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Exporting COLADA models
Today I almost spend my time, to check import and export collada in blender, with compare dufs,,,^^;
then I have never seen, collada can show morph as Shape key in blender.
all morph will be baked. but At current I found clear scale problem about collada when export from DS. with shape controller which tweak node scale
(not adjust rig center and end point, but directly change node scale,,)
then trying way to remove problem.
Are there actuall aprication, which can keep current scale in ds as collada, even though I use Controller which change node scale?
If not, I hope DAZ to up-date Collada exporter. FBX not show this problem.. but DS collada exporter ignore, controlled scale value, I think.
or I need to export it as animation? but if so,, it not work for rest pose rig. and mesh.
Morphs from G3 to G8Here is the base G8F with both custom morph of Aibell for G3F and her material, with makeup and brows via Skin Builder 3. I got a little carried away, and did a complete scene. The original image is 2K wide and can be found from the gallery page, here.
Respite
Nice job
Morphs from G3 to G8Here is the base G8F with both custom morph of Aibell for G3F and her material, with makeup and brows via Skin Builder 3. I got a little carried away, and did a complete scene. The original image is 2K wide and can be found from the gallery page, here.
Respite
Morphs from G3 to G8Wow. It's a good thing I saved only one morph before I asked the question. There's nothing wrong with that morph by the way, I had just decided on a better naming convention. I'll do my homework and decide on my names and categories before I save any more morphs, and save myself the headache. Most of my work to date had been using GenX2 to step the morphs from older generations to G3. I'll make sure I'm happy with the G8 conversion before I save them.I really appreciate your assistance, by the way. Thanks.
You're welcome.
While we are looking at the Parameter Settings, if you put something like Actor/G3F Morphs (choose your own name) into the path box, it will create a new category of that name. I have set up categories for Genesis, G2 and G3 morphs, it just helps me find them. I hope that is helpful in creating your own organization structure.
I do this, too.

And just to clarify for the newbies, Phil is talking about the structure you will see in the parameters for the figure when it's selected in the scene, not not where the files are located on your hard drive. It really helps when you're looking for your custom morphs.
Morphs from G3 to G8You can save morph data to another folder that is in a known Studio library. I know it works because I just picked up Genesis 8's data folder from the Genesis 8 library I have her installed to and moved it to my Starter Essentials library and everything still works
Zbrush Genesis 8 morphs ????Has the ability to create morphs been taken out of genesis 8 ? I use the same steps that have always worked on any and all genesis figures and when trying to make a morph all you get is the same headache another figure created and no ability to update figure is this figure going to be where you cant make morphs or am i missing something here?.
If I become a PA, can I just dedicate myself to re-texture other PAs models?It's already been stated it's allowed and the OP should just go look in the DAZ Store itself that given the number of new characters that get offered in the DAZ Store weekly that creating new textures for those existing models is in fact the best way to earn money in the DAZ Store. There is not even a doubt about that. Genesis 8 itself is most just an upping of iRay 'realism' to sell more texture sets.
You should do the trivial task of creating a character morph preset to enhance the texture set's saleability although I will tell you a good texture set on G8F/G8M I will buy sans character presets or uniquely created morphs for a target character because that is the most difficult thing to make unique once one owns the DO morph products and FaceGen.
Genesis 3 female arms are too darn short! Is there a cure?The Body morphs have an arms legth morph but as Leana said it may mean making adjustment to poses.
If I become a PA, can I just dedicate myself to re-texture other PAs models?There are plenty of DAZ characters that I have bought that are texture set + morph presets from the DAZ Originals Head Morph Pack and DAZ Originals Body Morph Pack for the different Genesis iterations.
Morphs from G3 to G8So, bad news.
In the last 2.5 days at least two people have managed to do weird, time tor reinstall G8 damage to their runtimes. Seeing as how my prototype method requires one to muck around with G3, I've decided not to share it, in general.
I'm looking into the possibility of scripting this out. I know the main step, creating place holder morphs on G8 is scriptable. But I don't know of I can copy the ERC data, as yet. I see a number of methods that access someof the necessary data, but I've yet to see something that convinces me you can access all of it. (It makes me long for a blender feature where the tool tips for most items contain their Python identification data.) Anyway, I think it should be possible to automate, at least the dangerous part, because the are Dz mothods for copying at least some of the data in any property and and for checking a target node to see if properties with the same names already exist. This would eleminate the need to muck around in G3's guts AND prevent the most dangerous aspect of the edits to G8.
