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Daz 3D Forums > Search
  • Headshop 11 Questions

    We discovered this issue with the non-smiling heads. It is a bug but hard to find. The models made from open-smile photos don't have this problem.

     

    What is happening is that the entire head is moving down as the morph is dialed up. So there is a bone that is being effected by the morph that should not be. This effect also impacts hair. The hair will not fit properly over the ears, it is far too high above the ear. If you apply any hair, and the dial the headshop morph up and down, you can watch the head move up and down the neck, while the rest of the body and even the hair remain in the same location. This is a major bug that must be addressed.

     

    This looks like a lot of fun and might be my Christmass present to myself. So I have not messed around with making my own morphs yet so I am ignorant about these things, but is there a work around to fix the effects of the non-smile bug mentioned above in something like Hexegon?

    This is a bug that effects the "non-smiling" heads and we are working to fix it. The current workaround is to dial back the morph (Parameters/Morphs) from 70% to 35%. This should get rid of the wrinkle in the neck. (BTW: the issue has nothing to do with the bones). We expect this bug to be fixed before New Years.

    Great to know, that you are working on the fix. Looking forward to it, when fixed.

    All the best.

     

    By

    Artini Artini December 2018 in The Commons
  • Rigging eyelash replacements

    For the Transfer Utility to work the lashes need to match with the base shape of Genesis 8 Male. You can try setting the Source Shape to Current and then , in the extended options, enable Reverse Source Shape From Target. In any event the weight maps gernated this way may need editing.

    In regard to the original issue - is your morph set to AutoFollow (click the gear icon on its slider>Parameter Settings and check thatb the AutoFollow box is checked.

    By

    Richard Haseltine Richard Haseltine December 2018 in Technical Help (nuts n bolts)
  • Headshop 11 Questions

    Here's one that those who watch(ed) the TV show "Merline" will recognize.  The model/actor is attached.  I auto generated the morph and textures, and made not changes whatsoever.  The front view is really good, but if I was seriously trying for accuracy I'd use morph sliders to fix the jaw.  The side view is not accurate, particularly as to the actor's nose, but it still generally looks like him.

    Here, I used Altern8 to change the skin shadings, and then I also added an expression.

    Not bad for not having done any adjusting.

     

    By

    Worlds_Edge Worlds_Edge December 2018 in The Commons
  • Gen 8 Model Compatability

    Got a couple of likely pretty obvious questions, but I'd like to make sure before I start buying anything. I've been doing my modelling/rendering in Blender for some time and I've been testing multiple methods of creating custom characters, Daz3d seems to be the way to go if I want quality. What I need to know is how interchangable various things are. 

    https://www.daz3d.com/genesis-8-female-body-morphs and https://www.daz3d.com/genesis-8-female-head-morphs seem like absolute must haves to me but how compatible are these with other gen 8 models, say https://www.daz3d.com/macarena-hd-for-genesis-8-female. Could I start with the Macarena model and apply morphs from the previously mentioned morph packs or vice versa? Or would I be stuck with the morphs of the Macarena model? What about skin textures/materials? Could I apply makeup, lipstick, tattoos etc from https://www.daz3d.com/heavy-metal-princess-for-genesis-8-female-s to the Macarena model, the base gen 8 female or other gen 8 models?

    Any other advice for someone just starting at creating chracters in Daz would be much appreciated. Thanks in advance.

    By

    GingerJ GingerJ December 2018 in New Users
  • Headshop 11 Questions
    Will that include fixing the teeth? The teeth also warp as part of this morph. Also, when this fix comes, do we need to redo our headshop characters?

    I think the product "X-Morphs" may be able to fix the issue in the short term. It is capable of splitting morphs apart.

    By

    outrider42 outrider42 December 2018 in The Commons
  • Rigging eyelash replacements

    Hello all,

    My apologies if this (or osmething like it) has been asked before, I've been having a hard time finding clear information on how to attach eyelash replacements for my model. To explain, I started with a genesis 8 male, dialed in some morphs, then sent it to zbrush where I sculpted the eyelids a bit, then sent it back to Daz. The former eyelashes don't fit now. That's fine, I just sculpted some better eyelashes with fibermesh and sent them over. Now I need to rig them to the model, but I'm having a difficult time figuring out how to do that.

    I've tried fiddling with the Transfer Utility, which attaches them of course, but also squishes them all around stupidly. Not helpful. So, what now? 

    Specific question: what are eyelashes considered? Add-ons? Fitted add-ons? Attachments? Grafts? Props?

    Further, can anyone point me to a good tutorial for understanding how to rig this kind of item? 

     

    Thanks so much,

    -L.

    By

    DudeTremendous DudeTremendous December 2018 in Technical Help (nuts n bolts)
  • Headshop 11 Questions

    We discovered this issue with the non-smiling heads. It is a bug but hard to find. The models made from open-smile photos don't have this problem.

