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Duplicating head shape to genesis
Maybe I'lll just use facegen / facetransfer to slap the texture.
I'll use facebuilder to create the face shape.
Then faceform for the morph.
In theory that should do it.
***
Update:Facetransfer doing such bad job.
Is Strand-based hair taking a step backward in realism, lately? August 2024You can also just apply morph with wearable preset to move the skull shape accordingly., although guess people may not like the look if they are toggling the hair on/off
Is Strand-based hair taking a step backward in realism, lately? August 2024crosswind said:
barbult said:
chevybabe25 said:
Perhaps I am missing something but couldnt you just hide the haircap geometry, either by toggling visible on/off or with facet hider?
Why do you need to transfer the skin character color to the haircap when the character's skin underneath the haircap is already the color of the character's skin?
Well I opted to make my cap a shape slightly different than the exact shape of G9's head. I like the slightly raised height towards the back for a lot of hairstyles ( especially updos). Most of the time, the script isnt necessary, but for styles like nordic knots where the top of the skull was exposed, it looks absolutely weird without it.
What Mike D script are you talking about, please?
The geometry of a Hair Cap usually can be cut from the figure's Head (let's say G9's skull...), then the code in this sample script can be used for copying materials (some modification may be needed.)
In the data folder of Nordic Knots, there're two scripts that update materials. I think the codes might come from the abvoe sample. And Nordic Knots Wearable Preset calls the scripts in DUF file by a Post-Load.
Thank you both.
Is Strand-based hair taking a step backward in realism, lately? August 2024barbult said:
chevybabe25 said:
Perhaps I am missing something but couldnt you just hide the haircap geometry, either by toggling visible on/off or with facet hider?
Why do you need to transfer the skin character color to the haircap when the character's skin underneath the haircap is already the color of the character's skin?
Well I opted to make my cap a shape slightly different than the exact shape of G9's head. I like the slightly raised height towards the back for a lot of hairstyles ( especially updos). Most of the time, the script isnt necessary, but for styles like nordic knots where the top of the skull was exposed, it looks absolutely weird without it.
What Mike D script are you talking about, please?
The geometry of a Hair Cap usually can be cut from the figure's Head (let's say G9's skull...), then the code in this sample script can be used for copying materials (some modification may be needed.)
In the data folder of Nordic Knots, there're two scripts that update materials. I think the codes might come from the abvoe sample. And Nordic Knots Wearable Preset calls the scripts in DUF file by a Post-Load.
How to transfer (many) wearables at once from 8f to 8m?I assume you use the "Transfer to..." morph from this product https://www.daz3d.com/genesis-8-cross-figure-resource-kit
However... you should've done it reversely :
1) Select your G8F, save a Wearable Preset with that Robot Prop(s).
2) Load a G8M, dial "Transfer To: Genesis8Female" property to 100% on it. Unselect G8M ! Just load the saved Wearable Preset into the scene (not parented).
3) Parent Robot and its parts to the corresponding Bone nodes. Then zero "Transfer To: Genesis8Female" property on G8M. Done ~But as Elor mentioned, if there're many parts under that Robot parented to different Bone nodes... the process of parenting will be tedious. If you cannot accept such a process, go for buying Prop Minion which can automate this process by using a Bone Minion.
Is Strand-based hair taking a step backward in realism, lately? August 2024chevybabe25 said:
Perhaps I am missing something but couldnt you just hide the haircap geometry, either by toggling visible on/off or with facet hider?
Why do you need to transfer the skin character color to the haircap when the character's skin underneath the haircap is already the color of the character's skin?
Well I opted to make my cap a shape slightly different than the exact shape of G9's head. I like the slightly raised height towards the back for a lot of hairstyles ( especially updos). Most of the time, the script isnt necessary, but for styles like nordic knots where the top of the skull was exposed, it looks absolutely weird without it.
What Mike D script are you talking about, please?
Is Strand-based hair taking a step backward in realism, lately? August 2024Perhaps I am missing something but couldnt you just hide the haircap geometry, either by toggling visible on/off or with facet hider?
Why do you need to transfer the skin character color to the haircap when the character's skin underneath the haircap is already the color of the character's skin?
Well I opted to make my cap a shape slightly different than the exact shape of G9's head. I like the slightly raised height towards the back for a lot of hairstyles ( especially updos). Most of the time, the script isnt necessary, but for styles like nordic knots where the top of the skull was exposed, it looks absolutely weird without it.