Since I have, already, done most of the leg work to build the method, I will share directly, but under the following two conditions: You do not share the method with anyone else unless you are prepared to hand hold them when they break things. This condition is because of condition 2. I will not hand hold you if you break things. You have to be prepared to take on troubleshooting on your own.
I really want to get something relatively safe that can be used. This method and recent events have convinced me that what I have now is a disaster waiting to heppen. I could slap an as-is statement on it and walk away, but I'd feel bad if I did. In the last 10 days, I've run 8 full tests of the method, and even I managed to break things in half of them. I didn't think much of it because they were easy to fix. But they were easy to fix because I understood exactly what broke and why. (Most were cases that would not come up for you. Me trying to see if a step was necessary or could be combined with another.) 50% failure rate is too high by infinite%. Like I said, if I can solve the issue with a sript that does the heavy lifting, I'm sure that it will be relatively safe. Largely because I believe I can eliminate all other variables, so if the user breaks something, it will be a matter of deleting a folder to fix it.
Just include a large bold warning and disclaimer.
Folks then make their own decisions. :)
With the clear evidence the folks don't bother reading the instructions? I'm pretty sre I could write a tutorial that was a warning every .5 steps and a diclaimer of responsiblity every .25 steps and people would still manage not to read either.
Anyway, I figured out how, in principle to automate at leas half of the dangerous part. I am less worried about telling people to delete and reinstall G8 as their collections of stuff have to be smaller. So we're back on for a general release. Which will have a disclaimer. Said disclaimer will be ignored, but this time I'll know I did everything possible to make it safe.Like many I use many folders within my daz3d library to hold specific content, IE Genesis_8 folder for all things specific to Genesis 8 ONLY
If people are causing corruption to their Genesis 8 files then why not suggest this 'specific folder' funtionality, and then go on to suggest backing up said folder BEFORE any actions are taken
THEN saving any results from the action carried out to yet ANOTHER specific folder EG 'Genesis_8_Mods'
IF any problems arise, then all they would need to do is DELETE the existing Genesis_8 folder and REPLACE it with the copy which was saved previously
Of course during this time NO new files from DAZ should be included in the Genesis_8 folder
would this help ?
Because morph assests include relative paths at save time, you can't save them to a different folder or backup folder. They will not work. They won't even load because they won't be in the right folder.
The present manual method for dealing with this has, as I said, instructions of backing up both the G3 and G8 data folders. But it's exactly because people are already having issues dealing the relative benign method like Redz's that I do not want to to go there. One slip, and they could lose their backup and source files in a single go.
Fundamentally, you want all transfers to live in the same folder. Which is why I'd really like to be able script transfer utility and the have the sript go difrectly to saving the files, without user input. The files would then be saved to a specific folder. COmbined with the sript checking for name conflicts, it should be the safest possible way to do it. The main isse remains the easiest way to do the job involve lobotomizing Genesis 3. I'm a bit less concerned bout damge to g8 because if they have to start over, there will be less to reinstall.
Of course, anyone without some kind of collection for G3 has no need of this method as they have nothing to transfer.Attaching OBJs to Genesis's mesh and make it follow Morphs etc.The Transfer Utility has an option, under Source Shape, to use the current morphs - then you should need to check Reverse Source Shape from Target in the extended options. This is broken in the current release build but has been fixed in the Public beta. Do note that this is going to be an auto-projection (and then another to reapply the moprhs) so you are likely to see some distortion.
Morphs from G3 to G8I have successfull
Sorry for asking an obvious question, but what is meant by "zeroing the figure?" I thought that when I load G8F that the base pose IS the zeroed figure?
If I'm wrong, please let me know how to zero a figure. Thanks!
You are correct that G8F loads at zero. G3F doesn't though, as she has navel and mouth realism morphs applied. It's always best practice to make sure all morphs are set to zero before saving out any morphs. Otherwise your G8F will save with those morphs on by default (as happened somebody earlier in this thread) and it's a pain to fix later. With G8F selected in the scrne tab, go to the parameters tab, and in the drop down menu in the corner, there's an option to zero - figure.
Also remember to hide the lashes or use the developer G8F if you at exporting for morphs. Otherwise the vertex count of your morph won't match.
Thanks Redz! Now I have a couple more questions - from your tutorial:
"Zero G8F and click File-Save as- Support Asset- Morph Asset -
Check only your new morph, under Morphs - Morph Loader or your
custom location. Enter a Directory and vendor name and click accept.
Next time you open Daz Studio your new morph should be available."By this do you mean after I complete the morph that I must dial it to zero on G8F? When I save the Morph Asset, D/S automatically knows what I'm saving?
