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Import problem from Blender
Hello everyone, I hope you can help me because I'm going crazy. The thing is, exporting something from Daz to Blender works fine for me, without any issues either using the bridge or exporting an obj file. The problem arises when I try to go back to Daz to create a morph, because I always get the same error: "Geometry did not match."
I've looked at about 10 different tutorials, I've tried deleting the eyelashes, lowering the model level to base, various options... and nothing works. It doesn't work either exporting from Blender as an obj, or using Daz to Blender to create the morph directly there.
I don't know what else to do, I've already spent 3 hours browsing the internet and I only find tutorials that don't work, partly because almost all of them are outdated.
Any ideas? Thanks
Strange issue with posing eyesI think probably the author did not do "Adjust Eye Rigging" on this G9 character's morph property. You may try doing it to see if the issue could be fixed...
Before doing this action, firstly ERC Bake on the head morph of the character. If the issue is gone after Adjusing... ERC Freeze on the head morph.
any ways to let cloth mesh less affected by parented figure?Since you don't like work around, here's a solid way to fix the issue.
- Cause of this issue: the generated morph on the panties which comes from the FBM or PBM you dialed on your character.
- How to fix:
1. Firstly use Rigidity Groups to Clear the generated morph. You may find my tutorial in here - https://www.daz3d.com/forums/discussion/comment/8765141/#Comment_8765141 This is for fixing a hair with Rigidity Groups, but the method is almost the same when fixing this panties.
2. In the example, I give the figure a big ass to simulate the case like what you have.... Then the panties is distorted. (ss 1 - 2)
3. Follow the tutorial ! Select the vertices as per (ss 3) for the group of Participants, (ss4) for the group of References. The distortion on your side may vary..., but the principle is similar: select distored area for Participants, select a couple of vertices in the area with no distortion, for References.
4. Configure parameters in Rigidity Group Editor, then Clear Generated Morphs !
5. If there's still tiny issue on the partial area of the panties, export it to OBJ file, fix it in Blender ! (ss5)
6. Import OBJ to the panties via Morph Loader Pro to create a fix morph. Dial it ! (ss 6 -7)Done ~ (ss8)
How can I delete an actor created to G9?If you mean a morph you need to find the .dsf files in data/daz 3d/Genesis 9/Base/Morphs/ - if you click the gear icon on the slider and open Parameter Settings that will give the path. If you created a full new figure then you would want to remove the whole of its folder in the \data folder, and any presets pointing to it.
Possibly Distributing My Anthro Work If Interested Via The Daz Shop (Applying To Be A PA... Maybe)arks0ng said:
There's a few great anthro products here, but few of them have the digitigrade feet you'd expect, which is a shame because I love chucking animalistic shapes onto non-anthropomorphised characters as well. So if your products have them I personally would be greatly interested, even just to mix into other shapes.
I really like the look of the equine/Cantren in the group concept (was that rendered in daz studio???), if it'd render similar to that then that would absolutely be a purchase for me. I like Oso's Horseman well enough but I *really* like the shape of yours! And the tutorials for push modifiers for fur under clothes would be great too.
Remember too that Render/osity/hub are viable options as well if DZ doesn't pan out! I've made a decent amount there (more than I thought I would anyway)
Thank you for the quite detailed feedback and I'm glad you seem to like the work I have been doing.
Digitigrade is a must for my projects so pretty much all of my characters contain not only the shape but also the JCM's to make the paws bend like you would expect of an anthro. Other JCM's are for example, the ears can be pinned back or tilted to the side to provide extra expressions that human characters don't have as well as the eyes are quite different and large on most of my characters so an eyes closed JCM is one of the others. These characters as you can image have a decent amount added to them and weight paint changes to make them feel and act more like anthro. The plan is to do like a lot of other creators and make a full body morph but also partial morphs, examples, head, legs, feet, etc..
As far as what you see above is all Daz Studio. I have decided after years of trial and error to work only with Daz Studio now as my 3D platform, if it cannot be done in Daz natively, I use that constraint to figure out a way to do it in Daz such as good liquid simulation with Fluidos or more cloth physics options with Virtual World Dynamics, rigid body physics, face animation with Facemotion3D, etc.. Animation is in every aspect of my work so everything has to be able to work well during motion. The characters I plan to distribute will be no different as they will be optimized for that purpose or still frame posing.Another thing I could add is my render settings I use for some of the more complex work that require it. I have discovered some really nice render settings over the years for Iray, nothing magic obviously, but just something that works very good for most projects I work on when it comes to anthro fur / hair. The image with all of characters also has photoshop elements so I may have done some post work to the color / look, I don't remember, but I try to keep as many renders as unedited as I can to speed up my workflow. I am currently working on and off, on 5 different game projects for myself and others.
