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[Released] RSSY Hair Converter from Genesis 8 to Genesis 9 [Commercial]
Volta conversion does not work for me. The converter morph does not help. I made sure there were no previously converted files in the data directory or people directory. I have done this over and over. Volta hair comes with a G8F version and a G8M version. I converted the G8M version and used the G8M to G9 converter. This is what I get:
After conversion there are two orphaned references in my library. Is that any clue, or is that an expected result.
Star Trek Builders Unite 8: THE REBOOTAnd let me try adding the Captain Archer morph again
Let's appreciate/discuss today's new releases - ongoing threadhttps://www.daz3d.com/jasa-taliyah-for-genesis-8-and-8-1-female
Not technically a new release, but new to this store.
Can anybody confirm if this character has the pointy elf ears baked into her head morph, or is it a separate morph? Perhaps someone who already has her from her Rendo days?
Thanks!
Marahzen's Musings on Creating Characters (and other matters)Since I last checked in, I have finished and handed over my side gig work for the 2024 season, so now I have a few months to play.
As I had documented the latest steps of my creation process, I figured it might be time to tackle that challenging and controversial topic - G8 or G9?
If you hang around the Daz forums, you're surely familiar with the main "Getting on the 9 train, or not" thread over in The Commons, which has been perpetually active since G9 appeared on the scene in the fall of 2022.
https://www.daz3d.com/forums/discussion/598286/getting-on-the-9-train-or-not/p1
Over the last year and a half plenty of people have made their case for why they are staying with G8/G8.1 (or even earlier) or why they are moving on to G9.
I came to the conclusion that whichever figure works best for a particular user, and his or her art and process, is the right version for that user.
I don't think there are many people who have invested more time and money in parallel testing of G8/G8.1 and G9 than I have and ultimately - barring catastrophic usability issues in terms of poses or clothing or something else of central importance in using Daz - the most important factor for me was which one made better versions of my characters. It was the same consideration that came into play when I went back and forth between FaceGen and Face Transfer, back to FaceGen (in part), on to new Face Transfer 2; and when I adopted and moved on from various approaches to skin textures.
So here they are - G8 (the brunette) and G9 (the blonde) from the same source image, using just FT and FT2, respectively, with 75% of the respective "female" fixes for each verson. (G8, being half a foot taller, is also scaled down to be a similar height and I've done routine head propagation tweaking on G8, which comes in after FT with disproportionately tiny heads; somewhere around 4-6% gets a match in dimensions to a stock G8F figure.) Here, I'm actually using the same skin treatment on both - I've applied a commercial G8 skin to both figures and then used textures sourced from FaceGen as the base.
This was the original source image:
I could do better, but the goal here was a quick comparison of Face Transfer/G8 and Face Transfer 2/G9 characters on the most level conditions I could reasonably muster. This particular skin material set, being out-of-the-box G8, is Iray Uber, which I haven't done so much with lately, and I didn't do any cleanup of the "stain" from the source image shadows yet. Putting a G8 skin directly on G9 is accomplished by use of the "Material Suit," which is pretty cool toy if you want to put G8 textures on a G9:
https://www.daz3d.com/rssy-genesis-8-and-81-female-material-suit-for-genesis-9
https://www.daz3d.com/rssy-genesis-8-and-81-male-material-suit-for-genesis-9So am I planning on doing much application of G8 textures to G9? Not sure, but for a few bucks, I like having the option.
And as for the main question - G8 or G9?
I'm still not sure but have been leaning G9 for a while now. I just do not like the oval android head of G8F in particular; G8F face transfer characters also tend to have disproportionate lower face features, especially a heavy jaw line, and that's harder to morph away than the long head itself.