Is Strand-based hair taking a step backward in realism, lately? August 2024lilweep said:
Perhaps I am missing something but couldnt you just hide the haircap geometry, either by toggling visible on/off or with facet hider?
Why do you need to transfer the skin character color to the haircap when the character's skin underneath the haircap is already the color of the character's skin?
At least in most of the hairs I have and use, the haircap is hidden on load.
Is Strand-based hair taking a step backward in realism, lately? August 2024Perhaps I am missing something but couldnt you just hide the haircap geometry, either by toggling visible on/off or with facet hider?
Why do you need to transfer the skin character color to the haircap when the character's skin underneath the haircap is already the color of the character's skin?
Celebrity Look-a-Likes for 3D figures Part 4Drip said:
Gordig said:
I was assuming Harlow was based on an actor in the Mandalorian, but I've never seen the show.
Well, it certainly isn't Pedro Pascal, so it's definitely a diversion from the usual model/theme combinations.
But I do hope we'll get a Kara Dune bundle with a proper Gina Carano model sometime.XR71 has one here: https://www.renderhub.com/xr71/gina-dune-character-morph-for-genesis-8
Duplicating head shape to genesisOkay,
I've experimented roughly with faceform.
Following the tutorial I've managed to make GF8 to follow the shape of the head made from facebuilder.
I have succesfully make the full morph.
I'll try the headsplit latter to make only the head.
But my question is now,
how do I make the head texture from facebuilder to GF8?
Probably the answer is to bake it.
But then how to combine the texture from the head with the rest of the GF8 Body texture?How to transfer (many) wearables at once from 8f to 8m?So, i have a robot model that is parented to a g8f model. All of the individual parts are not fitted to the g8f model, but parented to it in ways that preserve it as the g8f model moves. I am trying to transfer the model to g8m. Using the Transferto:Genesis8Male tool (which reshapes the female model into the base male model) adequately transforms the individual pieces into the positions they should be. However, when I 'save as a wearable' and then attempt to load the pieces again to a g8m model, they have reverted to what they were prior to the Transfer tool use.
How might I bake in the transfer tool positioning/resizing of the objects (all the pieces are simple objects) that make up the robot model? For reference, there are many hundreds of pieces.
Thanks for the help!
Converting Studio Keyframes to Aniblock causing translationswolf359 said:
UncannyValet said:
I was using Genesis 9, which that script does not support. Michal P had posted their script here, which I have not used but might as well link for posterity: https://www.daz3d.com/forums/discussion/comment/8420051/#Comment_8420051
Another work around is to create ALL of your animation (Including aniblock creation/mixing )with a base G8 figure first
and save as .duf animated pose file.
Then transfer that complete animation to G9 with the free script from renderosity
I have used this method for my commericial Geneis 9 Ragdoll animation products and the motion transfer is flawless
https://www.renderosity.com/freestuff/items/93511/genesis-1238-pose-converter-for-genesis-9So Cool!
Yes, I've been having similar success with Bone Minion bringing my Genesis 8 animation forward.
I must say, I tried this Mixamo rig for G9 last night and today and I really like it! It's nice to be able to pick out and tweak a Mixamo, download it and run it on Genesis 9 right away. Works great!
The FBX animation downloads using it do not work in Cascadeur, however, nor does the rig itself. So I imaganie that we'll need to make them Genesis 9 DUF animation poses, then export those as FBX for use in Cascadeur, if one want's to do such a thing.
Still. Handy little tool! Thanks Havanalibere!
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIImago said:
Kainjy said:
Io i morph non li trasferirei.. anche perchè potrebbero darti problemi (il morph del petto o del collo potrebbero deformarti la barba).
Quando ne applichi 1 ad una figura, DAZ te lo proietta in automatico sulla barba o sui vestiti che la figura indossa.. per cui trasferirli ora non ha senso lo fa DAZ in base a come ti serve. L'unica cosa controlla dopo il Transfer che la barba non si sia legata ai joint di petto, collo e spalle che sennò hai problemi quando ruoti il collo o le braccia.
Eh,si sente che usi DAZ Studio poco.

