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Duplicate formula error warning loading G8M
Well, I'm still getting the error.
I've used DIm to install everything from Daz.
I've uninstalled and reinstalled genesis 8 male starter esentials and the zevo morph pack in the error log. Yet, I'm still getting the duplicate error for genesis 8 male (no other figure at the moment).
I am going to cross my fingers and try @vwrangler's suggestion to delete the ! face age controler.dsf
The Daz help site says it is not catastrophic within Studio. Here is the info page from help.
New Cat?The HW3d kitten lacks the proportions you would typically see in a true kitten, so it kinda looks more like a scaled down adult HW3D housecat. The paws and head need to be larger, the tail shorter, maybe pudgier limbs.
As long as the Cat8 fixes the weird hip mesh distortions the MilCat suffers from when it sits or contorts its hind quarters in any way, i'll be happy. I always have to angle my camera in such a manner as to hide its nether regions in extreme poses. Other than that issue, still looks good in both 3delight and iray. I used the kitten morph from sharecg (with a few tweaks) in the january new user challenge.
If its not too much trouble for the creators who might be working on Cat8, can we please get a MilCat UV to recycle old textures? I'm willing to pay the extra costs for the effort put into it. I'd really appreciate it.
Blacksmith3DIt will be awesome, if Blacksmith3D could transfer morphs from V4, M4 to Genesis 8.
Fibermesh and other hairy creation funstuffsvideo of Dog 8 coat, click to play
I am having fun with Zbrush and decided to start a hairy art thread so others can share too
Carrara also has a dynamic hair to mesh plugin thanks to Philemo and of course there is LAMH, Garibaldi and Blender particle hair to be had
so all can join in and share their creations and experiments too
and any suggestions
my new realization zero length best for using the transfer utility then adding length with morphloader works with Zbrush Fibermesh and Carrara hair exports
dog 8 dog 8 woof woof we finally have a dog 8


I figured out to rig fur I need to export my Zbrush fiberhair at 0 length for the transfer utility then add my shaggy coat as a morphloader obj
WIP might find its way to shareCG when I get it shaded to match my coat
Creating clothing morphs for scaled figures?Oh. DUH. There it is LOL
Left: The default outfit.
Center: After adjusting the scaled and translated Monique morph to fit Monique.
Right: After using MLP to create a "Make Unique" morph (since the auto fit ones are not in my clothing I want to use the ones I cleaned up). But because I scaled and positioned the morphs that were exported from DS, it doesn't fit inside DS.
Creating clothing morphs for scaled figures?Another "newbie DAZ Rigging" question here.
I'm prepping a product for submission and am in the final stages of trying to clean up auto-generated FBMs. But I'm running across an issue that I quite don't know how to address. I've seen this appear on morphs that I've created for Monique, Olympia, Stephanie, Teen Josie, Girl, and Sahel (All G8 figures, all seem to have scaled body parts, so I think this problem relates to scaling.
So here's what I do ...
1) Load the freshly-saved to library clothing onto the default Genesis 8. Fit to figure.
2) Dial the desired FBM into Genesis 8. The auto-morph shape is dialed in.
3) Try to GoZ to ZBrush. I have one of two problems quite often. Either not everything in the scene shows up, or the clothing items are translated and/or scaled differently when they are loaded in ZBrush.
4) So for the workaround, I hide everything except the clothing item that I want to export as OBJ. When I open it up in my modeler, I see that it, too, is translated or scaled differently than in the DS scene. The shape itself is correct, but it might be 105% scale, and raised up. So I position and scale it properly to fit the figure (which has also been exported as a morph).
5) After cleaning up all the morphs that need cleaning up, I then save the clothing morphs in the correct size and position. I load in a "clean" clothing file from the library, and create the morphs fresh and new (Make Unique) instead of adding deltas to the auto-generated ones.
6) Then I dial the character in. Now, with my "cleaned up" morph, the clothing again doesn't fit. Because I scaled and repositioned in my modeler, now the clothing is smaller than it should be.
I must be missing something somewhere regarding creating clothing morphs that have scaled body parts. I thought the loaded morph would automatically adjust for the scaling, but it's seeming like that is not happening.
I'm not sure how to attach an image, otherwise I would add one. 8-)
(Image removed due to nudity. Please review guidelines here: https://www.daz3d.com/forums/discussion/3279/acceptable-ways-of-handling-nudity#latest ~Mod)
OT -- Weird epic dream I had about the future of Daz...interesting, I saw a video once of a prototype virtual 3D system that effectively let you "walk" into and around your scenes. You could pose/morph your figures and move props with your "hands" & "fingers", change clothing, textures, lighting etc. by calling up a virtual menu and selecting what you wanted position aim lighting by simply selecting and gesturing. Everything was also in rich texture mode.
Still very much in the development stage, probably ghastly expensive (and for now likely requires at least a mini supercomputer to run as it is highly resource intensive), but I give it maybe another decade.
That sounds a lot like VR. I'm hoping soon we can use gloves instead of controls in VR and use programs like DS or Photoshop in VR!
Does Genesis 8 have Child Morph?Hi, I though I saw in a promo that Genesis 8 had age morphing and creature morphing, but I don't see this in shape. If anyone knows help would be greatly appreciated!
Transfer Utility ProblemI guess in the Transfer Utility you had activated the transfer Face Groups option, have a look at them in the Geomerty Editor. If the head group is eventualy a big mess of polygons, you could revert back to the originals that come from 3ds max or you have to fix them in Daz Studio.
