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I'm having problem with Importing obj from Marvelous Desginer as Morph
Doing export from daz and import back (morph loader) immediately results no problem.
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The number of vertices of obj imported from MD to DAZ, is the same to the original.
The only difference is the number of total faces, which is double as the error suggested.
Need purses or handbags that open.tsroemi said:
lorraineopua said:
https://www.daz3d.com/night-out-purse-and-accessories-for-genesis-8-female is a morphing handbag with a 'purse slouched open' morph
Very nice find! I love it that the girl is taking a pen and notebook on her night out instead of make-up and such.
You mentioning that is *entirely* why I actually looked at this one. Because I've had a LOT of things in my night out bag over the years, but makeup has never once been among them. Pen and paper and a book, though? 100%, no matter what else was in there.
I'm having problem with Importing obj from Marvelous Desginer as MorphI realise the morph loader error mentions facet count, but does facet count even matter? I thought all that matters was vert count. (Edit: I tested by exporting primitive to blender and triangulating it and morphing it and it still loaded into morph loader pro, so triangulation is not inherently an issue)
Export obj from Daz
Import the exported obj into Daz
Check vert count in Node info - Are they the same? If not, you did something wrong.
If same, proceed to import into MD.
Immediately export from MD
Import the obj into Daz
Check vert counts in Node info - Are they the same?
question about creating clothes1. With poses, you need to necessarily fix corrective morphs on the dress, like the "broken issue / mesh deformation" issue in your 1st screenshot... when Collar / Shoulder bend up, and/or add dForce capability as needed.
2. As for the deformed mesh in the crotch area... if you don't find this issue with A-Pose, you also need to fix corrective morph for thighs Bend and/or Side-Side.
3. As for the texture issue, where did you do UV Unwrap... Blender ? Better show its UV map, as well as how the texture looks in A-Pose...Besides, I recommend a tutorial series from Mada: https://www.youtube.com/watch?v=Ii16tUmLzD8&list=PL2SdKrOTXeXA1qMgNE84AsM8_Wq63gOBF You better first of all understand the typical workflow of make clothing in DS...
What the hell is Gordig doing now?Gordig said:
I'm just looking forward to the day when I can move past transferring the same scene and characters into different programs.
Funny thing about that: I've decided that I hate Unreal too much to spend a single second more inside the program. I took a brief spin with Unity and found it much more comprehensible, much easier to figure out how to do simple things, but I was long past the point where I could remember why I started playing in game engines, since I'm not trying to make a game. So I refocused my energies on building out more of the set I'd been working on. I had already converted the entire scene to C4D's standard renderer because Arnold materials don't transfer into any other program, but since I've only ever used third-party renderers since I started seriously using C4D, there are a lot of things I don't fully understand about how to make standard materials and lights look particularly good. This is an alright shot for now, I guess.
Need purses or handbags that open.lorraineopua said:
https://www.daz3d.com/night-out-purse-and-accessories-for-genesis-8-female is a morphing handbag with a 'purse slouched open' morph
Very nice find! I love it that the girl is taking a pen and notebook on her night out instead of make-up and such. Also, lots of morphs on the bag, cool! And it's really cheap right now, with the coupon.
Need purses or handbags that open.https://www.daz3d.com/night-out-purse-and-accessories-for-genesis-8-female is a morphing handbag with a 'purse slouched open' morph
Need purses or handbags that open.[email protected] said:
Thanks for the suggestions, Charlie. I'll see if the Purrrsed one works for me. I'm just amazed that with all the products out there, nobody has really made one where you could have a model reaching inside of it very easily.
Probably because most purses are not rigged, which makes it easier to model and most users have no need for that option I was looking for one that was open and the contents spilling out for a project last year, ended up creating my own basic morph to get the look I was after.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIImago said:
Kainjy said:
Tieni premuro CTRL mentre applichi la posa.. ti apparirà un menu dove potrai disattivare le traslazioni
Ho notato che alcune pose se ne fregano di quel trucchetto, non so perchè!
Ogni tanto me lo fanno anche alcuni materiali, per quanto io gli dica "Ignore", quelli rimpazzano tutte le textures.
Forse perchè anzichè spostare i joint hanno usato un morph per muovere il personaggio.
question about creating clothesThat sounds as if the lifted arms were already in effect when you loaded the morph - I think recovering from that will be tricky, it would probably be better to use Blender to rshape the emsh to fit the base pose.
question about creating clothesOn fact, I fisrt posed the the figure, but after, I imported it as an obj file and reimported it as a morph by Morph Loader Pro. I did that because when I just posed the figure and sent it to Blender, I don't know why but the arms was upper in Blender than in DS, it was more like a Y pose... So, I dialed the arms in DS less up, and sent it to Blender, where I had an actual T pose. After that, I saved the T posed G8M as an obj file, and reimporeted it to DS as a morph by Morph Loader Pro.
How to save new character morphs?I don't understand what happen: when I do ERC Bake and try to dial the morphs, they don't recreate the shape I want, they recreate the shape that I obtained by the slider. It looks like ERC Bake had changed the effect of the morphs...
I tried to do ERC Bake with the slider to 0 and 100%, but it didn't work. Is there something to do before ERC Bake? Or could it be because I have several AV wings in my file? I am working on a new AV wings in the same file to compare to the first one and to be sure that the shapes correspond...Edit:
I finally succedded by working directly on the first wings, without needing to delete the other. I works much better, now!
However, I saved the slider by Morph Asset, not Save Modified Asset because there was another asset, not only the slider, and I wasn't sure if it was normal:
Is it normal that there is not only the slider?
By the way, I have the impression that I made a mistake by choosing "Wingshape Phan" as the product name: it is the name of the slider, but I gess "AV Wings" would be better for the product name, right? Is it possible to change that?
Thank you in advance!
question about creating clothesDid you use a morph to get the T pose or did you literally pose the figure? Reverse Deformations won't help with the latter, but you can use Bake rotations to make the system think that the T pose is zeroed and rig from that, then repose to go back to the regular pose and bake the clothing's rotations to get a version that fits the egular figure. In gernal working on the true default pose will be easier.
question about creating clothesYes it is best to model against the base character in default pose.
With your t-shirt you can in Transfer Utility set shape to current for character, and tick Reverse Source Shape from target (clicking More...)
question about creating clothesThank you very much! I tried, but it doesn't work correctly. In fact, since it was simplier to create the cloth from a T-posed character, I posed the G8M in T before importing it into Blender. Then, I created the cloth with a T-pose, and imported it into DS, still having my G8M in T-pose:
ose:I don't know if it can explain the issue that I am encountering, but when I use Transfer Utility, I get that:

Was it a mistake to use the T-pose to create the cloth? Is it better to use the default pose?
Thank you in advance!
question about creating clothesdForce is a physics system, so you need to simulate it in order to see the results. If you don't already have it open, open up the Simulation tab and hit Simulate. If you want the clothing to follow the figure while you're posing it, what you want is rigging, not dForce, and you should look into the Transfer Utility.
How to save new character morphs?Hi! I just noticed that my slider controlling the head and body appears only in the parameter pane:

But it is not available in the shaping pane:

I don't understand because the head and body morphs correctly appear in the shaping pane:

Is it possible to make the slider available in the shaping pane? I already bsaved this slider as a morph asset, could it be a problem to do that?
Edit:
Hi again! I am realizing that I have also an issue on the Avija Wing slider that I created before. Here is what I obtain on the character that I used to create the wing slider:


And Here is what I obtain after loading a new G8M and new AV wings, and applying the same slider that I created on the first one:


I applied the same slider, the morph values seem to be the same, but the actaul wing shaoe is not the same...
When I tried to dial the same morph values to the without using the slider, the shape become the same, so, it looks the the issue comes from the slider but I don't understand why. I just saved the slider by Save As -> Support Asset -> Morph Asset, I don't understand why I don't obtain the same shape on other AV Wings... Could you help me, please?
Furthermore, I don't know if it can due to the same issue, but it seems that the material isn't completly applied the my first AV wings (the ones that I used to create the slider):

I just applied the black material as I did before, but, now, it isn't correcly applied, while it is still correcly applied on other AV wings... So, on my forst AV wings, the slider works correctly but not the material, and on new AV wings, the slider doesn't work correctly but the material does...
Thank you in advance for your help!
How to create eyelashes correctly?felis said:
I can't make out what the images show.
But have you done transfer riiging to your eyelashes?
I used transfer utility standard settings.
Now I'm thinking of making a Geograft out of eyelashes. so that the edges always match.
Tell me, is this a good idea?
Will there be problems when I subdivide the model?
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]jdavison67 said:
I see what is happening now....
It's seems that once the transfer happens. The slider that is created is set to 100%
But this exagerates the result.
If I dial the slider back to 50% and increase the scale... I get a better reppresentation of the original character.
See Image 1
This could be... because the generated character combines a couple attributes to a single slider...
The original character contains a Guy 7 body and a Guy 7 slider
See image 2
The generated character only has the guy 7 body slider... not the Guy 7 slider...
If the new charcter slider is set at 100% the result is extreme... 50 % seems to be good with a few tweeks to the scale ... as seen in image 1
JD
The Guy slider is just a control slider; it dials in the morphs (head and body) of Guy all at once (and scale BTW though it looks like you mostly turned it off). I think that might be what is confusing the script is the scale and the negative height are combining to give you the height of the character, and it is getting them wrong somehow.
Smooth Out BumpI tried smoothing out the bumps on her bum with Blender. When I apply the suit morph in Daz, it doesn't work properly.
Part 1: https://mega.nz/file/vMN33bCJ#AMlBQn7eNbgrJ0BN0AhLIMa4I3BLRgK--QBkG_gy-Cg
Part 2: https://mega.nz/file/fYUklKBL#ZycSPSN6v651auroH0iUu_XevtgKnbx3zE9HQXieuPk










