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Can't select some assets in viewport, even with "selectable(in viewport)" on....
I checked the Face groups and there are none but a base with all polys assigned and default with none assigned. The weight mapping and rigging appear to be properly setup and the product does work as expected, beyond not being selectable.
Then that's the culprit. It might be either a wrong rigging or wrong modification by that vendor.... If no Face Group is assigned to any Joint on stocking, you'll see no bounding box while hovering you mouse cursor there in Vieport.
If i'm understanding, by looking at other products, to be selectable there must be at least one face group that correlates/is connected to(uses the same name as) a bone in the figure, depending on the complexity of the asset.
That's correct ~
Such as a pair of panties just needs a 'Hip' group, even if all polygons are assigned to it, where as a bra requires ~6 groups(chest, chest upper, L and R pectoral, neck, abdomen upper etc)
In the case of the stockings, i'd need 4 face groups, lfoot, lshin, lthigh, and ltoe to match the rigging and be the same as the right stocking.
The skirt would require 4 as well, abdomen, hip, Left and Right thigh as it's a shorter skirt and doens't go down to the shin area.
So, my question now is, is there an easy way to transfer the face groups from the right stocking to the left, or do i need to do this manually?
Yes ~ Face Groups come from rigging with Transfer Utility then we may modify them as needed. So you can simply load that stocking into the scene, re-rig it with Transfer Utility. If the result is correct, save it as Figure asset to overwrite the original version. Like the example in the attached screenshot.
How to properly resave Figure Asset to overwrite existing asset, check this thread (screenshots 4 ~ 7)... https://www.daz3d.com/forums/discussion/comment/8832786/#Comment_8832786
Digging into a dsf is always an option if that's faster/easier.
As for this case, strongly suggest you a no-go with modifying DSF file by copy/paste/change... yada yada, because different DS versions may save different data so you might get incorrect results while using your DS version(s).
I figure the skirt is going to be manual assignment.
Regardless, looks like i'm going to need to brush up on my rigging skills to solve this issue.
Thanks for the info.
Genesis 9 and autofitRichard Haseltine said:
smacphee said:
does anyone know how to fix this? this is Mia G9 and boots from Night Queen G8F. i have this with most G8F footware.
The boots are intended to be used with the feet hidden, or possibly with a morph applied to the feet to make them fit.
These boots are pretty simple, there's neither auto-hide, nor feet morph but just pose controls.
Genesis 9 and autofitsmacphee said:
does anyone know how to fix this? this is Mia G9 and boots from Night Queen G8F. i have this with most G8F footware.
The boots are intended to be used with the feet hidden, or possibly with a morph applied to the feet to make them fit.
Can't select some assets in viewport, even with "selectable(in viewport)" on.crosswind said:
I rarely suggest folks directly go for "updating product" 'cause I'm more or less a tinker who always like to check issues first of all ~~ Unfortunately I don't have this product but as you said only left stocking doesn't work... Usually we manipulate such things symmetrically if we do need to make separate stocking ... so if settings are correct with geometry and joints, there should be no issue.
So I have to doubt if Face Group are correctly assigned to Joints. Suggest you:
1) Select the left stocking, with Geometry Editor, check if Face Groups have been properly set;
2) With Joint Editor, check if Face Group(s) are correctly assigned to the related joints... You can easily compare it with the right stocking that has no issue ~
If you're able to fix all Face Groups / Joints assignment one by one, the issue should be gone. Or, you have to report the issue to the vendor asking for a fix if you cannot make it.
I checked the Face groups and there are none but a base with all polys assigned and default with none assigned. The weight mapping and rigging appear to be properly setup and the product does work as expected, beyond not being selectable.
If i'm understanding, by looking at other products, to be selectable there must be at least one face group that correlates/is connected to(uses the same name as) a bone in the figure, depending on the complexity of the asset.
Such as a pair of panties just needs a 'Hip' group, even if all polygons are assigned to it, where as a bra requires ~6 groups(chest, chest upper, L and R pectoral, neck, abdomen upper etc)
In the case of the stockings, i'd need 4 face groups, lfoot, lshin, lthigh, and ltoe to match the rigging and be the same as the right stocking.
The skirt would require 4 as well, abdomen, hip, Left and Right thigh as it's a shorter skirt and doens't go down to the shin area.
So, my question now is, is there an easy way to transfer the face groups from the right stocking to the left, or do i need to do this manually?
Digging into a dsf is always an option if that's faster/easier.
I figure the skirt is going to be manual assignment.
Regardless, looks like i'm going to need to brush up on my rigging skills to solve this issue.