Once you have propper face groups for selection like the whole head, switch over to the Node Weight Map brush tool where you can use the Fill Selected action to fill the weightmap with 100% for the selected bone and map.
Next I would press Ctrl+ Grow Selection a few times and use the action Smooth Selected to get a smooth transition to the neck.
Panting weights with the brush option Respect Selected at the bottom of Tools Settings pane can help while panting and smoothing just in the area of the selected polygons.
OT -- Weird epic dream I had about the future of Daz...interesting, I saw a video once of a prototype virtual 3D system that effectively let you "walk" into and around your scenes. You could pose/morph your figures and move props with your "hands" & "fingers", change clothing, textures, lighting etc. by calling up a virtual menu and selecting what you wanted position aim lighting by simply selecting and gesturing. Everything was also in rich texture mode.
Still very much in the development stage, probably ghastly expensive (and for now likely requires at least a mini supercomputer to run as it is highly resource intensive), but I give it maybe another decade.
Transfer Utility ProblemThis is what i did.
1st exported a base genesis female model to max. Then matched pose of my model to genesis model.
Then i imported my model in daz as obj file and used transfer utility tool. Which resulted in above.
After that i tried manually painting weights in weight map editor tool. I painted her full face red still her lower jaw doesnt seem to move with her head.
PhilW Hairs Discussion Threadlooks great as always!
is the length adjustable (shorten to shoulder length)?
Shorten, lengthen, straighten or add curls and frizz, put it behind the shoulders, yes it is all there!
Another instant buy. Thank you for your great hair products!
Is there also a morph for putting the hair behind the ears?And a morph to match the center pairing the center pairing of Morena Hair?
Not behind the ear - there are two different Behind the Shoulder morphs, one which rests on the shoulders, one which fully drapes behind. And you can do left and right separately too.
PhilW Hairs Discussion Threadlooks great as always!
is the length adjustable (shorten to shoulder length)?
Shorten, lengthen, straighten or add curls and frizz, put it behind the shoulders, yes it is all there!
Another instant buy. Thank you for your great hair products!
Is there also a morph for putting the hair behind the ears?And a morph to match the center pairing the center pairing of Morena Hair?
?? Philemo plugin dynamic hair to mesh ??Looks great, Phil. The plugin may be a good start, but your skills make the magic. Congrats to Philemo and yourself.
Don't know why I am only now seeing your previous question about the morphs. If I get a chance this weekend, I will do some tests unless you already have it sorted out.
Does anyone know (because I have tried and failed) if it is possible to export a morphed object as a new OBJ when you have set up the morphs yourself? For example with the hair above, let's say you have created several different morphs using the mthod that Diomede has outlined, each loaded from a separate OBJ. Now you put together a style by combining several of the morphs, and you want to create a single morph for that style. You SHOULD be able to export that shape, using the "Morphs and Skinning" option in the OBJ exporter, but it doesn't seem to work with your own morphed objects. Any advice welcomed!Thanks for the kind words. And yes, if you can find a way around this, I'd still be most interested.
?? Philemo plugin dynamic hair to mesh ??Looks great, Phil. The plugin may be a good start, but your skills make the magic. Congrats to Philemo and yourself.
Don't know why I am only now seeing your previous question about the morphs. If I get a chance this weekend, I will do some tests unless you already have it sorted out.
Does anyone know (because I have tried and failed) if it is possible to export a morphed object as a new OBJ when you have set up the morphs yourself? For example with the hair above, let's say you have created several different morphs using the mthod that Diomede has outlined, each loaded from a separate OBJ. Now you put together a style by combining several of the morphs, and you want to create a single morph for that style. You SHOULD be able to export that shape, using the "Morphs and Skinning" option in the OBJ exporter, but it doesn't seem to work with your own morphed objects. Any advice welcomed!Blacksmith3DI don't use Blender (on my definitely need to learn list), but do have Blacksmith. Probably the biggest advantage to BS3D is that it is designed to work with Poser/DAZ content with very little work on the part of the user. Blender is porbably more powerfull/flexible with what it can do, and with some of the commercial paint add-ons does some amazing things. What I like about BS3D is it is designed to do just what it does, and does it very well, and is very simple to learn compared to other avalable options. It also does very well with morph creation for genesis figures, including being able to import existing morphs, and creating your own individual dialable morphs within BS3D.
If you are unsure, download the demo and give it a test drive. There are several tutorial videos to get you up to speed quickly. That's what I did several years ago, and quickly realized that even though it wasn't as feature rich and expandable as some of the other options, it's focused tool set was perfect for what I needed (and it has features that the other options don't, that are geared toward a DAZ/Poser workflow).
Transfer Utility ProblemI must say for such a low resolution game character geometry the transfer already produced a pretty good result.
The stretching you see is to be expected in transfering meshes that differs much. The Weightmaps usualy have to be cleaned up lateron even with transfering to geometry that is very similar in terms of toplogy and shape.
You may also need to adjust the rigging to shape in the Joint Editor pane.
Transfer Utility ProblemIs this a new humanoid model? How close is its shape to the figure you rigged from? If it's distant you can't really expect the Transfer utility to help, if it's close you'd be better off using morphs and GeoGrafts to customise the original figure, which would also have the benefit that you could share or sell the modifications as a new add-on character.
Transfer Utility ProblemI used transfer utility to rig model. but there seems to be problem with her face and also some meshes inlegs seems to be streteched.
Can any1 tell me if there is a way to fix this