"You can edit your morph dial to customise it's category etc. If you don't it
will show up under Morphs - Morph Loader."How do I customize the category?
To your first question, yes you must zero the morph. Daz will jnow because in the save morph asset you must expand the categories until you find your morph/morphs and check only those to save. Uncheck anything else.
To the second, if you are in edit mode on the parameters pane (an option in the parameters dropdown menu), you can click the gear symbol at the top of your morph slider and choose parameter settings. Under path you can choose where your morph should show up - eg head/full body/people etc.
I have successfully created and saved my morph, thank you. I went back into Parameters and changed the label (renamed) after I had saved it. However when I reopened D/S it's back to the original name. So...
1) How do I rename a morph and make it permanent?
2) How do I change the vendor/product name on a morph I have already saved?
3) How do I delete a morph I don't want?
Are you sure?
I'm probably going sound mean here. I'm not trying to be. I have computer skills, not social. But computers aren't magic, and Daz doesn't persist data between sessions. The Content Database doesn't store settings, just keeps track of items installed. A morph is not the kind of thing it is designed to track.
The reason the morph keeps oming back under the same name is because you saved it that way and you have not removed it. The data are stored in a text file. Nothing more special than that. If you remove the text file, the data go away.
This means A) if you've been saving the morph under the same name, but in different vendor folders, there are bunches of files. Assuming Daz loads propertes the same way the Dazscript methods do (Just learned this yesterday, btw) each time it reads a new text file with a the same moprh ID is overrides the last one it read. I have no idea what order Daz reads the text files that make up any figure in, but the facts here strongly suggest it's reading an old file last.
Until you track down EVERY single copy of the morph you made, this will probably keep happening. There a decent chance could get down to the point where the one you want loads last, but if you haven't eliminated all of the bad ones, and daz changes the way it reads in the data, you'll end up with the same problem or an even worse conflict.
If you saved the morph under a different name, it should also have loaded. If you saved loaded it under the old name, and ERC froze it, then changed the NAME (I can't stress here enough. The NAME as shown in the properties setting dialog. If you changed the label, i.e. the name it shows on the slider, and left the NAME the same, it still has the same ID and thus will be cleared during figure load when Daz encounters the next file with that same ID). I digressed so much that last sentence is a fragment. Anyway, if You ERC'd then changed the name, it's likely that Daz would have retained the old IDs in the ERC controllers. You would start getting duplicate formula and ID errors on load. As I said in the fragement, above, if you only changed the label of the morph, you're going to have always have the old morph when you reload, and if do go and delete that file, you are going to have another old morph show up in its place. You need to go in to My Library\data\Daz 3D\Genesis 8\Female\Morphs and search for all the files you made, and remove all of them.
This is why I said you would need to delete the Genesis 8 folder if you decided to reinstall. Auto removal via Install manager will leave those folders in place, because nay other products installed might be using them. Which means the morphs you made will still be there when you reinstall. The only way to get rid of them is to hunt them down. Either surgically, by searching the folder and killing each one as you find it, or carpet boming the whole folder out of existence.
PS: I didn't fully grasp what said. All edits you make to properties die when studio closes. The only way to save a changed property is Dazscript (for many individual changes) or by saving the asset. Some poperties are tied directly to the figure, so only by saving Figure assets can you save them. Some (like morphs) have their own save function.
Saving a file and changing its name means you now have an usaved files, Just like if you saved a picture, then added a bunch of filers and closed photshop. None of your changes will be saved.This can be a lot of fun (yes lots of sarcasm here).
My advice.
Backup before you start.
Backup the particular set of folders as you make changes. This might prevent a folder deletion and re-installation... And it might not.
If you don't know where the folders are or the structure, what the hell are you doing? (I also have computer skills and limited people skills.)
Clear Selected Deltas from Favourites - can't find this function anymore in the new DS versionI did some reshaping of genesis 3 fitted hair with D-Formers and the Smoothing Modifier Collision settings. The new HairStyle morphs I created with this method are fine but still I need to activate the Smoothing Modifier so the scalp / scullcap fits the head shape without pokethroughs.
So I set the HairStyle morphs as Favourits to do some extra step to quickly fix that scalp / scullcap fitting problem.
Now I want to use the Geomerty Editor to select the scalp / scullcap surface fom the hair and then right-click Viewport>Morph Editing>Remove Selected Deltas from Favourites.
I know I've used this funktion before in DS version 4.9.3.166 but now with the update to v4.9.4.177 I can't find it anymore. I've activated the Favourits and made a polygon selection in the Geometry Editor then I right-click on the Veiwport but the entry for Morph Editing>Remove Selected Deltas from Favourites is missing in the menu.

