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Any way to create a morph to Item A, from Item B(with different number of vertex?)
Vertex count alone isn't enough, they need to be in the same order - which with a cube and a human isn't likely to make any kind of sense. When loading a new morph from an OBJ DS takes the position of the OBJ's first vertex as the new position of the target's first vertex, the position of the OBJ's second vertex as the position of the target's second vertex, and so on. You might be able to use snapping and sculpting in Hexagon to make the Genesis mesh match the shape of the modified cube, then load that as a morph, but that would require quite a bit of work.
Any way to create a morph to Item A, from Item B(with different number of vertex?)Let's say i want to create a cube(Item B) morph to a genesis figure(Item A), i can't do it since they don't have the same number of vertex.But even if i send the cube to hexagon and change the number of vertex to match the figure, the morph kind of explodes back in daz. So far it seens to be impossible to do, but is there anyway to create a morph to a figure using the shape of another object?
Help removing a morphHave the figure "Root Node" selected instead of the feet bones to find the morph in the Currently Used Property Group of the Parameters pane.
Morphs are only accessible by selecting the "Root Node" (the most upper part of the figure hierarchy in the Scene pane).
With only a few exceptions like the Pose Controls including the expressions (technicaly those are also part of the root node and the properties on the bones are only "aliases" this means copies of the original property).
Once you have selected the Currently Used property group of the Parameters pane you can use the Filter text box on top to search for the "sweet feet" morph. While entering the search therm make shure the mouse cursor stays over the text field.
All things The Witcher...
I've got the hair working very well, added about a dozen movement morphs, hair textures finished. All the clothing items are now working with several added morphs for adjustments of pokethroughs and figure movements, weights painted, rigidity on the belt buckle, boot pose and hand pose, sword loads parented to the hand. Textures nearly finished. Fighting with the surfaces tab right now. I got some great results with the Iray nVidia examples but not sure if I can redistribute those?? Anyone know? I'm going to do a little more work on the face morph and add in a body morph, morphs will be sculpted, not dial spun so you won't have to buy a morph package to make it work.If this hair is good enough I'll leave it as is and begin addeing movement morphs
Maybe rig the length instead of adding morphs? Or does the mesh not play nice with bones?
[Released] RSSY Clothing Converter from Genesis to Genesis 8 Female [Commercial]Not everything will be perfect with the converters. Sickleyield worked hard to make the conformers "grab" the right areas of an outfit and morph them to the G8F shape. However, there are still problem areas and/or problem outfits. I am sorry that we couldn't do better for you.
Oh ok. Based on what was said in the product page, I thought it would perform better than autofit: "Converted clothing, instead of using Auto-Fit, produces vastly less distorted results, especially with high-heels!" That's why I bought the scripts. But, you can see in the pictures that, even beyond the armpits, the results are more distorted than autofit not less.
I brought this up because I thought this was a script/conformer error that you all would/could fix...not a known limitation. Thanks for the clarification.
You're welcome. In general, the converted clothing are better. But there are cases that don't work quite as well.
[Released] RSSY Clothing Converter from Genesis to Genesis 8 Female [Commercial]Not everything will be perfect with the converters. Sickleyield worked hard to make the conformers "grab" the right areas of an outfit and morph them to the G8F shape. However, there are still problem areas and/or problem outfits. I am sorry that we couldn't do better for you.
Oh ok. Based on what was said in the product page, I thought it would perform better than autofit: "Converted clothing, instead of using Auto-Fit, produces vastly less distorted results, especially with high-heels!" That's why I bought the scripts. But, you can see in the pictures that, even beyond the armpits, the results are more distorted than autofit not less.
I brought this up because I thought this was a script/conformer error that you all would/could fix...not a known limitation. Thanks for the clarification.
Associate my custom Antonia morph with Antonia figure.Is Antonis an ExP figure or does it have lots of free expansion slots for morph injection? If it is set up for ExP you could use the ExP Exporter tool in DS to create the needed files for your morph, if it uses injection into pre-defined slots soem hand editing is required but it is possible.