     

    What is happening is that the entire head is moving down as the morph is dialed up. So there is a bone that is being effected by the morph that should not be. This effect also impacts hair. The hair will not fit properly over the ears, it is far too high above the ear. If you apply any hair, and the dial the headshop morph up and down, you can watch the head move up and down the neck, while the rest of the body and even the hair remain in the same location. This is a major bug that must be addressed.

     

    This looks like a lot of fun and might be my Christmass present to myself. So I have not messed around with making my own morphs yet so I am ignorant about these things, but is there a work around to fix the effects of the non-smile bug mentioned above in something like Hexegon?

    This is a bug that effects the "non-smiling" heads and we are working to fix it. The current workaround is to dial back the morph (Parameters/Morphs) from 70% to 35%. This should get rid of the wrinkle in the neck. (BTW: the issue has nothing to do with the bones). We expect this bug to be fixed before New Years.

    By

    info_b3470fa520 info_b3470fa520 December 2018 in The Commons
  • Posey and Petunia...

    Looks good Dreamer. Finally got to play with her. Converted my foxgirl over to her to see what I would get.  Well She ended up a little more bustier than using a Sakura base lol. But I actually like that she is easier to work with since she doesn't have the extra attachments.  Also love the doll eyes morph. 

    By

    noshobawolf_f994bf986d noshobawolf_f994bf986d December 2018 in The Commons
  • Headshop 11 Questions

    We discovered this issue with the non-smiling heads. It is a bug but hard to find. The models made from open-smile photos don't have this problem.

     

    What is happening is that the entire head is moving down as the morph is dialed up. So there is a bone that is being effected by the morph that should not be. This effect also impacts hair. The hair will not fit properly over the ears, it is far too high above the ear. If you apply any hair, and the dial the headshop morph up and down, you can watch the head move up and down the neck, while the rest of the body and even the hair remain in the same location. This is a major bug that must be addressed.

     

    This looks like a lot of fun and might be my Christmass present to myself. So I have not messed around with making my own morphs yet so I am ignorant about these things, but is there a work around to fix the effects of the non-smile bug mentioned above in something like Hexegon?

    By

    Mr Scott Mr Scott December 2018 in The Commons
  • New "Duplicate Formula" error I haven't seen before

    had you done any morph conversion via the Transfer Utility? If you'd converted a morph pack from an older figure that overlapped, in whole or in part, with a pack you have installed for the figure itself then that might well give a bunch of duplicate names.

    By

    Richard Haseltine Richard Haseltine December 2018 in Technical Help (nuts n bolts)
  • New "Duplicate Formula" error I haven't seen before

    Interesting.  OK, if that's the case, how would I identify those?  Is that something I can see through DS?  Or something I can find by diving into the DUF file?

    On a broader note, I know one can create morphs with things like Morph Loader Pro - if a morph is created that way and the morph isn't then saved as a morph asset, is the morph still preserved if the DUF file being worked on is saved?  Somehow I thought from comments on the forums that it would vanish when DS was closed.

    By

    rames44 rames44 December 2018 in Technical Help (nuts n bolts)
  • Transfer JCM's?
    Oh I feel like an idiot. I tried that but assumed it didn't work because I didn't see the JCM's but I had it hidden. Thanks so much. It worked perfectly. Would you happen to know how to transfer custom morphs over too?

    By

    3dQuill 3dQuill December 2018 in The Commons
  • Transfer JCM's?

    You can use the Transfer Utility, with the rigged version as the source and the OBJ as the Target, to do that.

    By

    Richard Haseltine Richard Haseltine December 2018 in The Commons
  • Transfer JCM's?
    To save you from reading a long explanation I'll just jump right to the question. I have a piece of clothing that is already set up with morphs and JCMs. Is there a way to bring in the exact obj "without any morphs" of that clothing and and transfer or copy the morphs over?

    By

    3dQuill 3dQuill December 2018 in The Commons
  • L'Adair's WIPs

    Oops that hurts! Happens to all of us at least once.

    Good thing is now you know how to do it so it should take you less time to redo it hopefully (is there a temp folder for Hex where you might recover some of your work?).

    Can't wait to see your entry(ies) to the Raining Men Contest! I liked so much last year's. I may do one too.

     

    I suppose it looks like I've been MIA, but I've actually been working on my first entry for the It's Raining Men contest. It's been coming along nicely. Until today. I'm adding supporting cast to the scene and the one old guy is wearing a backpack. I tried the rucksack from the Army unifrom product, but couldn't get it to fit a skinny old man not wearing a jacket. I moved on to Luthbel's WWII uniform for an older backpack. That at least has morphs for no jacket. Still no love for the old skinny guy. So I saved everything and went to bed.