will real-beauties-for-v4 work in daz or only poser?I got it and it works good, I'd recommend this to anyone who still uses v4, it's a lot of fun, the morphs are partial so you can change the face slightly if desired, doesnt have to drastically change the whole face around as far as I have seen so far
but after a face morph has been applied when I go to parameters to see what has been aplied there is no slider indicating any morph has been done to the face though, nothing in currently used either
how do we find aplied morphs wth v and m4?
thanks
Split skirt that's actually two skirts in one, so that I can convert itechristopherclark said:
I have a skirt product I'm trying to run through RSSY Clothing Converter - G8F to G9, but the duf file actually loads a skirt and a parented underskirt. Is there any way to split these into separate objects so that the converter will work on them? It won't run on presets with multiple objects, even if you click Force Convert.
I've tried deleting the underskirt and saving the skirt as a wearable preset by itself, but that didn't work. And I just tried to save each item as a Support Asset > Figure/Prop Asset, but that didn't seem to work either.
I know it's possible this won't solve the problem I'm dealing with, which I've also tried to fix in Blender and with SY Detriangulator to no avail, but I'd love to be able to rule this out as a possibility before I give up entirely
RSSY converters are not able to convert "hierarchical wearables", and they ignore Wearable Presets that are saved by the users. So you just did right by saving them as Figure asset but only some tricks will be needed:
- Unparent that Under Skirt from the root node of BBR Skirt
- Save them as Figure asset separately with "Your vendor name" but DO NOT save the asset files to "Your Daz Library" ! (e.g. My Daz Library\...) otherwise the Converter won't convert them... Instead, create a new folder under : Daz Library\People\Genesis 8 Female\Clothing\, and save the asset files there. In other words, the "user facing files" have to be in your "Product Library" other than your "User's Library".- Then add the saved files to Converter, and convert them in the normal way. No "Force Convert" is needed.
As for the "triangulated issue", as I said in the above thread, you can just simply smooth that area by using Smooth brush in Blender and import it back to the skirt as a fix morph (or update base geometry...), as shown in the screenshots 3 ~ 4 down below...
Split skirt that's actually two skirts in one, so that I can convert itThe RSSY Conversion Script doesn't give me the option to do anything with it before it starts to process, so I can't unparent it and then run the conversion script as far as I can tell. I need to be able to point it at a file and let it go.
The crotch triangle is coming through when I autofit it to the character using the built-in Daz tools.
I'll triple-check to see if the conversion works OK on Base G9. If it does, is there a way to have the item ignore the projected morph when I try to put it on my custom character?
I'm happy to try again at Blender or another modeller, but I haven't had any luck there yet.
[Released] RSSY Hair Converter from Genesis 8 to Genesis 9 [Commercial]RiverSoft Art said:
Eboshijaana said:
RiverSoft Art said:
Eboshijaana said:
RiverSoft Art said:
Eboshijaana said:
barbult said:
Eboshijaana said:
Any updates on the dForce mess? At least replicating it?
Here is what I mean when I say it behaves like autofit.
Scene before saving and reloading;
Scene after saving and reloading;
I don't think saving the converted scene and reloading it is the recommended procedure. I think you are supposed to load a new scene, reload your character, and then load the converted hair from the saved converted hair asset. I haven't tried the method you just described, so I don't know how it behaves, but I also don't know if the recommended procedure works any better for that hair. My hair conversion results are really hit and miss. I don't know why.
This isn't a converted scene, I loaded a hair I converted days ago into it.
My point was to show, that where the converted dForce hair fails, is the exact same situation as if I was using Autofit. To help Riversoft and Sickleyield to hone in on the solution better.I am not seeing the reload issue. Here is a scene where I saved the Dolb Hair with a figure and reloaded:

If the converted hair is wrong BEFORE it is saved, it will not be any better on reloading. What is the hair that you are showing with the problem? Have you fully deleted the data files before converting?
It only does that with dForce hairs that have the hair generation as "Target Surface", Root Radius ones are fine.
And no, the converted hair was fine before conversion, it looked fine during the conversion as well. It is only when I make a new scene and try to use the converted dForce Hair that it behaves EXACTLY like an autofit hair applied to a scene, scene saved and then was reloaded. Reloading doesn't do anything to the converted hair, it just behaves exactly like the autofit hair I explained.
The hair in question is Greyson hair, but other Target Surface dForce hairs do the same.
I have deleted the CV product, the target folder, data folder and the AppData folder. There should be no issue.Unfortunately, I do not have https://www.daz3d.com/dforce-greyson-hair-for-genesis-8 Is the Volta Hair you mention earlier in the thread also one of the weird save problems for you? I have Volta Hair. The script does not set the Conformer Morph for the cap to -100 percent (which I need to fix). However, it converts correctly, and saves and reloads correctly.
Yyep, the weird bug affects ALL dForce hairs that are Hair Generation Mode:Target Surface.

Here is the hair with the cap at -100 G8F converter morph applied (I found no conformer morph.)

I am not getting that conversion at all for Volta. Here is the converted Volta hair on my machine (and the converter morph set), even simulated:

WTF, I swear I cleaned up every little corner of that hair conversion before converting it O.o
Maybe I should do some uninstalling and reinstalling.
You still have the issue with dForce hairs @Barlbult ?Split skirt that's actually two skirts in one, so that I can convert itIf the underskirt is paranted to the skirt, you can just unparent it and convert individually.
Regarding the crotch triangle it is a regularly seen problem. You haven't said how yoy are converting, as it might have options to limit the issue.
Also be aware if it looks ok on Base G9, then it is an issue caused by projected morph.
You can anyway correct it in a modeller, but exactly how depends on your workflow.
[Released] RSSY Hair Converter from Genesis 8 to Genesis 9 [Commercial]Eboshijaana said:
RiverSoft Art said:
Eboshijaana said:
RiverSoft Art said:
Eboshijaana said:
barbult said:
Eboshijaana said:
Any updates on the dForce mess? At least replicating it?
Here is what I mean when I say it behaves like autofit.
Scene before saving and reloading;
Scene after saving and reloading;
I don't think saving the converted scene and reloading it is the recommended procedure. I think you are supposed to load a new scene, reload your character, and then load the converted hair from the saved converted hair asset. I haven't tried the method you just described, so I don't know how it behaves, but I also don't know if the recommended procedure works any better for that hair. My hair conversion results are really hit and miss. I don't know why.
This isn't a converted scene, I loaded a hair I converted days ago into it.
My point was to show, that where the converted dForce hair fails, is the exact same situation as if I was using Autofit. To help Riversoft and Sickleyield to hone in on the solution better.I am not seeing the reload issue. Here is a scene where I saved the Dolb Hair with a figure and reloaded:

If the converted hair is wrong BEFORE it is saved, it will not be any better on reloading. What is the hair that you are showing with the problem? Have you fully deleted the data files before converting?
It only does that with dForce hairs that have the hair generation as "Target Surface", Root Radius ones are fine.
And no, the converted hair was fine before conversion, it looked fine during the conversion as well. It is only when I make a new scene and try to use the converted dForce Hair that it behaves EXACTLY like an autofit hair applied to a scene, scene saved and then was reloaded. Reloading doesn't do anything to the converted hair, it just behaves exactly like the autofit hair I explained.
The hair in question is Greyson hair, but other Target Surface dForce hairs do the same.
I have deleted the CV product, the target folder, data folder and the AppData folder. There should be no issue.Unfortunately, I do not have https://www.daz3d.com/dforce-greyson-hair-for-genesis-8 Is the Volta Hair you mention earlier in the thread also one of the weird save problems for you? I have Volta Hair. The script does not set the Conformer Morph for the cap to -100 percent (which I need to fix). However, it converts correctly, and saves and reloads correctly.
Yyep, the weird bug affects ALL dForce hairs that are Hair Generation Mode:Target Surface.

Here is the hair with the cap at -100 G8F converter morph applied (I found no conformer morph.)

I am not getting that conversion at all for Volta. Here is the converted Volta hair on my machine (and the converter morph set), even simulated:
Evangelion Hairhttps://www.daz3d.com/flora-hair-for-genesis-8-and-81-female would work if there was a morph that would have the bangs, either side of the centre part, curve inwards, rather than outwards. See picture.
Duplicate formula found Genesis 9Hi all, there's no new updates that I'm aware of. But I'm so used to seeing the duplicate formula warning when loading G3, G8 and G8.1 that D/S has trained me to look at the screen while it's loading a scene and wait to click the warning off. Using 4.22 with G9, it only takes a short time to appear, so far, so it's no big deal to me. I modify items so much (just with scaling) it probably doesn't matter if some propritary morph doesn't work. But of course I hope these MB chars get fixed (some others reportedly have this issue too so I'll wait on futher MB purchases) more importantly to me, the normal map issues etc. However, this isn't keeping me from using Yomi and Carmel.
/ peaceCelebrity Look-a-Likes for 3D figures Part 4Aya Cash as Stormfron from "The Boys":

