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Fitting the hair breaks movement morphs
felis said:
Mr_Fluffkin said:
felis said:
For adjustinh the hair I would use scale x and z. Maybe y if the height differs.
But the hair has no scale parameters, not even "Scale all". The "Edit mode" also don't shows any scale parameters. The only way to scale the hair is with it's "Expand all" morph, which is only shown after I autofit the hair. But then the movement morphs break.
I'm curious why the "Expand all" morph comes with the autofit, is "Autofit" adding morphs to the hair that you can use in the hair parameters?
All objects have scale parameters, but you might have to enable 'show hidden' in parameter preferences.
Thank you, I thought the Edit Mode would show hidden parameters and only looked there. I could easily fix it with the scaling now. Thank you!
How to export from Daz3D to Blender/Godot for GameDev?Thank you for your replies. I tried using the Diffeomorphic Daz Importer along with a glTF 2.0 export from Blender. Similar to the DTB bridge, the character was successfully imported with no issues, as far as I could tell at this stage. Both methods managed to transfer all textures into Blender, however only with Diffeomorphic Daz Importer all those textures could also be transfered over to Godot.
As Padone pointed out, the Iray materials weren't imported correctly. As this is quite normal when importing I guess its something to live with and fine as long as only some material settings need tweaking, it's manageable. My main concern here was getting all textures for into Godot, which now works.
In my last post I forgot to mention clipping issues with some clothes in Blender. Does the Diffeomorphic Importer or Daz Studio offer some options to fix those?
[Released] - All the Rabbitsbarbult said:
barbult said:
Richard Haseltine said:
barbult said:
barbult said:
I now have an undeniable urge to render this scene of Richard...
Gulp - All That Was Left
(No rabbits were used in this render, so it really doesn't belong here, but where else would I put it after the discussion here?)Oh dear. Errr, would you believe I was trying to disgui...dress up for a surprise party?
As a cottonmouth perhaps? You'll have to slim down quite a bit. I have your Fat Belly morph dialed to max there, since you've just consumed a large meal.
Richard Cottonmouth Coiled and Ready to Strike
(I even have a rabbit in this one! It felt the need to hide from Richard, for obvious reasons.)

Oh dear, oh dear. Naughty bunny, frustrating my attempts to play, all innocent like.
Fitting the hair breaks movement morphsMr_Fluffkin said:
felis said:
For adjustinh the hair I would use scale x and z. Maybe y if the height differs.
But the hair has no scale parameters, not even "Scale all". The "Edit mode" also don't shows any scale parameters. The only way to scale the hair is with it's "Expand all" morph, which is only shown after I autofit the hair. But then the movement morphs break.
I'm curious why the "Expand all" morph comes with the autofit, is "Autofit" adding morphs to the hair that you can use in the hair parameters?
All objects have scale parameters, but you might have to enable 'show hidden' in parameter preferences.
Fitting the hair breaks movement morphsfelis said:
Autofit removes custom bones, and I would expect that the tail has custom bones.
Can you transfer bones from 1 model to another? Maybe that's the conclusion. I never did anything like that in DS, but I guess I can copy the bones from the unautofit hair to an autofitted.
Ok, just found this thread: https://www.daz3d.com/forums/discussion/288171/copying-rig-bones-from-one-object-to-another-possible-how. That sounds good, gonna try that.
Fitting the hair breaks movement morphsfelis said:
For adjustinh the hair I would use scale x and z. Maybe y if the height differs.
But the hair has no scale parameters, not even "Scale all". The "Edit mode" also don't shows any scale parameters. The only way to scale the hair is with it's "Expand all" morph, which is only shown after I autofit the hair. But then the movement morphs break.
I'm curious why the "Expand all" morph comes with the autofit, is "Autofit" adding morphs to the hair that you can use in the hair parameters?
Fitting the hair breaks movement morphsfelis said:
Autofit removes custom bones, and I would expect that the tail has custom bones.
