-
imported in obj format and moves separately from the facial expression
There 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?
Rarestone Face Morphs Merchant Resourcemcorr said:
Plant said:
Hi i have them from2017 this is what it says
Details
Over 390 Custom Sculpted Face Morphs created in Maya.
The "RS FMC Vol.1" can do full face overall morphs in addition to hundreds of smaller detail morphs.
This set is a fantastic companion to the Original Daz Genesis 8 Female Face Morphs and to make it even better this set is also a Merchant Resource!
Let's start to create our own top models today!Thanks! Nothing about how those morphs need to be applied to safeguard his/her copyright. Hummmmmm ....
I think it's been said before in how MRs work the customer can't just turn around about sell a product using the morphs or texture sets unaltered. The MRs must have their changes "baked in" So a character you sell using the morphs has to have that locked in where customer can't access original morphs from the MR set as they would destroy the market for the MR set. You can add you own morphs or other MR morphs but you would only have the right to give customers access to your morphs via morph dials, no one elses. So you make Natasha character using MR. The morphs individually in the MR could not offered, only one morph for Natasha character. Likewise for texture material sets. They have to be altered, substantially enough, and the original textures not accessible unless customer buys the MR personally.
Face transfer 2 makes stretched necks: Is this a bug?food.plus13 said:
crosswind said:
Is it a single character morph that you dialed on this figure ? If so, you have to split it to head and body morph, or better use a Base figure rather than a character to generate face with Face Transfer.
Ok thanks... Yes, it's a unique character morph.
You mean I have to have 2 sliders (1 for the head and the other for the body?
Yep ~~ I believe you've known the way of using Head Split dFormer in Starter Essentials to split a single morph into Head and Body. Then Adjust Rigging and ERC Freeze on each of them.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]@mcorr cont. You can consolidate body morphs by dialing in all the morphs below the neck that affect your character, zeroing G8's resolution subdivisions in Parameters, and exporting to an obj with a name like FBMMyCharacter and a label like My Character Body. You would repeat with head morphs and FHM. You can then use Morph Loader Pro to load these two consolidated morphs, adjust rigging, and save them to the library using file/save as/ and I think it might be called Scene Assets instead of Figure/Prop assets now (I am on my phone).[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]@mcorr For the script to convert morphs, they must meet the condition of having one body morph and one head morph, where the body morph name starts with fbm and the head with fhm. So you would need to consolidate and rename morphs to fit the convention used by official Daz characters, if that makes sense. Then you would create a shaping preset for each that contains the body morph+ the head morph.[Released] - All the RabbitsBunnies in my Runtime!!!
And when I read the news about the CATS! my heart stopped for a split second. Please consider a morph for a partial leg morph. I have a little 3-paw who was born with his right foreleg folded up and partially formed, with a few little pads showing. He makes it up with rear legs as strong as a rabbit's and speed of zero to sixty in a second. But that partial leg works so hard to cover up stuff in the litter box as his left front leg and back legs holds him up. I need to add that he is a ginger, so he is a bit of a weird cat.
Face transfer 2 makes stretched necks: Is this a bug?crosswind said:
Is it a single character morph that you dialed on this figure ? If so, you have to split it to head and body morph, or better use a Base figure rather than a character to generate face with Face Transfer.
Ok thanks... Yes, it's a unique character morph.
You mean I have to have 2 sliders (1 for the head and the other for the body?
[Released] - All the Rabbitsbytescapes said:
Now I have Regina Spektor's "All the Rowboats" stuck in my head, except that she's singing:
"All the rabbits in oil paintings. They keep trying to hop away, hop away."
AM's rabbits are magnificent, although I will admit that I'm a little sad that there isn't an Eastern cottontail in the set. They're the Default Bunny at the place where I go for weekends sometimes, and they're all over the place. This year they seem more complacent than ever, so I think it's only a matter of time before I come downstairs and find a whole mob of them making themselves coffee in the kitchen and rifling the fridge for carrots.
Although, probably you could null the jackrabbit morph down to say about 10%, tune down the ears size and the coloration it's pretty similar... that should get you a quite decent eastern cottontail...
Face transfer 2 makes stretched necks: Is this a bug?Scale down before generation or generate on Base figure then reduce Scale (though it's not propagating...) won't bring you such issue... (ss1)
But with a dialed single character morph before generation, it'll bring you long neck... (ss2)
So firstly dbl-check your case...
Face transfer 2 makes stretched necks: Is this a bug?Is it a single character morph that you dialed on this figure ? If so, you have to split it to head and body morph, or better use a Base figure rather than a character to generate face with Face Transfer.
Face transfer 2 makes stretched necks: Is this a bug?Thank you Léana, I had already tried that... but after having done the face transfer on the basic figure then I reduce the character then the face also reduces i.e. the lips shrink ect...
Face transfer 2 makes stretched necks: Is this a bug?I would recommend doing your face transfer on a "normal scale" figure then scaling it down.
Face transfer 2 makes stretched necks: Is this a bug?Hello everyone,
Do you know why when I use Face Transfer 2 (and even Face Transfer) on a character that has undergone scaling (size 150 cm) the Morph of the head does not follow the body ie the neck is stretched as shown in the screenshot?
How can I get around this?
Thanks
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]RiverSoft Art said:
mcorr said:
Edit.
The script works OK for characteras other than those I have customized, which is the only reason why I bought it ... to transfer the morphs of those characters. I am also getting the folding phenom, but I have nothing contacting any part of the face, so I am puzzled.
The folding phenomenom happens because there are a lot of converted morphs piling up on top of each other. Are these a lot of morphs for small changes? If so, you should combine them all into one morph before transferring.
Some background:
In order to transfer morphs from one generation to another, you need the two characters to match in shape, height, and pose as closely as possible. The script modifies G9's shape to the default G8 shape (using the included "Genesis 8 Female" or "Genesis 8 Male" clone morphs), and poses G9 to the default G8 pose. Once they match, the transfer utility transfers over the morphs and you can save them. However, what transferring means is that the changes between the current G9 shape/height/pose and the morph's shape/height/pose on G8 are what are transferred over as a morph. Because G9 has been changed, the converted morph will "remember" the change in shape, height, and pose as well as the shape changes of the original morph, which can cause problems. This is why, even if the original morph only changed fingernail length or something like that, a converted morph changes the whole body on G9. The script is smart enough to only save the head of a head morph but saves the whole body or figure for all other morphs. This is why small, benign morphs on G8 can cause problems on G9.
Thanks for the detailed information.
I just reinstalled everything on a separate HD and it kind of works now, but what I have had absolutely no luck with (which is a deal breaker for me) is getting my Blender morphs that I applied to G8 to also convert over to G9.
Perhaps there is some way of doing this? If so, could you give me some clear instructions what I should try so that I can give it a go? Maybe it only workes as a saved character conversion, not a custom conversion, or perhaps there is something I must do pior to converting?









