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High Fidelity Detail Morphs?
crosswind said:
No matter the details come from (muscles, bones, tendon, vasculature, etc.), they'll be shown by morphs and textures that can enhance them. Yes, that's the case as you mentioned, HD morphs could be only made by PAs with a MultiResolution plugin, which can export and import the figure with High Resolution level. Users can only use Base Resolution Level. All other so-called 'HD morphs' make by some users are all fake and have various problems. So normally users just buy some packages with HD morphs.
But it doesn't mean you cannot create such morphs by yourself with Base Resolution, as long as you can use some tricks, eg.g a bit heavier sculpting + careful smoothing and refinement, as what I just roughly did in SS down below....
I was afraid of that... I'm not the best at sculpting. I guess this is another reason why I should get better. Are you aware of any published products labelled as "merchant resources" that include these sort of morphs?
[Released] RSSY Clothing Converter from Generation 4 to Genesis 3 [Commercial]miladyderyni_173d399f47 said:
Thanks for getting back to me. I know when I was trying out the converter, my D/S was having trouble seeing metadata at first. I had to re-install the Post GRE SQL (or whatever it is called) via DIM a couple times before the converter worked. No telling how long metadata has been bad as I seldom if ever use Smart Content.
Is there a way to restore uncorrupted metadata? Besides using all my hobby time for days to uninstall/reinstall everything.
In case it matters for anything I am using either D/S 4.11 or 4.12. Yeah, I know I am
SO behind the times...
There is definitely a way to do it. I have not done it myself, but I have seen posts from people that have. It involves exporting user data and re-importing the metadata. I would search in the forums.
Lowpoly version of genesis 9 for UnityYep, I'd use gen 8 and gen 3. I didn't find the daz decimate tool useful - it tended to mess up UV's when imported into Unity. I'd try some of the decimate tools that unity has in the asset store. A cheeky free way is to import is Unreal and decimate there then re-export back to unity- haven't tried that yet. MCS is a good choice ^. You can export to Character Creator and export to unity from there as well - G9 tends to be a bit 50-50 as to whether it works, you want a very plain G9 if you go down that path & body/face morphs are lost. But.. cloth morphs still work so fully clothed characters can work there too - Also CC tends to fix the animation exporting issues that the bridge has, and has some really nice unity shaders - you loose some of the maps. The FBX exported from Daz only contains the diffuse, opacity and normal maps. If you want to include the roughness, emission and bump map details you would probably need to generate and edit an import profile that lists all the textures to be sure of baking them all.
CC doesn't import geographs.
High Fidelity Detail Morphs?No matter the details come from (muscles, bones, tendon, vasculature, etc.), they'll be shown by morphs and textures that can enhance them. Yes, that's the case as you mentioned, HD morphs could be only made by PAs with a MultiResolution plugin, which can export and import the figure with High Resolution level. Users can only use Base Resolution Level. All other so-called 'HD morphs' make by some users are all fake and have various problems. So normally users just buy some packages with HD morphs.
But it doesn't mean you cannot create such morphs by yourself with Base Resolution, as long as you can use some tricks, eg.g a bit heavier sculpting + careful smoothing and refinement, as what I just roughly did in SS down below....
[Released] RSSY Clothing Converter from Generation 4 to Genesis 3 [Commercial]Thanks for getting back to me. I know when I was trying out the converter, my D/S was having trouble seeing metadata at first. I had to re-install the Post GRE SQL (or whatever it is called) via DIM a couple times before the converter worked. No telling how long metadata has been bad as I seldom if ever use Smart Content.
Is there a way to restore uncorrupted metadata? Besides using all my hobby time for days to uninstall/reinstall everything.
In case it matters for anything I am using either D/S 4.11 or 4.12. Yeah, I know I am
SO behind the times...
3D Printing Making DAZ model manifoldI have finally found a process to make my DAZ models Manifold.
Create an OBJ and export from DAZ. Be sure during the export process to write each object separately, this is very important!