[Released] RSSY Clothing Converter from Genesis to Genesis 8 Female [Commercial]Even with the update, I'm getting bulbous armpit issues that I don't get with autofit. See rough renders below.
Same problem with the G2F to G8F script which I also bought recently.
The pics below show the G2F MFD. The render with the bulbous armpits is using the RSSY Clothing Converter G2F to G8F. The normal armpits render is an autofit of G2F MFD onto G8F using the knee-length dress template that comes with DS. I didn't apply a smoothing modifier to either.
I'm also testing now the G3F to G8F script that I bought.
The pics below show the G3F MFD. The render with the bulbous armpits is using the RSSY Clothing Converter G3F to G8F. The normal armpits render is an autofit of G3F MFD onto G8F using the knee-length dress template that comes with DS. I didn't apply a smoothing modifier to either.
Not everything will be perfect with the converters. Sickleyield worked hard to make the conformers "grab" the right areas of an outfit and morph them to the G8F shape. However, there are still problem areas and/or problem outfits. I am sorry that we couldn't do better for you.
Associate my custom Antonia morph with Antonia figure.Thanks, SixDs.
I don't understand some of what you wrote because I'm still ignorant of many things.
But your comment did promt me to experirment with a weight-mapped version of Antonia for DAZ Studio, that I just happened to have downloaded. I was able to apply the same .obj of my morph to it as I applied to the Antonia Standard. And then I could finish the procedure for associating the morph with the figure. So I totally met with success on this issue.
BUT ....
This weight-mapped DS version of Antoinia has no JCM's on many of it's joints. So when I bend a knee much, it looks crappy.
So in the end, unless someone has by now bothered to make a good set of JCM's for this, my hopes of offering free DS morphs for an Antonia derived figure are dashed.
Modifying the vertices of a geometry from a binary fileHello,
I write a program which animates a node in Daz Studio.
When I want to transfer this animation to Daz Studio, the speed for this transfer is very slow in script.
I just started to write a plugin which allows to accelerate this communication by using binary files and the SDK.
My script calls a plugin function which executes this update.
My problem is I do not find a way to perfectly update the vertices in the SDK.
The vertices are correctly updated but the normals stay the same by using directly a DzVertexMesh class and without using a DzGeometry class.
In script it is possible to call the "setVertex" function of a geometry, In the SDK, I did not find the method.
Why I start this thread here : because my base program is a script, because my thread in the SDK forum has no reply since one week and I think the script forum seems more reactive and because I think programming competencies are in the two forums.
Thank you by advance.
Headshop 11 QuestionsWell, I went ahead and bought this. It has made strides, and in some situations it has real perks over Facegen, but it also has maddening issues at the same time.
Pros:
1- Very fast software. The autodots populate instantly, and the export back to Daz is quick. The autodots also go where they need to 99% of the time, which I find pretty impressive. You rarely need to adjust them.
2- It really is capable of using photos with smiles in them. Facegen cannot handle this task at all. So if you want to be able to create faces with the most possible photos, HS wins this feature easily.
3- Morphs made do not warp eyes in horrible ways like Facegen, and the head is not as fat. In FG the eyes shift upwards and the iris can warp.
4- The texture that Headshop creates is VASTLY improved over previous versions. Not only is the texture 4096 by 4096, it is a high quality bmp file. This file can be over 40MB in size. In a direct compare with the same photo used in Facegen, I could see more fine detail in the texture HS created. The better the source picture, the better the detail can be. This is really dramatic. I can always edit a texture and correct problems. But it is very hard to add fine detail. You either have it or you don't.
5- The developer actually visits the forums. The developers of Facegen have not once posted on the Daz forums. Facegen for the most part has remained largely unchanged since its beginnings many years ago. I feel like they really need to update the software at the core level.
