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Getting on the 9 train, or not
johnjohn808 said:
RawArt said:
Bad joint bends are not a problem of Genesis 9, it is a problem of badly made characters for g9.
Most (I would say ALL) characters need their own custom CBS(formerly known as JCM) to make sure bending looks natural. Some character makers do a better job of that than others, and some ignore them altogether. That is what affects the look of bends.
Overall I have found G9 need far less CBS than any previous generation, so that attests to the fact that it really does bend nicely naturally.
Also keep in mind that alot of people like to mix and match morph sets....when you do that you also introduce a mix and match of different CBS, and some of them really wont play nice with each other. That again is not a fault of G9, its just a fault of how easily it is to blend things together. Back in the day, you could really only use the morph that a character was designed for, or things would get ugly fast....now things are so smooth that it is usually just a rare mix that blows things up
I hear what you are saying but funny, after thousands of renders over the years, I rarely ever had any bend problems with G8 or 8.1.
G9`s limbs and joints look and bend like spaghetti, the armpits look very weird, the knees and calves just look unnatural when bent, and the shins bow too far back which is evident and pronounced when kneeling on the ground. Even the elbows look weird when bent. And I usually have to bring the shoulders in and shrug them to get it to look more femenine.
I never use any characters straight out of the box, but I do pose tests on every character morph that I purchase before putting them into use.
You'd think from the posts in this thread that g8/8.1 never had bend problems. The presence of a number of "natural bends" and "bend control" products for G8/8.1 implies otherwise.
Getting on the 9 train, or notxyer0 said:
Richard Haseltine said:
xyer0 said:
RawArt said:
... Overall I have found G9 need far less CBS than any previous generation, so that attests to the fact that it really does bend nicely naturally.
Also keep in mind that alot of people like to mix and match morph sets....when you do that you also introduce a mix and match of different CBS, and some of them really wont play nice with each other. That again is not a fault of G9, its just a fault of how easily it is to blend things together. Back in the day, you could really only use the morph that a character was designed for, or things would get ugly fast....now things are so smooth that it is usually just a rare mix that blows things up
And yet, for the seven years prior to G9 we have not seen spaghetti appendages. But now we do.
Some of which can be attributed to its being easy to turn the CBSes off by accident.
That is a reasonable hypothesis, which suggests a dubious design choice.
No, just something to be aware of. And one of the reasons for the warning that pops up on using the zero commands.
Can Blender be used to heavliy alter the body shape of a Genesis 2 female model?After loadfing the morph into DS and applying it you need to adjust the bone placement (Edit>Figure>Rigging>Adjust Rigging to Shape should at least get you close) and then, once you have that working and have set up any other needed general adjustments, you need to link the changes to your morph (right-click on the Parameters pane and put it in Edit mode, then right-click on your morph slider>ERC Freeze).
How to Turn a Multiple Morph into One?I created my morphs and renamed a few of them and after I saved them they turned into this.

Is it possible to make them become one morph?

I have already tried to completely delete them and then download them again
But after I went to daz again everything came backConverting V4 textures to Genesis 3,8,9 MethodologyThank you for the input, crosswind. No, FaceForm is not an option because it is prohibitively expensive.
I know there is a Blender tutorial for transferring textures from G2 to G3, but again, it comes back to my original question. Do the meshes have to be aligned 100% or will there not be an issue with the longer Genesis fingers? The Blender tutorial calls for the use for preparation morphs and when these are applied, G3 alters to be the same shape as G2 - G3 appears to be a little bustier as I drag the morph slider and watch it apply - and so the meshes complete overlap. When I have both G2 and G3 in my scene with these preparation morphs applied and then load Genesis, the fingers on Genesis are longer and there are some differences in the body, the buttocks and a couple of other areas.
Taking Genesis into Zbrush and pushing and pulling the geoemtry until it matches G2/G3 won't be a problem if it's necessary, but the length of the fingers are still going to be out of whack. Changing the length of the fingers could lead to some distortion on the textures. To my way of thinking, changing the length of the fingers and thus the size of the polygons will be more intensive than just pushing and pulling the odd part of the mesh to make it fit to the shape of G2/G3.
Edit: And looking at the thread you linked, this person is doing something different, also using another program to transfer the textures - or so it seems, since they're following Jay's tutorial. This is also not an option for me. I don't particularly want to be adding yet another program and expense to my pipeline.
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]jdavison67 said:
OKAY.... The plot thickens.....
I found something interesting....in my result...
The head had a morph on it.... for a character called Percy
This character is a add-on for a character called Floyd 8
The kicker is....
I don't own either character.
Isn't that awesome?
That is impossible. You have the morphs on your system. Did you return the product perhaps and it stayed on your hard drive?
The problem persists though... when I remove the morph...it looks like some of this Floyd Character is still there,,,, especially around the eyes...crowsfeet and all...
I found the morphs and removed them...
tried again with GUY 7
here is the result ... I did change the texture... post conversion...