Import into Blender.
Make sure your 3D Print addon is active if not make it so.
The next step is what I was missing in the process that makes it work.
Check EACH item and clean it up using the "Make Manifold" command.
You need to do this for EACH item of your model, this is why you want to write each item when you export it to OBJ from DAZ.
Once you have done this, and each item is checked with the results for Non Manifold Edges and Bad Contiguouios Edges is Zero,
EXPORT your model to the STL format. (By the way your model is not Manifold, yet).
If you don't follow this process it will probably fail to become manifold during the next part of the process.
Now, with your STL file created Open it into 3D Builder from Microsoft.
Click ADD then Load Object.
Now this is an important step, across the top of the window are several commands, one is Import Model, click it.
If your model is not manifold a red square will appear and at the lower right of the window a Tool box will open saying
One or more objects are invalidly defined
Click here to repair.
Click the box.
This process might take a few minutes or longer but it will eventually make your model manifold. Be patient, the process is slow and the process complete indicator is not great but It is working.
Once your model has processed save it, I use either STL or 3MF but it is up to you. It is recommended by most slicers to use STL.
After you have saved your model open it in your slicer. You should not see a message that your model is not manifold. If you do go back and repeat the process.
I have had to do that a few times because I missed an object in the Blender part of the process.
I have used this process a number of times now, and it has worked every time.
I hope this helps someone having issues like I was.
Now your model should be manifold.
Thanks.
Is it possible to convert a morph for G8 female into a morph for G8 male?yuyu.atem said:
Thank you very much for your answers!

crosswind said:
but in that way you're not able to import it back to DS, let alone various artifacts you may encounter, etc. (G8's geometry is still unique to a certain extent...)
Do you meam, because the vertex groups of G8 won't be to their right place after the shrikwrap, or are there other reasons that make impossible to import back to DS?
I meant vertex positions rather than vertex groups. As long as you use Genesis figure with base resolution as the floating mesh, you can import back to DS but only the vertex positions cann not make you satisfied.
I saw that after the shrikwrap, there was some incoherences, because vertice from the jaw was used to wrap the neck, etc... But I wonder if it wouldn't be possible to wrap "per piece". I mean, if I could extract the jaw par of the MH character as a new object, and use the shrinkwrap modifier only to the jaw vertex group of the G8, and then, do the same thing with forehead, ear, nose, etc... wouldn't it be possible to recreate the MH head and to create a new morph to use it into DS?
That depends. If the mesh resolution of MH figure you use is higher than Genesis figure, that's it. "per piece", let's say just wrap the head, nope, Shrinkwrap has no such a function. Faceform Wrap has and can do it pretty well 'cause it can 'split' mesh into subsets before wrapping then merge subsets after wrapping.
By the way, I am surprise I don't find a lot of vertex groups on the G8 character: I hoped there would be a group the the ear, a group for the forehead, for the cranium, etc, but they seems to be gathered in only one head group. I am surprise because to create new morph, I thought it would be nessessary to have a lot of different groups to know to which group apply the morph... Are there other groups available somewhere else with the G8 character in Blender?There're already around 60 vertex groups ( aka Face Groups in DS) on G8 . If you import obj into Blender with vertex groups, you'll see them. For sculpting purpose, sometimes you may need them, with Masking for instance. But for the partial vertex groups as you mentioned, I don't think you really need them though you can create them.
Thank you in advance for your answer!
Is it possible to convert a morph for G8 female into a morph for G8 male?Thank you very much for your answers!

crosswind said:
but in that way you're not able to import it back to DS, let alone various artifacts you may encounter, etc. (G8's geometry is still unique to a certain extent...)
Do you meam, because the vertex groups of G8 won't be to their right place after the shrikwrap, or are there other reasons that make impossible to import back to DS?