Cons:
1- While HS does not warp the eyes like FG can, it currently has a bad issue with photos that do not use smiles. When dialing the morph in, the head moves down the neck, and this creates a very bad crease in the area the head shape meets the neck. Not only that, but this also effects the TEETH. The teeth do a very strange thing, they shrink and make the character look like they never have been to a dentist in their life. Hillbilly teeth, if you will. It is very bad. This issue is not present with the source photo is smiling. This makes no sense, and it is a glaring issue. And yet another issue with all of this "non smiling photo" is that hair does not quite fit this morph. When dialing the morph in, basically the hair does not react to the morph at all. These are all things that need to be corrected ASAP.
2- While the textures have improved a lot, they still don't blend in that well with the texture HS applies it to. I have also noticed a bad line around the face UV. After digging, I found that the texture that HS creates is trimmed about 1 or 2 mm too small around the face UV. So you get this nasty line where the face UV meets the torso UV. At least this issue is easy to fix, simply pop the texture in your favorite editor, add the original face texture as a layer, and copy/paste/clone the missing area of the UV to the texture HS creates. Also the smiling face textures leave a bit to be desired. Again, this can be fixed in editing. But this is something that should have been caught in testing.
3- Headshop still only creates one texture for the face. Though this is somewhat blended in with the texture you apply it to. It makes no attempt at creating eye textures for G3 or G8. Actually it seems like HS11 is more geared towards Genesis 2 in general. My G2 results were better than my G3 ones, except for the males. G8M faired better than the other males.
Both of these cons should have been caught in testing. I literally caught them the very first time I used Headshop 11, so this is a bit baffling.
Conclusion:
It is very tough to call. I actually would recommend using both of these as they can compliment each other's weaknesses well. In fact, I have tried using both HS11 and FG head morphs dialed in a different values on the same character, and I very much liked this result.
If you want to play Highlander and scream that "THERE CAN ONLY BE ONE" well that is a tough call. I might give an edge to the incumbent Facegen, but I actually do like what Headshop 11 is doing here. If HS11 can fix the glaring issues of the non smiling photo and the UV texture, it might in fact surpass Facegen.
Other improvements to think about for the future:
1- You can only use one photo now. It should be possible to use multiple photos, as this will create a more accurate shape. While some people are using photos found online, there are others that can take their own photos and provide all the angles needed to make a better geometry shape. This would be a big improvement.
2- Still better blending. What I don't like is that HS11 only maps a narrow portion of the cheeks. I'd like to see this area expanded.
3- An eye color matching texture system. Instead of trying to capture the eyes, which is near impossible, the app should instead try to use what it can see and copy that onto a base eye texture. For example if someone has gray-green eyes then HS11 takes a generic eye texture and color matches the iris.
Great review. Do you think after the head/neck shift bug is fixed one could take multiple pictures using a camera & as input to different iterations of Headshop 11 create a series of morph expressions?
So take frown, laugh, angry, afraid, smiles and so of of different sorts and combine them into a base character of different expressions.
It's be nice if that if it was somehow possible to calculate how to move the face rig such that the face geometry would very closely match the Headshop expression geometry after a morph was created from a photo. @info_b3470fa520 can you do such a complicate algorithm to match the facerig pose to create the same geometry as an expression? You'd need to have a neutral face geometry for the same person already to move the face rig on imported I think or no can you not do that?
I have wondered this myself. I actually think this is possible with controlled photos in the same setting, however I don't have a way to test yet (need a willing guinea pig!) Not all expressions work, you are mostly talking about smiles here, frowns do not work. At least the one pouty face I tried was lacking. I'll take a look if I find pics. I have not done enough of these yet to tell if the smile being created is somewhat generic or truly based on the photo. From what I have seen the smiles appear unique. The smile is fully part of the morph at default in Daz, this includes the face shape, too, so you would not be able to use these smiles on other models without altering the face. There is a product in the store that can separate morphs made by Riversoft if I recall correctly. Using that on this might have some very interesting results.