Did you look for the new morphs? They are probably there. Without seeing the log of a conversion, I cannot tell you exactly what is happening. What happens often though is that the Controller property for the new character (the one that dials in all the morphs) was not fixed and dialed in. Because of some issue in Daz, the script needs to find the new controller property dsf file it created and patch it. Daz creates it in a certain directory based on your settings. However, the script sometimes cannot find it. If it cannot patch the file, the controller property will not load and cannot be set.
As far as the morphs being wrong. On first run, the script creates a clone (and never recreates it). It is possible that it was corrupted on the first run and introduces bugs into any morph. You need to delete the clone so the script will regenerate it. The clone to delete should be in C:/Users/USER NAME/AppData/Roaming/DAZ 3D/Studio4/CharacterConverterMorphs.
JD
Getting on the 9 train, or notRawArt said:
Bad joint bends are not a problem of Genesis 9, it is a problem of badly made characters for g9.
Most (I would say ALL) characters need their own custom CBS(formerly known as JCM) to make sure bending looks natural. Some character makers do a better job of that than others, and some ignore them altogether. That is what affects the look of bends.
Overall I have found G9 need far less CBS than any previous generation, so that attests to the fact that it really does bend nicely naturally.
Also keep in mind that alot of people like to mix and match morph sets....when you do that you also introduce a mix and match of different CBS, and some of them really wont play nice with each other. That again is not a fault of G9, its just a fault of how easily it is to blend things together. Back in the day, you could really only use the morph that a character was designed for, or things would get ugly fast....now things are so smooth that it is usually just a rare mix that blows things up
I hear what you are saying but funny, after thousands of renders over the years, I rarely ever had any bend problems with G8 or 8.1.
G9`s limbs and joints look and bend like spaghetti, the armpits look very weird, the knees and calves just look unnatural when bent, and the shins bow too far back which is evident and pronounced when kneeling on the ground. Even the elbows look weird when bent. And I usually have to bring the shoulders in and shrug them to get it to look more femenine.
I never use any characters straight out of the box, but I do pose tests on every character morph that I purchase before putting them into use.
Getting on the 9 train, or notOso3D said:
xyer0 said:
RawArt said:
... Overall I have found G9 need far less CBS than any previous generation, so that attests to the fact that it really does bend nicely naturally.
Also keep in mind that alot of people like to mix and match morph sets....when you do that you also introduce a mix and match of different CBS, and some of them really wont play nice with each other. That again is not a fault of G9, its just a fault of how easily it is to blend things together. Back in the day, you could really only use the morph that a character was designed for, or things would get ugly fast....now things are so smooth that it is usually just a rare mix that blows things up
And yet, for the seven years prior to G9 we have not seen spaghetti appendages. But now we do.
I absolutely remember that happening when people made their own figures, or combined wildly different figures. Frequently.
Some of those were posted on this forum.
I'll take your word for it, but I've only seen these kinds of bends on Poser figures.
Getting on the 9 train, or notRichard Haseltine said:
xyer0 said:
RawArt said:
... Overall I have found G9 need far less CBS than any previous generation, so that attests to the fact that it really does bend nicely naturally.
Also keep in mind that alot of people like to mix and match morph sets....when you do that you also introduce a mix and match of different CBS, and some of them really wont play nice with each other. That again is not a fault of G9, its just a fault of how easily it is to blend things together. Back in the day, you could really only use the morph that a character was designed for, or things would get ugly fast....now things are so smooth that it is usually just a rare mix that blows things up
And yet, for the seven years prior to G9 we have not seen spaghetti appendages. But now we do.
Some of which can be attributed to its being easy to turn the CBSes off by accident.
That is a reasonable hypothesis, which suggests a dubious design choice.
G8 and G9 Male and Female Dragon personThe tricky part is "with wings", because those would have to come out of the same mesh as the base figure, which would necessarily make them very low-poly. There are characters like Drago and Dragkon that morph into dragons, or at least dragon-like humans, but the wings and tail are geografts, because they have to be for the reasons explained above.
Help! Looking for a similar Daz model or a Morph, from this imageDo you guys know any Daz model or morph which is similar to her?
https://imgur.com/a/WuXaCua
Thanks in Advance :)Getting on the 9 train, or notxyer0 said:
RawArt said:
... Overall I have found G9 need far less CBS than any previous generation, so that attests to the fact that it really does bend nicely naturally.
Also keep in mind that alot of people like to mix and match morph sets....when you do that you also introduce a mix and match of different CBS, and some of them really wont play nice with each other. That again is not a fault of G9, its just a fault of how easily it is to blend things together. Back in the day, you could really only use the morph that a character was designed for, or things would get ugly fast....now things are so smooth that it is usually just a rare mix that blows things up
And yet, for the seven years prior to G9 we have not seen spaghetti appendages. But now we do.
I absolutely remember that happening when people made their own figures, or combined wildly different figures. Frequently.
Some of those were posted on this forum.
Getting on the 9 train, or notxyer0 said:
RawArt said:
... Overall I have found G9 need far less CBS than any previous generation, so that attests to the fact that it really does bend nicely naturally.