Thanks for the info.
Do you use the characters as sold or do you make modifications to them?The main reasons for me to buy characters, are to have morph and material resources and to have background characters, that will vanish in DoFs anyway.
Do you use the characters as sold or do you make modifications to them?I started using DAZ studio about 20 years ago with Aiko3/hiro3. So I develooped a strong connection to these two characters. For that reason I usually create a custom body using the curent Aiko morph at around 60%, and then add the morph for the specific character I want to use to create a custom character. If the character already uses a strongly anime flavored shape I'll dial Aiko down, or up a bit if the main character shape seems to need it. I'll also dial other characters together to create a specific shape that I don't think I have anywhere. Very often I do this with the males if I'm doing a couples render, if I'm doing the female with a bit of anime shape I want the guy to be similar. And since they didn't actually DO a Hiro8, I have to tweak. In fact it surprises me that with G8 they didn't do any of the male characters that are a pair with the more popular older models except for Micheal8.
I've also been known to create alternate skins by using a darker skin from one character as the diffuse, and a lighter skin from another character as the translucency. Additionally I enjoy catgirl, bunnygirl, and foxgirl renders, and there I often combine the animal base skin with a human skin to create custom kitties. Sometimes for simplicity I use the catgirl skin in the translucency node, then I can dial the translucency up if I want more of the catgirl skin, or down if I want more of the human skin. Sometimes I'll do what I'm doing with a character now, use the diffuse strength node (in hidden properties) to add the second skin. These methods are a tad easier than using the LIE interface. But I will use that too sometimes. Though generally only if I'm trying to create a custom skin I expect to use a few times. In that case I'll take the modified skins from the temp folder and create a permanent folder in my runtime named after the two characters I combined, then put the "temp" skins in there and pull those for use in my character instead of the ones in the temp folder. But I only really do that if I want to keep that specfic skin combo. I also use MattyManx's Beautiful Eyes quite often, especially if the characters base eyes are just now showing in the render. Most characters have some gorgeous eyes that just don't show up in a render unless you do a close-up, so I'll use MM's BE to enhance them till they show in my render. Sometimes this means using a really tiny amount of emission to get them to pop.
I went mad with G2 and G8 and purchased a LOT of bundles. I figured extra characters, extra clothes, extra hair models and so on would give me a lot of choices. But I really overdid it with G8f. I have something like 200 different characters, and only used about 20% of them, so currently I'm trying to use as many unused ones as I can find. As I often do with clothing I tend to fixate on a few I really like and rarely every use any others. So I'm forcing myself to diversify.
Daz Studio Pro- version 4.22_hair on G1 = aberrationHave the custom morphs been saved as morph assets, or are they embedded in the file still?
Do you use the characters as sold or do you make modifications to them?Mostly I alter them, even if only a little, but it is circumstantial. A lot of my art is either RPG PC & NPC portraits or fantasy/SF scenes, sometimes "starring" those characters.
If I'm trying out a new - or rediscovered - outfit, prop, etc., I just load a character. (If that test inspires me to do a full scene out of it, then I might start morphing.) Same for background people.
With main main characters, it depends. I got Topsy 8 because she was close to what I wanted to for one of my D&D PCs, a halfling, so very little changes were made. Many other main characters, I can tell you which figure/character I started with, but not how morphed they are or who they are blended with, (unless I look at the morph sliders in the scene file).
[Released] dForce Assistant [Commercial]shanecourtrille said:
I ran into the same morph problem as dForce Assistant appears to create a key frame at the start without the character morphs applied. I fixed this by removing the morph change in the Timeline by enabling "Other" in the Types filter, I then selected the morph keys from the Actor node and deleted them and I was good to go.
Thanks for the tip.
Would be really nice if we could have a checkbox that skips body/face morphs!
I will consider it, though detecting where the morph affects things (beyond naming convention, e.g., FHM) is a pain.
Do you use the characters as sold or do you make modifications to them?To create primary characters, I mix morph packs and small amounts of characters into head meshes I create or generate myself. I largely use single bodies with morph adjustments rather than roll my own, but I'm not averse to doing the latter when the fancy takes me and when there's a particular type of body that I want a character to have. I go for realism and the bodies in the Daz Store tend to be idealised, but they're also hidden by clothes so no biggy. Then again, I just bought a bunch of characters and morph packs elsewhere specifically because they're more representative of real body shapes and have natural asymmetry built in, so I'm probably going to start using them more often
For single use characters, I'll use full characters with the slightest tweaks or mix two or three together. For crowd or background characters, I use them out of the box.