But this is pretty neat feature, and that would be one heck of a bullet point to have, "Create your own custom expression morphs".
Which BTW, if anyone has a photo they can share, I am willing to test it. I don't mind at all. The software is quick enough to make them pretty fast.
thanks
Associate my custom Antonia morph with Antonia figure.There is a weight-mapped version of Antonia, but it uses the Poser weight-mapping system that is not compatible with DAZ Studio. The various "Standard" versions of Antonia are not weight-mapped, but use legacy rigging similar to Victoria 4, which makes the figure compatible with both Poser and DAZ Studio. The approach that you have been trying to follow in saving your morph is designed for the Genesis series of figures that use DAZ Studio format, while Antonia is a Poser format figure. The auto-loading feature that you seek, which loads all the available morphs for a figure when the figure itself is loaded, does not work for Poser-format figures like Antonia or Victoria 4 (although V4 has its own auto loader that will prompt you for which morphs you want when the figure is loaded). The latter has no equivalent for Antonia that I am aware of. So you really cannot have what you want for that figure. Insofar as saving your morph is concerned, I would load your scene file, select Antonia, and Export as a .cr2, rather than relying on the scene file to load her with your morph. Ideally you would create a morph injection file for your morph that could be applied to your figure, but I don't believe that you can do that from within DAZ Studio (you need Poser). If I am wrong about that, perhaps someone else can chime in if they happen by.
Headshop 11 QuestionsWell, I went ahead and bought this. It has made strides, and in some situations it has real perks over Facegen, but it also has maddening issues at the same time.
Pros:
1- Very fast software. The autodots populate instantly, and the export back to Daz is quick. The autodots also go where they need to 99% of the time, which I find pretty impressive. You rarely need to adjust them.
2- It really is capable of using photos with smiles in them. Facegen cannot handle this task at all. So if you want to be able to create faces with the most possible photos, HS wins this feature easily.
3- Morphs made do not warp eyes in horrible ways like Facegen, and the head is not as fat. In FG the eyes shift upwards and the iris can warp.
4- The texture that Headshop creates is VASTLY improved over previous versions. Not only is the texture 4096 by 4096, it is a high quality bmp file. This file can be over 40MB in size. In a direct compare with the same photo used in Facegen, I could see more fine detail in the texture HS created. The better the source picture, the better the detail can be. This is really dramatic. I can always edit a texture and correct problems. But it is very hard to add fine detail. You either have it or you don't.
5- The developer actually visits the forums. The developers of Facegen have not once posted on the Daz forums. Facegen for the most part has remained largely unchanged since its beginnings many years ago. I feel like they really need to update the software at the core level.
Cons:
1- While HS does not warp the eyes like FG can, it currently has a bad issue with photos that do not use smiles. When dialing the morph in, the head moves down the neck, and this creates a very bad crease in the area the head shape meets the neck. Not only that, but this also effects the TEETH. The teeth do a very strange thing, they shrink and make the character look like they never have been to a dentist in their life. Hillbilly teeth, if you will. It is very bad. This issue is not present with the source photo is smiling. This makes no sense, and it is a glaring issue. And yet another issue with all of this "non smiling photo" is that hair does not quite fit this morph. When dialing the morph in, basically the hair does not react to the morph at all. These are all things that need to be corrected ASAP.
2- While the textures have improved a lot, they still don't blend in that well with the texture HS applies it to. I have also noticed a bad line around the face UV. After digging, I found that the texture that HS creates is trimmed about 1 or 2 mm too small around the face UV. So you get this nasty line where the face UV meets the torso UV. At least this issue is easy to fix, simply pop the texture in your favorite editor, add the original face texture as a layer, and copy/paste/clone the missing area of the UV to the texture HS creates. Also the smiling face textures leave a bit to be desired. Again, this can be fixed in editing. But this is something that should have been caught in testing.