The above Equine is less of a showcase of a product and just more of the work I have done. The base of that Equine is actually Oso's so I would not sell that specific morph as that is not ethical in my oppinion or even legal. I just sculpted the base to fit more into the universe of the game being created. However, I do have plans if there is enough interest around these characters to make my own Equine model for G9, you can expect something very simular.
I would like to work with Daz due to some of the perks you get from being a PA here but I also appricaite the advice greatly. I would assume if something is available on the Daz store, it's not allowed to be sold elsewhere?
EDIT : Example of one of my G8 character morphs speaking using Facemotion3d. Hair simulation is done with VWD and the ears are moving using Spring Dynamics after I weight painted and adjusted them to move appropriately. Render was at a very low iteration, like 100 a frame since it was just a test.
https://www.youtube.com/watch?v=O9ejiZ9REqA
A cropped render settings example straight from Daz with no post work of the Collie with no fur or anything since she is in early production.
https://i.imgur.com/iR2oxNu.jpegDoes anyone know what the promotional character for this product is?You may try mixing these characters if you own them. MSO Tony's head morph should dominantly own majority of the percentage.
https://www.daz3d.com/victoria-9-hd
https://www.daz3d.com/mso-tony-hd-for-genesis-9-feminine
https://www.daz3d.com/mso-faye-hd-for-genesis-9-feminine even plus Kayla HD...I checked MSO Tony in my Lib, my gut feeling... the textures are more likely from her.
Strange issue with posing eyesThank you! by the way this is the model in question:
https://www.renderhub.com/humanxystudio/natali-morph-with-30-poses-for-genesis-9
Yeah so I think I figured it out, honestly this character is a mess. It looks like they had scaled the X for the eyes and the over all scale as well to try to get the eye balls to fit correctly in the sockets. I reset that and just played with morphs to get the socets more even and now it seems to work. I didn't however solve the problem with the eyes going wonky when using the powerpose window, but after restting the scale on the eye's and also have to turning eye resting focal point to 0% it looks pretty close. Not sure why 0% seems to lock the eyes together though..
I had also tried what you suggested with "Adjust Rigging To Shape" but it didnt solve anything.
Strange issue with posing eyesThat is indicative of a rigging issue. Make sure you dial in your morph then rig figure to shape and ERC freeze before posing.
[Released] RSSY Clothing Converter from Genesis 9 to Genesis 8 [Commercial]RobertDy said:
RiverSoft Art said:
RobertDy said:
Sorry, this product isn't working correctly. The converted dress doesn't follow the pose of the figure. You can see that in the attachment. The foreground is G8 with the converted dress, while the background character is G9 whose dress follows perfectly. I don't wish to simulate starting from memorized pose because it's so time consuming so please tell me how to fix this.
I see the G9 having lots of sheer because it is trying to stretch the dress to follow. If you want the converted clothing to do that, use the bodysuit conformer for the conversion. It looks like the script assigned the Dress conformer. The Dress conformer adds a bone handle rig to the lower body of garments for manual posing of the skirt areas. If you're converting a very short skirt that you want glued to the thighs, you may want to use the Bodysuit instead, but usually you want to use the Dress. The script assigns anything with dress or skirt in the name or metadata to the Dress. The extra pose bones must be posed manually after being selected in the Scene Tab. They are found under the Pelvis node.
thanks, that worked! what about bodysuit loose, might this be a better option?
Bodysuit Loose is useful for clothing that have doodads, shoulder pads, and other things that are slightly away from the body that might not be caught by the conversion and left hanging outside the morph zone. If you convert an item and when a figure is posed, there is a point hanging out causing sheer, the Bodysuit Loose can help.
Smooth Out BumpIf you hide the clothing, is it then visible on her body?
If not then it must be the clothing. It could be caused by a slightly incorrect weigth map.
The easiest solution would be to take it to a modeller, and sculpt it away and import as a morph (with reverse defomations). Or you could use mesh grabber to push it in a bit. If you wait for an updated/new mesh grabber it includes a smooth function, but it is unknown when it comes.
For a single image I would probably fix it with the existing mesh grabber.
Collision and Poke Through Question...It doesn't prevent on object passing through another, but you can use a smoothing modifier to set a collision - It's normally used for clothes to prevent pokethrough from the wearer, but can also be used to morph the legs while sitting on a hard chair, or the cushion of a chair to interact with the legs. You can only set one collision item per object though, so you can't have a shirt collide with a figure AND with the pants they're wearing.