I would just adjust the hair so it matches your G8F character, and then parent to head. T hen the bones will be there.
Well, that's exactly what I tried. But as I said in the main post, I can't adjust the hair to the head shape then, because the adjustment morph isn't in the parameters. It's only shown after I autofitted the hair. That's the dilemma.
[Released] - All the RabbitsAlessandro Mastronardi said:
I think it is no problem for me to do a morph for more almond-like eyes (but what if you try and close a bit the eyes?). About the fluffy rounded tail I think it's better if I do a separate wearable preset that you can add on all the breeds you like. Let me see what I can do, maybe I could even add the cottontail to the collection, given it seems to be very desired.
This would be fantastic, thank you so much for considering it! Should I send references via DM? I don't mind if the eyes won't close properly then, I'd just love to get the general look of a rabbit's eyes. They're really much more like a doe's than a hare's, dark and sweet and, well, rather almond-shaped than round, like I said. Some rabbits even have quite long dark lashes. Ooooooh, could maybe separate lashes be included as well?!?! That would be amazing!
I also adore the idea of a separate fluffier tail. Maybe this one could have two colors even, because many rabbits' tails are white on the underside? I don't know if this is doable ...
Anyways, I don't mean to be pushy! Thanks again for considering!
Fitting the hair breaks movement morphsI have a very old hair model for G2F(https://www.daz3d.com/elite-ponytail-for-genesis-2-female-s) that I would like to use on a G8.1F figure. Her head is a little bit too big, but I can fix that with the hairs "Expand all" adjustment morph, which I can find under Hair->Actor in the parameters, so everything is fine so far.
But then I recognized that the hair's tailmorphs aren't working, and I recognized they stop working as soon as I fit the hair to the figure. I can load the hair without fitting and the movement morphs work, so I thought I just load it unfitted and parent it to the head. But then the "Expand all" adjustment morph isn't there and I can't expand the hair to fit the head shape. The "Actor" parameter is only in the hairs parameters, if I fit the hair.
So is there some way I get both to work, like transfering the movement morphs to the fitted hair or the adjustment morph to the unfitted? I already tried DS's "Transfer Utility" tool under Edit->Object->Transfer Utility to transfer the movement morphs, but that didnt work out. It seems to be the right tool, but maybe I'm missing an option, I never used it before.
Or is there a way to just show the hairs hidden "Actor->Expand all" parameter when the hair isnt fit to a figure?
Can I downgrade Daz Studio from 4.22?Running 4.22 on M1 Mac
The new upgrade will not allow me to use the upper menu "EDIT" and scroll down past "DUPLICATE" without the menu vanishing or flickering. If I attempt too often, the software crashes. This is the primary reason I use DAZ is to get to EDIT/OBJECT/MORPH LOADER PRO or EDIT/FIGURE/MORPH LOADER PRO to finish building in Blender. But now these functions are not accessible to me. There is no way to mouse over these selections.
I get that DAZ does not really support MACOS, but at least the last version was workable.
imported in obj format and moves separately from the facial expressionPls firstly confirm the process you did :
You exported eyelashes from DS to Zbrush via GoZ, sculpted them then send back to DS as a morph ? Or, you just made a pair of eyelashes in ZB, then sent it to DS via GoZ ?
[Released] - All the Rabbits
Yes, please!Alessandro Mastronardi said:I think it is no problem for me to do a morph for more almond-like eyes (but what if you try and close a bit the eyes?). About the fluffy rounded tail I think it's better if I do a separate wearable preset that you can add on all the breeds you like. Let me see what I can do, maybe I could even add the cottontail to the collection, given it seems to be very desired.
[Released] - All the RabbitsI think it is no problem for me to do a morph for more almond-like eyes (but what if you try and close a bit the eyes?). About the fluffy rounded tail I think it's better if I do a separate wearable preset that you can add on all the breeds you like. Let me see what I can do, maybe I could even add the cottontail to the collection, given it seems to be very desired.
imported in obj format and moves separately from the facial expressionThere isn't a proper bone to parent the eyelashes to, so it will follow all poses.