3- Headshop still only creates one texture for the face. Though this is somewhat blended in with the texture you apply it to. It makes no attempt at creating eye textures for G3 or G8. Actually it seems like HS11 is more geared towards Genesis 2 in general. My G2 results were better than my G3 ones, except for the males. G8M faired better than the other males.
Both of these cons should have been caught in testing. I literally caught them the very first time I used Headshop 11, so this is a bit baffling.
Conclusion:
It is very tough to call. I actually would recommend using both of these as they can compliment each other's weaknesses well. In fact, I have tried using both HS11 and FG head morphs dialed in a different values on the same character, and I very much liked this result.
If you want to play Highlander and scream that "THERE CAN ONLY BE ONE" well that is a tough call. I might give an edge to the incumbent Facegen, but I actually do like what Headshop 11 is doing here. If HS11 can fix the glaring issues of the non smiling photo and the UV texture, it might in fact surpass Facegen.
Other improvements to think about for the future:
1- You can only use one photo now. It should be possible to use multiple photos, as this will create a more accurate shape. While some people are using photos found online, there are others that can take their own photos and provide all the angles needed to make a better geometry shape. This would be a big improvement.
2- Still better blending. What I don't like is that HS11 only maps a narrow portion of the cheeks. I'd like to see this area expanded.
3- An eye color matching texture system. Instead of trying to capture the eyes, which is near impossible, the app should instead try to use what it can see and copy that onto a base eye texture. For example if someone has gray-green eyes then HS11 takes a generic eye texture and color matches the iris.
Great review. Do you think after the head/neck shift bug is fixed one could take multiple pictures using a camera & as input to different iterations of Headshop 11 create a series of morph expressions?
So take frown, laugh, angry, afraid, smiles and so of of different sorts and combine them into a base character of different expressions.
It's be nice if that if it was somehow possible to calculate how to move the face rig such that the face geometry would very closely match the Headshop expression geometry after a morph was created from a photo. @info_b3470fa520 can you do such a complicate algorithm to match the facerig pose to create the same geometry as an expression? You'd need to have a neutral face geometry for the same person already to move the face rig on imported I think or no can you not do that?
I have wondered this myself. I actually think this is possible with controlled photos in the same setting, however I don't have a way to test yet (need a willing guinea pig!) Not all expressions work, you are mostly talking about smiles here, frowns do not work. At least the one pouty face I tried was lacking. I'll take a look if I find pics. I have not done enough of these yet to tell if the smile being created is somewhat generic or truly based on the photo. From what I have seen the smiles appear unique. The smile is fully part of the morph at default in Daz, this includes the face shape, too, so you would not be able to use these smiles on other models without altering the face. There is a product in the store that can separate morphs made by Riversoft if I recall correctly. Using that on this might have some very interesting results.
But this is pretty neat feature, and that would be one heck of a bullet point to have, "Create your own custom expression morphs".
Which BTW, if anyone has a photo they can share, I am willing to test it. I don't mind at all. The software is quick enough to make them pretty fast.
Associate my custom Antonia morph with Antonia figure.Is this a problem specific to saving a morph for Antonia? Does DAZ Studio regard Antonia as a non-weight-mapped figure?
Associate my custom Antonia morph with Antonia figure.So then I thought my next step is to do the following:
22. Under the File menu, choose Save As→ Support Asset (at the bottom) -> Morph Asset(s) File…
But when I tried to do that, I got the pictured error message:
Genesis 9 delayed until at least 2020. Will you be buying it?I wouldn't/won't buy, but then I don't even use G8, G3, or female G2 (I did get suckered into making a couple of guys with G2, because there was a skin that was so perfect, it saved me many hours of trying make my own). DForce crashes me (though I still hope to use it someday), IRay kills my output times and overheats my computer. I have bought a couple of G3 outfits (and by accident, a few G8s) because I can usually mostly make them fit my people. I have managed to re-create an acceptable Genesis version of my V4 main character, so she can now experience the joys of auto-fit. I do not want to go through that nightmare again, though. I make characters, not promos. I am a hobbyist with an obsession, not a paid professional. I cannot afford nor, if I admit it in the quiet recesses of my soul, do I need any new dollies. I bought Vladimir for the freebies, and will probably never use him, because I have no G8 morphs, so he would only ever look like his promo... except in 3Delight, so, not so much (oh, but the Ryker morph was very... well!)