Edit - Figure - Add smoothing modifier (I forget the exact words). Then in the properties pane, you can set the collision item and level.
This may or may not be what you need for your purpose. Basically, it makes small movements of a mesh to prevent pokethrough, but doesn't stop one character's arm from being embedded in another's chest, as a random, non-specific, example.
rib alert (Jiuyin Zhu HD)Hi everyone, thanks for responding
Re: the readme, I wasn't expecting a separate rib morph, (that seems like it's asking too much even with body morph packs) but just wanted to determin when you dial in the basic body morph that the ribs were included rather than it being just an HD morph. But thanks for the link, I didn't know you could look up items that way, thanks for that! / Re: the serratus anterior, I was considering that too. But in IMO, if that's what was attempted, plus ribs, it's all a bit off, looking at it again confirms that. "Wrongly sculpted?" seems like a fair question, though even the anatomy drawings online seem to vary quite a bit. Guess I'll continue to use a normal map for G8F that I edited to have just the ribs and positioned higher to work with G9. / But come on people, can't somebody do realistic rib morphs for G9?
/ how about a rib sculpting contest? /
/peacePossibly Distributing My Anthro Work If Interested Via The Daz Shop (Applying To Be A PA... Maybe)Hello All,
This has been a topic of discussion for me before however I never really pursued the idea further. I make a lot of custom sculpts of anthro characters in more of a toon-esk simplistic form versus something like what Oso3D would make (his stuff is great btw, very detailed, just different). I try and scupt Gen 8 (could do G9 too if there is interest) into something more akin to what you would see browsing furry art websites. I think it could bring a bit of variety to the shop however I never really thought others would find them interesting or want to use them.
I guess that's my real question there. Is anyone interested in a style like this? If so what else could I offer the shop for you?
If there is interest I will be submitting 4 products for the shop. Canine Female, Canine Male, Feline Female, Feline Male. These will be for Gen 8 at first and then I will possibly do Gen 9 if I end of doing it. I will be including things like the proper JCM's for anthro based movement, fur, paw pad accessory, eyebrow hair, lashes, Skins, hair if applicable, eye colors, and some other morphs like for example on the felines, you could add a saber fangs morph to your character or for a canine if you want floppy or pointed ears.
Below are some examples.
NOTE: In these images I am using MMX Beautiful Eyes, Lashes Utility, and Ultimate Eyebrows which will not be part of the packages obviously.Also for Tail Fur and Long Hair assets, I will be making the hair based on my Strand Based Hair, hair card approach to make the assets easy to simulate with Virtual World Dynamics or even Dforce depending on certain things. My hair assets are usually under 210k vertices to make them compatible with VWD for simulation.
EDIT : Added images as attachments since adding them to the post body seemed to not work for some reason.
Also Links
Game Cover Concept
https://www.daz3d.com/forums/uploads/FileUpload/76/6aec9d3f5a63b62e64e1d65ba979d0.png
Another Game Example (Used Push Modifier For Fur Under Cloths. I could include a mini tutorial for things like that.)
https://www.daz3d.com/forums/uploads/FileUpload/e4/a712b20823acf7f691fa9cdf560cf2.jpgOlder Work (No Push Modifier For Fur Under Cloths)
https://www.daz3d.com/forums/uploads/FileUpload/f7/4a92f4eb97445c128114bad8b21365.pngCollie Very Early WIP
https://www.daz3d.com/forums/uploads/FileUpload/44/0f6e119d819d800c94e616544f4e15.pnghttps://www.daz3d.com/forums/uploads/FileUpload/36/92689eb0a76bcad0a590184fb19093.png
https://www.daz3d.com/forums/uploads/FileUpload/f8/8d4a1f2f169d8b6f51f3f098ed43e2.png
DAZ+ summer sale--started. Same as everydaykyoto kid said:
...the only G9 characters I've bought or are interested in so far are those by RawArt and Oso3D.
I finally deliberately bought a G9 outfit with a body morph and accessories that I will happily put to use:
https://www.daz3d.com/dragonhide-pcs-for-genesis-9-bundle
It's pretty awesome.
I do intend to scale it up some and put some sort of sensors or a cockpit in the head. Sensors might be easier to kitbash. Any of it may require some fabrication. In the meantime, I'll opaque the glass.
Use G9 skin on G8yuyu.atem said:
Thank you very much!