Also keep in mind that alot of people like to mix and match morph sets....when you do that you also introduce a mix and match of different CBS, and some of them really wont play nice with each other. That again is not a fault of G9, its just a fault of how easily it is to blend things together. Back in the day, you could really only use the morph that a character was designed for, or things would get ugly fast....now things are so smooth that it is usually just a rare mix that blows things up
And yet, for the seven years prior to G9 we have not seen spaghetti appendages. But now we do.
Some of which can be attributed to its being easy to turn the CBSes off by accident.
Getting on the 9 train, or notRawArt said:
... Overall I have found G9 need far less CBS than any previous generation, so that attests to the fact that it really does bend nicely naturally.
Also keep in mind that alot of people like to mix and match morph sets....when you do that you also introduce a mix and match of different CBS, and some of them really wont play nice with each other. That again is not a fault of G9, its just a fault of how easily it is to blend things together. Back in the day, you could really only use the morph that a character was designed for, or things would get ugly fast....now things are so smooth that it is usually just a rare mix that blows things up
And yet, for the seven years prior to G9 we have not seen spaghetti appendages. But now we do.
Pressing a face against a windowHere you go: Flat Face 1 - nose morph for Genesis 8 Male
Morph -Geometry did not match-crosswind said:
Nirguin said:
I already did it and had the same problem
Yes I did it in blender, I didn't use any modifiers, just the sculpt mode
Even if I just export it and import it again as a morph without modifying anything I still have the problem that the geometry doesn't matchOkay, Blender is just the culprit... Have you noticed that 1 vertex is lost after importing OBJ into Blender ? ( turn "Statistics" on firstly...) The vertices count in DS is 22733 but 22732 in Blender. (screenshot 1)
Neither of the latest or Legacy OBJ importer in Blender helps. (Legacy way is discontinued in ver 4.0+)Never check "Remove Unused Vertices" if you want to export an object and bring it back to DS as a morph... because if you check it, you'll get a "wrongly exported" OBJ from this sort of case. If you uncheck the option, at least you can correctly send it to other non-Blender 3D applications for manipulation and bring it back to DS as a morph with no issue...
How to fix this case ~~
- It's pretty similar to another case I ever helped with trouble-shooting: https://www.daz3d.com/forums/discussion/692276/import-problem-from-blender#latest
- Import the scene into Blender with Diffeomorophic Daz Importer... It's the only way to make this sort of case work in Blender as far as I experiment... (screenshot 2)OOOooooo, it hadn't occurred to me to see the total number of vertices, this is the first time this has happened to me, I'll be careful next time, thank you.
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]OKAY.... The plot thickens.....
I found something interesting....in my result...
The head had a morph on it.... for a character called Percy
This character is a add-on for a character called Floyd 8
The kicker is....
I don't own either character.
Isn't that awesome?
The problem persists though... when I remove the morph...it looks like some of this Floyd Character is still there,,,, especially around the eyes...crowsfeet and all...
I found the morphs and removed them...
tried again with GUY 7
here is the result ... I did change the texture... post conversion...
JD
Morph -Geometry did not match-mwasielewski1990 said:
Nirguin said:
I already did it and had the same problem
Yes I did it in blender, I didn't use any modifiers, just the sculpt mode
Even if I just export it and import it again as a morph without modifying anything I still have the problem that the geometry doesn't matchTry importing and exporting (to and from Blender) as Legacy OBJ instead of standard. Had the same issue a while ago. Also, try to import the morphed item "as-is" to DAZ to check if the axis orientation is correct, because blender by default does
Forward: -Z
Up: Y
while DAZ needs:
Forward: X
Up: Y
Hope this helps :)
I think Legacy OBJ is for older versions of blender since the one I use is not available (I use the 4.1)
But I found the solution
I thought that for some reason the buttons were causing the problem so I hid them with the geometry editor but I also had to delete them but by mistake I clicked on "delete unused vertices" apparently there was only one vertex that was causing the error, I exported and imported again and the morph no longer gave me the error
I don't know why it worked but I'm happy, thank for the help!.Morph -Geometry did not match-Nirguin said:
I already did it and had the same problem
Yes I did it in blender, I didn't use any modifiers, just the sculpt mode
Even if I just export it and import it again as a morph without modifying anything I still have the problem that the geometry doesn't matchOkay, Blender is just the culprit... Have you noticed that 1 vertex is lost after importing OBJ into Blender ? ( turn "Statistics" on firstly...) The vertices count in DS is 22733 but 22732 in Blender. (screenshot 1)
Neither of the latest or Legacy OBJ importer in Blender helps. (Legacy way is discontinued in ver 4.0+)Never check "Remove Unused Vertices" if you want to export an object and bring it back to DS as a morph... because if you check it, you'll get a "wrongly exported" OBJ from this sort of case. If you uncheck the option, at least you can correctly send it to other non-Blender 3D applications for manipulation and bring it back to DS as a morph with no issue...
How to fix this case ~~
- It's pretty similar to another case I ever helped with trouble-shooting: https://www.daz3d.com/forums/discussion/692276/import-problem-from-blender#latest
- Import the scene into Blender with Diffeomorophic Daz Importer... (screenshot 2)
or, as OP found it himself, delete unused vertecis !Figures Loading with Long NailsAlways check the log, as DS will tell you which morph deltas are being loaded.