I dream of fibermesh brows that fit Genesis, and a quick way to paint tattoos over seams. I dream of even more exotic morphs with which to bulk out my Genesis collection, so I can make whoever and whatever I like, and wings with better motion controls. I dream of standalone prop eyeballs so I can make multi-eyed creatures whenever I like, and medieval clothing that doesn't look like a Ren Faire. I dream of many things... but not new figures. Though, I have to say, Mabel and Floyd were awesome - if anyone could have dragged me forward, it was they. I know I am just me and not everyone else, which makes me a lower-value Daz customer (though my credit card sometimes takes issue with that, but it's a wimp!), but there we go.
Associate my custom Antonia morph with Antonia figure.I appear to be at this point in reaching my goal, as I copied the following from another post about this issue:
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Placing your Morph in the Hierarchy
17. To place your morph in the appropriate place so that you or others in future can find it in the shaping or posing tab, go to the Property Editor Tab and find your morph. It will be in one of the folders title "Morph" depending on how you brought it into DAZ or it may be in the main Morph file. If you used ZBrush and the GoZ interface, then it will be in a folder titled "ZBrush" Most others are in a folder titled "Morph".
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But now the next problem is further research tells me the "Property Editor Tab" has been replaced by "Edit Mode".
... so I'll keep trying to untangle this obsolete tutorial mess untill someone chimes in to point me to a tutorial that is up-to-date.
Associate my custom Antonia morph with Antonia figure.I made a cutom morph for Antonia Standard.
When I made the morph and applied it to Antonia, I saved that as a scene file.
When I load that scene file, I can easily find my morph slider in the Shape section.
But the morph slider does not appear anywhere when I load the Antonia Standard figure "raw", so to speak. I want it to appear there.
Where do I find the new ZBrush morphs from GOZ?Hi Richard,
Are you saying they will not show up in the parameters dial when I bring it back into DS from ZBrush.
In other words, do I need to go with morph loader to "Edit>Preferences>Bridges " to find and load them.
Hope this makes sense.
Cheerio
lululee
Rock Formation in 3DL?I tried briefly and wasn't able to make it work, but it's possible I just don't know what I'm doing yet since I've only tried converting things a few times. with a skydome with lights, I tried the first rock with the amber preset and it was just a reflective orange rock by default in 3DL with iray shader, after applying the Iray to 3DL conversion it was solid black. After changing the diffuse color from black to white, it was just the original colored rock with no amber/gem properties. But maybe there are other parameters one needs to adjust too, for example I know things with opacity set need aditional work for example.
You would need to look up the proper IoR value for the material you want to replicate first, then rely on refraction color, not diffuse color, to get something even remotely realistic;) Then use lighting with proper GI or atleast ambient occlusion. With the DS default shader you also have to use opacity in combination with refraction and raytraced reflections to achieve believable transmission. The AoA and UberSurface shaders are way better starting points, with translucency and SSS channels.
There's not going to be a simple way to transfer Iray gem shader presets to 3dl you would probably be better off getting a shader set such as this one,
Yes that's a good set, you get a lot for the bucks, still many of those are simply DS default shader presets with diffuse/specular/reflection maps with baked in highlights and so on. Still very useful;)
IMO if one wants to use the regular 3DL shaders/renderer, the AoA metallized glass shader is a good option, it atleast instantly gives you properly colored shadows:)
Also check out this thread https://www.daz3d.com/forums/discussion/265766/complex-optical-effects-in-gemstones-commercial-wip/p1