This product doesn't convert G9 textures into G8F ones, it modifies your G8F figure so it accepts G9 textures. To do that, it needs to replace parts of the figure's geometry with geografts, because it needs to redefine G8F surface boundaries in those areas and there aren't polygons in the right place for that.
Couldn't it make some issue when I use clothes, hair or wings for G8 with it?
In my experience, nope, it won't bring issues to wearable ~~ not relevant.
It's worth noting that there might be a few problems if you're using morphs (especially HD morphs) which would alter the areas with the geografts a lot, as the geografts may not be able to react in the same way as the original figure's geometry.
Would it ocurs when the morph was used before using the G9 UVs for G8, or only if I want to use a morph after using it?
It's a well-known issue that geo-graft cannot perfectly support HD morph especially with high SubD Level, no matter you dial HD before or after... Like the screenshot attached, it's a V8.1 HD using V9's textures with this product. If you view or render SubD Level 4, the issue can be apparently seen.
But I know there're some alternatives:
a) convert G9F's texture to G8M in FaceForm Wrap; b) convert them in Blender with UV projection than bake the maps. However, I myself haven't done them before 'cause the process requires even more domain knowledge, while the steps turn out to be cumbersome...
Do you know some tutorials that explain how to do?
Rarely ~~ You may search on youtube / internet.
c) you may convert your G8M figure to G9. (by using SkinSuit method or FaceForm Wrap which you've already known how-to...) That'll be much easier. Then you may freely use any G9's texture maps on it.
I would like to use the Avija Wings (https://www.daz3d.com/avija-wings-and-tail-for-genesis-8-and-81-males) on my character; do you think I could use it on a G9 character, even if it created for G8? Wouldn't it create some isses?
Nope, you cannot, this Wings product is a geo-graft for G8.X which cannot be used on G9. Besides, this Wings cannot adopt G9's Body texture either, you have to convert G9's body textures as well so as to apply on the head / body surfaces on the Wings.
Thank you in advance for your answers!
Use G9 skin on G8Thank you very much!
This product doesn't convert G9 textures into G8F ones, it modifies your G8F figure so it accepts G9 textures. To do that, it needs to replace parts of the figure's geometry with geografts, because it needs to redefine G8F surface boundaries in those areas and there aren't polygons in the right place for that.
Couldn't it make some issue when I use clothes, hair or wings for G8 with it?
It's worth noting that there might be a few problems if you're using morphs (especially HD morphs) which would alter the areas with the geografts a lot, as the geografts may not be able to react in the same way as the original figure's geometry.
Would it ocurs when the morph was used before using the G9 UVs for G8, or only if I want to use a morph after using it?
But I know there're some alternatives:
a) convert G9F's texture to G8M in FaceForm Wrap; b) convert them in Blender with UV projection than bake the maps. However, I myself haven't done them before 'cause the process requires even more domain knowledge, while the steps turn out to be cumbersome...
Do you know some tutorials that explain how to do?
c) you may convert your G8M figure to G9. (by using SkinSuit method or FaceForm Wrap which you've already known how-to...) That'll be much easier. Then you may freely use any G9's texture maps on it.
I would like to use the Avija Wings (https://www.daz3d.com/avija-wings-and-tail-for-genesis-8-and-81-males) on my character; do you think I could use it on a G9 character, even if it created for G8? Wouldn't it create some isses?
Thank you in advance for your answers!
rib alert (Jiuyin Zhu HD)According to the readme, there are morphs for head, body and full morph, nothing specifically for the ribs.
rib alert (Jiuyin Zhu HD)Hi rib fans and anyone else who's bought that char by Noki Saki. Question, there are some visable ribs on that item, are they all part of a separate HD full body morph? They look a little odd IMO, but maybe useful anyway. But if it's a full body HD morph it's probably not that versatile since we can't split them. Thanks for reporting on this for us rib lovers.
/ peaceLet's appreciate/discuss today's new releases - ongoing threadI will say in its praise, though, that the HD morph that comes with it adds a bit of that slight Hollywood classic sunken cheek to other characters. Like you could make a morph that's almost Audrey Hepburn, add those and it would BE Audrey Hepburn.
JCM Triggers Across Genesis Character Globally (Solved)crosswind said:
In Property Hierarchy, place eqch character's body morph into each pJCM morph's Controllers - 2nd Stage accordingly so as to use ERC type Multiply, while Toes Bend is on their Controllers - 1st Stage.
Ah, thank you kindly. Obvious now that you've mentioned it.