Can anyone please check if this is gone in the DS v4.9.4.177?
I remember after the update I had used the script from the Utilitys "Update and Merge Menus" because somewhere I've written you should do that after the update. Maybe it has to do something about that - why my menu dosend show the function?
The strage thing about that is that the order of every context menu entry of DS got mixed to a new order - so I had to learn to use DS again because every menu enty suddenly is sorted diffrent.

Another complicated workaroud is using the Attenuate option
But first you need to export the morph as an OBJ file - than you have to import it back with the morphloader pro and use the Attenuate By option in the settings.
If you right-click the Attenuate By setting you can select which polygons should be included and deformed by the imported morph.
You can choose between all kinds of selections like Face Groups, Surfaces also you can create a polygon Selection Set first to choose or even better for smooth transitions create a DFormer and use the DFormer Influence Field maybe set it to weight-map for the Attenuate By to include.<quote (Richard Haseltine) from Morph editing thread>
Another approach is to export the morphed mesh as OBJ (at base resolution), then load with Morph Loader Pro and - having selected the file to load and expanded the options - using the Attenuate options, with Overwrite Existing set to Deltas Only or Deltas and ERC if the rigging is going to need adjusting. Attentuate can use a weight map, including one you create especially for the job on a DFormer, which may help with getting a smooth result.
And her are some nice YouTube Tutorials how to use all the Attenuate - Remove Selected Deltas from Favourites and what not in DS - I was impressed by the possibiletys.

<quote TUTORIAL - Creating a Genesis/G2F/G2M/G3M/G3M Full Body Morph for DAZ Studio Pro 4.6 by RKane_1>
A List of Helpful vidoes on YOUTUBE I have found
Loading Your New Morph On Genesis 2 Female in DAZ Studio - Sickleyield
Cleaning Up Morphing Mistakes by Xenic101
Character Creation Full - Xenic101
Using a Mask when Importing Morphs - Xenic101
New Morph Tools Intro - Josh Darling
[Edit]: changed the title from Remove to Clear Selected Deltas from Favourites...
Morphs from G3 to G8Wow. It's a good thing I saved only one morph before I asked the question. There's nothing wrong with that morph by the way, I had just decided on a better naming convention. I'll do my homework and decide on my names and categories before I save any more morphs, and save myself the headache. Most of my work to date had been using GenX2 to step the morphs from older generations to G3. I'll make sure I'm happy with the G8 conversion before I save them.I really appreciate your assistance, by the way. Thanks.
Morphs from G3 to G8I have successfully created and saved my morph, thank you. I went back into Parameters and changed the label (renamed) after I had saved it. However when I reopened D/S it's back to the original name. So...1) How do I rename a morph and make it permanent?
2) How do I change the vendor/product name on a morph I have already saved?
3) How do I delete a morph I don't want?
Based on the first paragraph, I think by "rename" (item 1) you mean change the Label of the morph. Changing the label is easy. To make it permanent, you have to save the Morph Asset after you change the name. Same process as you've already done, just in a different order. Here's a screenshot of a morph's Parameter Settings window with the Name and Label fields highlighted. I've been leaving the Name alone, (it comes up with the name of the file I used to create the morph,) but I change the Label as it also comes up with the name of the file.

Again, to make your changes permanent, you have to Save As -> Support Asset -> Morph Asset(s). The resulting screen is also where you will tell DS the name of the Vendor and the product. Here's the screenshot:

The above is the default for my computer. DS assumes you are the vendor, and will populate the field with the name you specified in Preferences (F2). It's a good idea to keep that as your vendor name as it makes it a bit easier to find stuff you later decide you want to remove. The Asset Directory will also default to your main product directory. You can save to another location by selecting it from the drop-down list. In the example above, I have Genesis 8 Female selected in the scene, so anything I select in this window will show up in the morphs subfolder of Genesis 8/Female. As shown above, the path to my new morph will be: D:/Daz3D/My DAZ 3D Library/data/DAZ 3D/Genesis 8/Female/Morphs/L'Adair/Product
To delete a morph you don't want, you have to locate the file. If like me, you never changed the Name of the morph, you can open the Parameter Settings for the offending morph and copy the name from the Name field. You can paste that name into the search field of your folder window. If you don't know what "Vendor" name the morph was saved under, start in the Genesis 8/Female/Morphs folder, otherwise, start in the Vendor folder. For me, that would be D:/Daz3D/My DAZ 3D Library/data/DAZ 3D/Genesis 8/Female/Morphs/L'Adair
If you have more than one directory set up for your content, like I do, you may need to look in more than one "DAZ Studio Formats" folder. As Singular Blues pointed out, you will need to delete every instance of the morph, as DS will include any morph it finds.