So you would normally use transfer utility.
[Released] - All the Rabbitsbarbult said:
Richard Haseltine said:
barbult said:
barbult said:
I now have an undeniable urge to render this scene of Richard...
Gulp - All That Was Left
(No rabbits were used in this render, so it really doesn't belong here, but where else would I put it after the discussion here?)Oh dear. Errr, would you believe I was trying to disgui...dress up for a surprise party?
As a cottonmouth perhaps? You'll have to slim down quite a bit. I have your Fat Belly morph dialed to max there, since you've just consumed a large meal.
Richard Cottonmouth Coiled and Ready to Strike
(I even have a rabbit in this one! It felt the need to hide from Richard, for obvious reasons.)
[Released] - All the RabbitsRichard Haseltine said:
barbult said:
barbult said:
I now have an undeniable urge to render this scene of Richard...
Gulp - All That Was Left
(No rabbits were used in this render, so it really doesn't belong here, but where else would I put it after the discussion here?)Oh dear. Errr, would you believe I was trying to disgui...dress up for a surprise party?
As a cottonmouth perhaps? You'll have to slim down quite a bit. I have your Fat Belly morph dialed to max there, since you've just consumed a large meal.
[Released] - All the Rabbitsbarbult said:
felis said:
barbult said:
Richard Haseltine said:
barbult said:
Where's my cotton tail?
ot ake oo nk ere os uh ottnail?
:gulps:
What makes you think there was a cottontail?
No cottontail was shown in previews or product images. I was aware that it was not included. I was expressing sadness about its omission. I did not mean to imply that the product was in any way defective.Richard was just joking that he had eaten the cottontail.
Ah, he must have had his mouth full when he wrote that first sentence! I get it now, thanks to you. I thought he had reached a new level in typo-ness, and gulped, realizing his extraordinary error. It is so easy to misinterpret the written word, but knowing Richard's wit, I should have figured this out!!And here I was trying to figure out how to pronounce what Richard typed in Welsh (or some such).
Who knows, maybe Alessandro, or someone else, will release a morph and tail attachment to add Cottontail to the collection. For such an AMAZING assortment, it is sort of an odd one to have slipped between the cracks, what with the popularity of the Peter Cottontail stories - maybe he's not so big of a thing in Italy?
DAZ Studio running slow-Nearly unusable.The new figure load "DJ Thea HD" is buttery smooth (with nothing else loaded of course). But that led me to load my version up again and of course sluggish. However, it appears the file may have somehow been corrupted. In the scenes tab, bits of clothing were loaded onto it in duplicate and a couple of cases, triplicate.
I have deleted the extras and things are faster now. Not smooth, but at least manageable.
Looks like I may just have to rebuild the character from the ground up again and transfer the file via USB instead of the cloud like I've been doing. Hopefully, that will prevent this from repeating.
Face transfer 2 makes stretched necks: Is this a bug?I don't use Shape Splitter so I don't know if it works or not in such a case. The default Head Split dFormer in Essenstial product always work for me. What's is your DS version ?
You may first use a store character you have (shorter one or with little size or scale it down...) to make a test, i.e. dial both Head / Body to 100%, then generate a head morph with Face Transfer, see if it works well or not. If it does, don't use Shape Splitter, try with Head Split dFormer instead...
For instance, I dialed Jib - a dwarf character, there's no issue on my side...
Face transfer 2 makes stretched necks: Is this a bug?Yes, but I did it with Shape Splitter, so I separated the head from the body (I have 2 sliders now).
I load the G8F base figure, set the 2 sliders (Body and Head) to 100% and when I do a face transfer, but the neck still stretches.
What am I doing wrong?