    Got up today and brought the backpack into Hexagon, (along with the shirt the old man is wearing as a guide,) and spent almost the entire day making those darned straps fit the character. I was nearly finished when Hexagon had had enough and simply closed on me. Of course I hadn't saved the file. I was only creating a morph after all… (stupid, stupid, stupid!)
    blush

    So… How was your day?

     

    By

    xmasrose xmasrose December 2018 in Art Studio
  • L'Adair's WIPs

    I suppose it looks like I've been MIA, but I've actually been working on my first entry for the It's Raining Men contest. It's been coming along nicely. Until today. I'm adding supporting cast to the scene and the one old guy is wearing a backpack. I tried the rucksack from the Army unifrom product, but couldn't get it to fit a skinny old man not wearing a jacket. I moved on to Luthbel's WWII uniform for an older backpack. That at least has morphs for no jacket. Still no love for the old skinny guy. So I saved everything and went to bed.

    Got up today and brought the backpack into Hexagon, (along with the shirt the old man is wearing as a guide,) and spent almost the entire day making those darned straps fit the character. I was nearly finished when Hexagon had had enough and simply closed on me. Of course I hadn't saved the file. I was only creating a morph after all… (stupid, stupid, stupid!)
    blush

    So… How was your day?

    By

    L'Adair L'Adair December 2018 in Art Studio
  • Show Us Your Iray Renders. Part VII

    This one is rather odd, and hasn't got the creative composition of a lot of the other stuff here, but it's an experiment I'm reasonably pleased with.
    For a while, I've wanted my in-development contemporary fantasy to have a take on the "orc" race that wasn't just green people with underbites. "Boaris" offered an interesting alternative (as I think I can swing "orc" coming from the same route as "porcine" as a reasonable alternative etymology) without being too far astray from the Tolkienian concept, but he's only available as a male, and has a very heavy default body shape.
    To use him as the basis for that idea, I had to see how well the shape could be transferred to G3F and have that body shape modified. It took some cleaning up of the tusks in Blender to get the morph to transfer properly and then a lot of spinning morph dials, but I eventually got someone that I felt was a reasonable proof of concept. (Currently provisionally named "Lena").
     

    (Resized for viewing. Click for Gallery page).

    By

    Matt_Castle Matt_Castle December 2018 in The Commons
  • Trying to morph the freebie Body Pillow [Solved]

    Gonna be really annoying here and say 'It works for me' in Blender (2.80).  Not all that helpful I'm afraid.

    Just followed the usual procedure, made sure to keep vertex order and not accidentally apply a subdiv modifier or anything like that.  Did a silly little edit, exported with keep vertex order checked, imported in Morph Loader Pro.  Could you have exported something else as well by mistake, either from DS or from Blender?

    I will say it made Blender 2.80 lag horribly, which is very odd but could be something to do with 2.80 not being tweaked for performance much.  2.79 may have done better. It's got only 139,510 quads, which should be a doddle, though is waaay more than an item like this should ever have/need (more than 10 times more than G8F!).  I can only suggest you check it has that many quads when you get it into Blender, and only that many at the point you export it.

    Could you share your export/import settings (both DAZ and Blender)? Sorry, I know that's a pain and will understand if you don't have the time. I had to switch off Polygroups because it crashes 2.8. 

    By

    marble marble December 2018 in Technical Help (nuts n bolts)
  • Animation perfect in FBX Viewer, but shaky in DAZ3D Animate.

    I have even used Transfer Rigging (Target Space), and the original Genesis 2 Female has perfectly the same pose.

    It's just that crazy lerp / jump in the animation that drives me crazy.

    I have no idea where this might still come from.

    By

    johann.hesters_2e9dd0ece9 johann.hesters_2e9dd0ece9 December 2018 in Technical Help (nuts n bolts)
  • Trying to morph the freebie Body Pillow [Solved]

    Gonna be really annoying here and say 'It works for me' in Blender (2.80).  Not all that helpful I'm afraid.

    Just followed the usual procedure, made sure to keep vertex order and not accidentally apply a subdiv modifier or anything like that.  Did a silly little edit, exported with keep vertex order checked, imported in Morph Loader Pro.  Could you have exported something else as well by mistake, either from DS or from Blender?

    I will say it made Blender 2.80 lag horribly, which is very odd but could be something to do with 2.80 not being tweaked for performance much.  2.79 may have done better. It's got only 139,510 quads, which should be a doddle, though is waaay more than an item like this should ever have/need (more than 10 times more than G8F!).  I can only suggest you check it has that many quads when you get it into Blender, and only that many at the point you export it.

    By

    andya_b341b7c5f5 andya_b341b7c5f5 December 2018 in Technical Help (nuts n bolts)
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