I collect loads of characters - sometimes for textures or features that I can mix; most often so I have a large cast of extras for busy scenes without needing to reuse the same characters.
Do you use the characters as sold or do you make modifications to them?Yes. I like to modify, usually by mixing the shapes and that's the main reason I seldom buy characters that are single-morph (body and head morph not separated) or "HD only." I will also modify/edit maps on GIMP, though sometimes I do my own original texturing.Genesis 9 F. Pose is deforming handsnevermind. I must have done it wrong the first time then tried to fix the saved morph after the fact. I had to delete the custom morph. reload it fresh with morph loader. do it in the correct order. THEN save it. works great now.
How to properly reduce the number of fingers and toes in the Daz Dragon 3catholicsoul19872000 said:
Wait, I have changed my mind. I would like to use the morph on DAZ Studio to be able to apply the Dragon's various morphs to it's variant with less digits so... how do I get the Morph Loader Pro?
How to access to Morph Loader Pro ? In the screenshot down below ~~
How to properly reduce the number of fingers and toes in the Daz Dragon 3Wait, I have changed my mind. I would like to use the morph on DAZ Studio to be able to apply the Dragon's various morphs to it's variant with less digits so... how do I get the Morph Loader Pro?* Released * Mask Builder IIechristopherclark said:
Totte said:
Works on both (but developed on Mac). Could be USC2 just didnt decide to update the scene fast enough.
I think the .duf file I was working in got corrupted somehow. I was also seeing some other annoyances (not USC2 or Mask Builder II related). Anyway, I'm starting from scratch and everything's working now. I'll see what happens when I transfer this file back to my PC tonight. But for now: back to the day job!
For some using DAZ is a day job! Glad it's working now.
[Released] dForce Assistant [Commercial]I ran into the same morph problem as dForce Assistant appears to create a key frame at the start without the character morphs applied. I fixed this by removing the morph change in the Timeline by enabling "Other" in the Types filter, I then selected the morph keys from the Actor node and deleted them and I was good to go.
Would be really nice if we could have a checkbox that skips body/face morphs!
How to adding bones to strand based hair?If you cant do with bone weights, you could perhaps add a bone as a driver/controller of a morph for the hair, but at that point why not just use the morph from parameters rather than bone?* Released * Mask Builder IITotte said:
Works on both (but developed on Mac). Could be USC2 just didnt decide to update the scene fast enough.
I think the .duf file I was working in got corrupted somehow. I was also seeing some other annoyances (not USC2 or Mask Builder II related). Anyway, I'm starting from scratch and everything's working now. I'll see what happens when I transfer this file back to my PC tonight. But for now: back to the day job!
Bluejaunte appreciationBarubary said:
First off, I really liked the those last three releases, June, Isolde and now Cynthia are some of my favorite characters for Genesis 9. Especially the first two really add a lot to the overall variety of Genesis 9 shapes.
That being said, after installing and loading up Cynthia I did stumble a bit over she shape of her chest. I am attaching two images of what she looks like, when I render her in my version of DS (second picture has the 'Nipples Feminine HD' morph dialed in).
Maybe I am just seeing things, but the shape of her breasts looks noticably different from the promo shots in the shop (especially the last three) - although, on second viewing, the promo shots themselves look kind of different from one another.
Is this just me, or is anyone else seeing this?
I am using an older version of DS (4.15.0.2 to be precise), so that might be the reason, although I am not sure if that could even in theory cause something like this.
Anyway, I don't really mind one way or the other, but if this is a bug of some kind, I felt I should point it out

*Edit*: replaced the original pictures with screenshots from 'Smooth Shaded' mode. Added a screenshot that shows the relevant section of the 'Currently Used' window.
Thanks so much for the kind words :) I don't see anything wrong here. Looks like the promos to me. Maybe the top down lighting throwing you off? Makes shapes more pronounced I guess.
Edit: Oh I think it's the pose actually. Looking at this scene, the breasts had Up-Down 2.0, xTranslate -0.21, YTranslate 0.25, ZTranslate 1.65. Breasts are part of the pose too, this was not a zero pose. Breasts wanna move too!
So if it's that, then congratulations for having such a keen eye! Pose them however you want though. :)
How to adding bones to strand based hair?The SBH you made with SBH Editor ? If so, you have no way to add bones to it no matter with Joint Editor or Transfer Utility. You have to generate PR hair firsly then export it to a static mesh OBJ. Import the hair mesh then rig it. But after these process, the hair is not an SBH anymore.









