trying to flatten it, that would be better accomplished by creating a morph in a modelling application, IMO.

    Perhaps this will be useful to you:

    https://www.daz3d.com/forums/discussion/213321/can-t-add-dforce-modifier

    By

    SixDs SixDs December 2018 in New Users
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