I saw that after the shrikwrap, there was some incoherences, because vertice from the jaw was used to wrap the neck, etc... But I wonder if it wouldn't be possible to wrap "per piece". I mean, if I could extract the jaw par of the MH character as a new object, and use the shrinkwrap modifier only to the jaw vertex group of the G8, and then, do the same thing with forehead, ear, nose, etc... wouldn't it be possible to recreate the MH head and to create a new morph to use it into DS?
By the way, I am surprise I don't find a lot of vertex groups on the G8 character: I hoped there would be a group the the ear, a group for the forehead, for the cranium, etc, but they seems to be gathered in only one head group. I am surprise because to create new morph, I thought it would be nessessary to have a lot of different groups to know to which group apply the morph... Are there other groups available somewhere else with the G8 character in Blender?Thank you in advance for your answer!
How do I import an MDL shader file into DS?I thought I asked this question before but I asked about HDR files not MDL shader files. Is there a tutorial out there so I can learn how to use MDL files in DS?
Shoes ProblemYeah, TimberWolf is right. If you wanna learn how-to, I show you the way, as this pair of boots are not comlex in comparions with those high heels.... If you own Mesh Grabber, you even don't need Blender or sth.
1. Load a G8F and G9 into the scene, load boots on them. Auto-fit on G9 with Timber's suggested settings. Apply the attached Pose Preset on G9
2. Select boots on G8F, set its Resolution Level to Base, Export it to wavefront obj file with the options as attached SS.
3. Select boots on G9. Open Morph Loader Pro, import the obj file with the options as attached SS.
4. Go to Morph/Morph Loader property group, dial it.
5. There'll be tiny poke-thru around the area of inner knees, drag them if you have Mesh Grabber, or know Blender, sth. Done.Hexagon Tutorial ListHello, I see many tutorials of Daz on YouTube and only few tutorials on hexagon. I am new to designing field. I found many objects that i import from blender to daz are not that much compatible like sometimes colour or shades are missing..sometimes loops / segments are missing , size is different..I find only few tutorials on hexagon though...since it's free with daz..does anyone has any official tutorial video link gor hexagon...and i also wanted to know is this tool abandoned? When i installed and opened it, it shows notification like last updated on 2018/19 something.. so they stop updating this tool or what?Can I make manifest file?ShelLuser said:
crosswind said:
Nah... actually OP needed IM package with Manifest.dsx to install a product rather than a product metadata file.... They're totally different...
I beg to differ. Maybe this is also a good read:
https://www.daz3d.com/forums/discussion/23697/creating-your-own-dim-install-package
Bottom line: you don't need to purchase anything, Daz Studio is perfectly capable of handling everything on its own.
I don't need to... but probably OP does. I've been playing DS for 6 years.. I can write a script to generate shared XML(s). I just recommended a product when it was just $5.5. That was up to OP to check and decide. Anything wrong ?
You don't have to impose your opinion, just giving a proper advice will be fine. Before that, better really understand what OP needed. Sorry, I certainly know what DS is capable of, but eventually who can get the job done is the one who uses DS...
Can I make manifest file?crosswind said:
Nah... actually OP needed IM package with Manifest.dsx to install a product rather than a product metadata file.... They're totally different...
I beg to differ. Maybe this is also a good read:
https://www.daz3d.com/forums/discussion/23697/creating-your-own-dim-install-package
Bottom line: you don't need to purchase anything, Daz Studio is perfectly capable of handling everything on its own.
Problem in scaling armature in blender exportWith diffeomorphic you can import ERC morphs. They only work with the daz rig though, not with IK.
https://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html
Can I make manifest file?Nah... actually OP needed IM package with Manifest.dsx to install a product rather than a product metadata file.... They're totally different...
Autofit disappeared??Just simply test like this -:
You move out the the subfolder 'Clones' from -: Your Daz Library\data\DAZ 3D\Genesis 9\Base\Morphs\Daz 3D. Load G9 into the scene, then load a garment of any Genesis prior to G9, no matter it has metadata or not. Then check the dropdown list in Auto-fit dialogue box...
The mechanics is that dropdown list shows the Clones rather than any metadata...