Character Morph and Outfit: https://www.renderhub.com/3duk/klara-risinger-stormfront
Character Texture: https://www.daz3d.com/angharad-8
Hair: https://www.renderosity.com/marketplace/products/112515/hr-159
Coming *very* soon: Desert Witch Jewellery Trove vol 2 and BundleAfter a year long hiatus, I am coming back to DAZ3D with a bang! Back to modelling and texturing, with the quality you've appreciated over my years collaborating with other artists, with DAZ, or on my own.
Make your character stand out from the crowd with statement jewelry that is both opulent and unique!
Desert Witch Bundle includes both Sets 1 and 2. Two full jewelry sets, of 10 items each, inspired by heirlooms pieces from the Middle East and South East Asia. Any of these will enhance your character renders, whether you are aiming for a boho look at the festival, a fantasy princess, or maybe that leader in a faraway desert planet (maybe like that one you know, that comes with giant toothy worms and can make your eyes look funny
)They can be used as individual pieces, as separate sets, or in combination for an out-of-this-world grandeur.
What you are getting:
The jewelry trove set 1 includes a headband, a beaded necklace, a pendant necklace, one beaded small pair of earrings, one big loop pair of earrings, one beaded septum ring, and two chunky bracelets each for left and right arms: one in torque style and the other with heavy geometric detail.The jewelry trove set 2 includes a Crown, a long geometric beaded necklace, an Amulet necklace, a paid of small spiked earrings, a pair of big spiked hoops, a spiked septum ring, and two chunky bracelets each for left and right arms: one with small spikes, and the other with heavy seashell spikes.
There are four extremely detailed texture sets for each piece of jewellery. The textures showcase different levels of crafting complexity and materials, from granulation to inlays. You can also use simple Iray materials for plain looks.
Where it all comes from:
It was inspired by and then modelled from pieces in private collections and museum references, and includes four sets of highly detailed textures for those out of this world closeups. Quite a few of you guys know I dance as a hobby, and I hope my love for the heavy adornment we wear while dancing and the myriad cultures that live in the area comes across in the care I put in them.
* Please note that while I personally support the wish for any being to wear fabulous jewelry, human, humanoid, or other, this set was designed with humanoid characters in mind and might not be fully suitable for those of a creature persuasion. Despite this, I have added a snout morph to the nose ring that might help using it with some creature morphs.*You can see a full gallery in my website
https://www.arien-graphics.com/2024/04/21/coming-soon-desert-witch-jewellery-trove/will real-beauties-for-v4 work in daz or only poser?Basically it's a bunch of shaping presets in Poser formats (probably PZ2), so if you don't have the required morph products then not a lot will happen when you use them.
[Released] RSSY Hair Converter from Genesis 8 to Genesis 9 [Commercial]RiverSoft Art said:
Eboshijaana said:
RiverSoft Art said:
Eboshijaana said:
barbult said:
Eboshijaana said:
Any updates on the dForce mess? At least replicating it?
Here is what I mean when I say it behaves like autofit.
Scene before saving and reloading;
Scene after saving and reloading;
I don't think saving the converted scene and reloading it is the recommended procedure. I think you are supposed to load a new scene, reload your character, and then load the converted hair from the saved converted hair asset. I haven't tried the method you just described, so I don't know how it behaves, but I also don't know if the recommended procedure works any better for that hair. My hair conversion results are really hit and miss. I don't know why.
This isn't a converted scene, I loaded a hair I converted days ago into it.
My point was to show, that where the converted dForce hair fails, is the exact same situation as if I was using Autofit. To help Riversoft and Sickleyield to hone in on the solution better.I am not seeing the reload issue. Here is a scene where I saved the Dolb Hair with a figure and reloaded:

If the converted hair is wrong BEFORE it is saved, it will not be any better on reloading. What is the hair that you are showing with the problem? Have you fully deleted the data files before converting?
It only does that with dForce hairs that have the hair generation as "Target Surface", Root Radius ones are fine.
And no, the converted hair was fine before conversion, it looked fine during the conversion as well. It is only when I make a new scene and try to use the converted dForce Hair that it behaves EXACTLY like an autofit hair applied to a scene, scene saved and then was reloaded. Reloading doesn't do anything to the converted hair, it just behaves exactly like the autofit hair I explained.
The hair in question is Greyson hair, but other Target Surface dForce hairs do the same.
I have deleted the CV product, the target folder, data folder and the AppData folder. There should be no issue.Unfortunately, I do not have https://www.daz3d.com/dforce-greyson-hair-for-genesis-8 Is the Volta Hair you mention earlier in the thread also one of the weird save problems for you? I have Volta Hair. The script does not set the Conformer Morph for the cap to -100 percent (which I need to fix). However, it converts correctly, and saves and reloads correctly.
Yyep, the weird bug affects ALL dForce hairs that are Hair Generation Mode:Target Surface.