Se non trasferisco i morph di sorriso, bocca aperta e simili, la barba NON reagisce a quei movimenti e rimane ferma, rovinado l'effetto.
Ho creato decine di prop con quel metodo, però all'improvviso, dopo anni, non funziona più... I morph, anche se impostati come preferiti, non vengono più proiettiati.
A meno che non usi figure vecchie.. se un oggetto non ha i morph DAZ lo crea al volo.
Sai quanti morph di vestiti non hanno i body morph originali eppure funzionano lo stesso... ad esempio il Jason per G9 mio non ha morph, eppure se applichi un morph (preso da qualsiasi store) al corpo base, i vestiti si deformano.Se ciò non avviene togli il preset (bodysuit) e mettici none.. così tutti i joint del viso (e i morph) verranno proiettati. Se metti bodysuit Transfer Utility ti lascia fuori la testa (e dunque anche la bocca) e la barba non ha joint sul viso.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIKainjy said:
Io i morph non li trasferirei.. anche perchè potrebbero darti problemi (il morph del petto o del collo potrebbero deformarti la barba).
Quando ne applichi 1 ad una figura, DAZ te lo proietta in automatico sulla barba o sui vestiti che la figura indossa.. per cui trasferirli ora non ha senso lo fa DAZ in base a come ti serve. L'unica cosa controlla dopo il Transfer che la barba non si sia legata ai joint di petto, collo e spalle che sennò hai problemi quando ruoti il collo o le braccia.
Eh,si sente che usi DAZ Studio poco.

Se non trasferisco i morph di sorriso, bocca aperta e simili, la barba NON reagisce a quei movimenti e rimane ferma, rovinado l'effetto.
Ho creato decine di prop con quel metodo, però all'improvviso, dopo anni, non funziona più... I morph, anche se impostati come preferiti, non vengono più proiettiati.
Duplicating head shape to genesisJames said:
@crosswind
what is MLP + HeadSplit dFormer?MLP: Morph Loader Pro with which you're quite familiar, just an abbr.
HeadSplit dFormers: go to G8 or G9 Starter Essentials, you can find them under Utilities category. (SS1)
Model BreakageHave you checked Currently Used with Show Hidden Properties checked ? (screenshots 1 ~ 2) In addition to the character morphs, partial body morph, expression dials, and needed corrective morphs, is there any unexpected or strange morphs dialed ?
Well, fixing such a distortion requires a sculpting software as well as some tricks... it should be the very last choice, finding out the crulprit(s) is the 1st, fixing is the 2nd ~
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIImago said:
Kainjy said:
Che cosa usi ? Transfer Utility ? Con che settaggi ?
Certo che uso il Transfer Utility, che altro dovrei usare?
I setaggi sono Bodysuit Loose (è una barba lunga), setaggi default tranne per il trasferimento dei morph che sono i preferiti. Sul personaggio ho impostato come Favorites tutti i moprh faccilai che voglio trasferire... Ma non ne trasferisce nessuno.
Se però imposto "Favorites and subelements", mi trasferisce si i morph ma anche una valanga di altra roba che non mi serve e la barba finisce per pesare quattro giga.
E non posso passare sei ore a cancellare uno per uno i canali che non mi servono, ce ne sono almeno mille...Io i morph non li trasferirei.. anche perchè potrebbero darti problemi (il morph del petto o del collo potrebbero deformarti la barba).
Quando ne applichi 1 ad una figura, DAZ te lo proietta in automatico sulla barba o sui vestiti che la figura indossa.. per cui trasferirli ora non ha senso lo fa DAZ in base a come ti serve. L'unica cosa controlla dopo il Transfer che la barba non si sia legata ai joint di petto, collo e spalle che sennò hai problemi quando ruoti il collo o le braccia.
Model Breakagecrosswind said:
If you've done with Adjust Rigging to Shape and there's no other culprits that bring you unexpected properties dialed (check in Currently Used... with Show Hidden Properties), but this issue still persists, I'm afraid you probably have to make a a corrective morph for it.
I've tried adjusting rigging to shape, but it didn't work completely, how should I make a corrective morph?
Model BreakageIf you've done with Adjust Rigging to Shape and there's no other culprits that bring you unexpected properties dialed (check in Currently Used... with Show Hidden Properties), but this issue still persists, I'm afraid you probably have to make a a corrective morph for it.