Import/Convert xnalara .mesh.ascii / .mesh / .xps models?IMHO, there is another route, via rigged FBX. Note scaling may be anywhere from 'very small' to 'very large'.
Copy XPS model's folder with XPS, textures and preview PNG (if supplied) into 'data' folder of free XPS Posing Studio. Load into that Studio from there.
Via 'Modify', Save as Generic Item to *original* folder, selecting .MESH.ASCII format. Also, if textures are eg DDS, 'convert to PNG'.
Next, use free Noesis to open this .MESH.ASCII and export to same folder as rigged FBX.
When you import this rigged FBX to DS scene, it may have multiple sub-rigs.
Usually, FBX can be posed using *first* sub-rig in list. Some sub-rigs may be 'alternates' and 'accessories' to hide or delete.
Remember to link / credit sources, and please mention import scaling.
Do NOT redistribute without specific permission or use for commercial purposes / NSFW lest lawyers...Autofit disappeared??When Autofit was asking for which character a piece of clothing was designed for, G8M was missing from the list, but refreshing metadata got it there - Nothing else was done or needed to be done.
Autofit disappeared??That's independent of metadata... The value of Preferred Base is defined in Wearable's *.dsf file. Auto-Fit plugin will detect it and show the dialogue box if Wearable's Preferred Base is different from the selected figure.
As long as the required clone files could be found in data folder, you'll see the clones in the dropdown list.
[Released] Content Wizard [Commercial]Hello,
I'm trying to learn how to create metadata for a product. At first, I tried with 'Content DB editor' but I couldn't do it because I couldn't find enough documentation to understand how to do it.
I then tried Content Package Assist but it doesn't allow me to create metadata, only to make my zip compatible with the DIM installer, and that's not enough for what I'm looking for.
I then tried 'Install Manager Package Maker Version 2', a ShareCG product from Chokaphi that allows you to create some metadata, but it's either very incomplete or I couldn't get it to work.Then I wanted to test Content Wizard, so I made a first try with a simple product, a "https://www.sdebstore.com/collections/free-stuff/products/shirtdress-g8f_free" dress, and apparently it corresponds to what I'm looking for.
But I ran into several problems. I'm not going to tell you all about them in one go, but one after the other as I find the answers. (if you need the product I'm having trouble with, please let me know).
My first problem was with the stores.
I have 5 predefined stores in Content Wizard (Local Users, Daz3D, Renderosity, ShareCG and CGTrader). How do I define other stores like 'sdebStore', 'Renderotica', 'Render-hub' etc?
I've solved the problem in the '\data\RiverSoft Art\Common\RSSmartContentConstants.dsa' file, lines 344 to 351.
Just add the store on line 348 (e.g. 'sdebStore'), the prefix on line 349 (e.g. 'SB') and the store URL on line 351 (e.g. 'https://www.sdebstore.com';).My second problem, again with a free SdB product (https://www.sdebstore.com/collections/free-stuff/products/bigpuff-earrings-g8f-g9-free)
after filling in the 'Product' page, I click on 'Analyze' (image 1) and it doesn't work (see images 2 and 3).I've included a screenshot of the CW log (image 4) and attached the Daz3D log.
Again, do I need to make any changes to '\data\RiverSoft Art\Common\RSSmartContentConstants.dsa' as I've seen that line 1253 has the definition of the variable DEFAULT_CHARACTER_ANALYSIS and that it contains no reference to G9. If this is the case, what should I indicate, as G9s are not defined as male or female.
Thank you
* translated with Deepl
Problem solved, I added the following lines:
// Modification for Genesis 9
genesis 9' : { category : ['/Default/Figures/People/Female/Real World', '/Default/Figures/People/Male/Real World'],
compatibility : ['/Genesis 9/Female', '/Genesis 9/Male'], // always female first
gender: ['Female', 'Male'],
acronym: "G9",
generation : 9
},
it seems to work.