Here is the hair with the cap at -100 G8F converter morph applied (I found no conformer morph.)
[Released] RSSY Hair Converter from Genesis 8 to Genesis 9 [Commercial]Eboshijaana said:
RiverSoft Art said:
Eboshijaana said:
barbult said:
Eboshijaana said:
Any updates on the dForce mess? At least replicating it?
Here is what I mean when I say it behaves like autofit.
Scene before saving and reloading;
Scene after saving and reloading;
I don't think saving the converted scene and reloading it is the recommended procedure. I think you are supposed to load a new scene, reload your character, and then load the converted hair from the saved converted hair asset. I haven't tried the method you just described, so I don't know how it behaves, but I also don't know if the recommended procedure works any better for that hair. My hair conversion results are really hit and miss. I don't know why.
This isn't a converted scene, I loaded a hair I converted days ago into it.
My point was to show, that where the converted dForce hair fails, is the exact same situation as if I was using Autofit. To help Riversoft and Sickleyield to hone in on the solution better.I am not seeing the reload issue. Here is a scene where I saved the Dolb Hair with a figure and reloaded:

If the converted hair is wrong BEFORE it is saved, it will not be any better on reloading. What is the hair that you are showing with the problem? Have you fully deleted the data files before converting?
It only does that with dForce hairs that have the hair generation as "Target Surface", Root Radius ones are fine.
And no, the converted hair was fine before conversion, it looked fine during the conversion as well. It is only when I make a new scene and try to use the converted dForce Hair that it behaves EXACTLY like an autofit hair applied to a scene, scene saved and then was reloaded. Reloading doesn't do anything to the converted hair, it just behaves exactly like the autofit hair I explained.
The hair in question is Greyson hair, but other Target Surface dForce hairs do the same.
I have deleted the CV product, the target folder, data folder and the AppData folder. There should be no issue.Unfortunately, I do not have https://www.daz3d.com/dforce-greyson-hair-for-genesis-8 Is the Volta Hair you mention earlier in the thread also one of the weird save problems for you? I have Volta Hair. The script does not set the Conformer Morph for the cap to -100 percent (which I need to fix). However, it converts correctly, and saves and reloads correctly.
How to link two morphs?Yes, in this case it's also pretty simple (as long as A isn't already acting as a controller for other properties) - set A to 100%, B to 35%, and make sure everything else is zeroed. Right-click in the Parameters pane and check Edit Mode (assuming it isn't already checked) then right-click on Morph A and select ERC Freeze; in the dialogue that opens make suer B is the only thing selected under Subcomponents and click Accept.
For more complext cases, or to add to an existing set of controls, you need the Property Hierarchy pane too - and the Parameters pane in edit mode. if you right-click on A and select Show in Property Hierarchy then you will see Morph A in the other pane, and you can expand the data under it with the little triangles to see its controllers and Subcomponents, along with and settings for the links (e.g. the link your ERC Freeze created will be under 1st Stage and it will probably be set as ERC Delta Add with a scalar value of 0.35).
(RESOLVED) Packaging a prop with "potential" morphs (aka default value 0 when packaged)mmdestiny said:
NorthOf45 said:
You have to save the morphs and pose controls separately with Save As... -> Support Assets -> Morph Asset(s)... (I believe the terminology has changed recently for that last bit)
You will be prompted to select whichever additional parts you want to save (expand the tree). Each one will be saved in a Morphs folder under the Product Name that you have given to your asset, i.e., /data/vendor/Product/Asset/Morphs/morph01.dsf, etc.
You know what...I'm an idiot. I knew that, I've done that hundreds of times, I just never did it for a prop like this, only clothing. Didn't stop to think it was the same process...
Thank you.
I know what you mean. I had the same lapse myself recently. "Why won't these controls save?! Oh, right..."
(RESOLVED) Packaging a prop with "potential" morphs (aka default value 0 when packaged)NorthOf45 said:
You have to save the morphs and pose controls separately with Save As... -> Support Assets -> Morph Asset(s)... (I believe the terminology has changed recently for that last bit)
You will be prompted to select whichever additional parts you want to save (expand the tree). Each one will be saved in a Morphs folder under the Product Name that you have given to your asset, i.e., /data/vendor/Product/Asset/Morphs/morph01.dsf, etc.
You know what...I'm an idiot. I knew that, I've done that hundreds of times, I just never did it for a prop like this, only clothing. Didn't stop to think it was the same process...
Thank you.





