(I've had to clean up a number of Save Options Oopses... But I'm getting much better at remembering to make my changes in the Save Options dialog window. You will, too. It just takes repetition.)
I hope this helps.
Morphs from G3 to G8I have successfull
Sorry for asking an obvious question, but what is meant by "zeroing the figure?" I thought that when I load G8F that the base pose IS the zeroed figure?
If I'm wrong, please let me know how to zero a figure. Thanks!
You are correct that G8F loads at zero. G3F doesn't though, as she has navel and mouth realism morphs applied. It's always best practice to make sure all morphs are set to zero before saving out any morphs. Otherwise your G8F will save with those morphs on by default (as happened somebody earlier in this thread) and it's a pain to fix later. With G8F selected in the scrne tab, go to the parameters tab, and in the drop down menu in the corner, there's an option to zero - figure.
Also remember to hide the lashes or use the developer G8F if you at exporting for morphs. Otherwise the vertex count of your morph won't match.
Thanks Redz! Now I have a couple more questions - from your tutorial:
"Zero G8F and click File-Save as- Support Asset- Morph Asset -
Check only your new morph, under Morphs - Morph Loader or your
custom location. Enter a Directory and vendor name and click accept.
Next time you open Daz Studio your new morph should be available."By this do you mean after I complete the morph that I must dial it to zero on G8F? When I save the Morph Asset, D/S automatically knows what I'm saving?
"You can edit your morph dial to customise it's category etc. If you don't it
will show up under Morphs - Morph Loader."How do I customize the category?
To your first question, yes you must zero the morph. Daz will jnow because in the save morph asset you must expand the categories until you find your morph/morphs and check only those to save. Uncheck anything else.
To the second, if you are in edit mode on the parameters pane (an option in the parameters dropdown menu), you can click the gear symbol at the top of your morph slider and choose parameter settings. Under path you can choose where your morph should show up - eg head/full body/people etc.
I have successfully created and saved my morph, thank you. I went back into Parameters and changed the label (renamed) after I had saved it. However when I reopened D/S it's back to the original name. So...
1) How do I rename a morph and make it permanent?
2) How do I change the vendor/product name on a morph I have already saved?
3) How do I delete a morph I don't want?
Are you sure?
I'm probably going sound mean here. I'm not trying to be. I have computer skills, not social. But computers aren't magic, and Daz doesn't persist data between sessions. The Content Database doesn't store settings, just keeps track of items installed. A morph is not the kind of thing it is designed to track.
The reason the morph keeps oming back under the same name is because you saved it that way and you have not removed it. The data are stored in a text file. Nothing more special than that. If you remove the text file, the data go away.
This means A) if you've been saving the morph under the same name, but in different vendor folders, there are bunches of files. Assuming Daz loads propertes the same way the Dazscript methods do (Just learned this yesterday, btw) each time it reads a new text file with a the same moprh ID is overrides the last one it read. I have no idea what order Daz reads the text files that make up any figure in, but the facts here strongly suggest it's reading an old file last.
Until you track down EVERY single copy of the morph you made, this will probably keep happening. There a decent chance could get down to the point where the one you want loads last, but if you haven't eliminated all of the bad ones, and daz changes the way it reads in the data, you'll end up with the same problem or an even worse conflict.
If you saved the morph under a different name, it should also have loaded. If you saved loaded it under the old name, and ERC froze it, then changed the NAME (I can't stress here enough. The NAME as shown in the properties setting dialog. If you changed the label, i.e. the name it shows on the slider, and left the NAME the same, it still has the same ID and thus will be cleared during figure load when Daz encounters the next file with that same ID). I digressed so much that last sentence is a fragment. Anyway, if You ERC'd then changed the name, it's likely that Daz would have retained the old IDs in the ERC controllers. You would start getting duplicate formula and ID errors on load. As I said in the fragement, above, if you only changed the label of the morph, you're going to have always have the old morph when you reload, and if do go and delete that file, you are going to have another old morph show up in its place. You need to go in to My Library\data\Daz 3D\Genesis 8\Female\Morphs and search for all the files you made, and remove all of them.
This is why I said you would need to delete the Genesis 8 folder if you decided to reinstall. Auto removal via Install manager will leave those folders in place, because nay other products installed might be using them. Which means the morphs you made will still be there when you reinstall. The only way to get rid of them is to hunt them down. Either surgically, by searching the folder and killing each one as you find it, or carpet boming the whole folder out of existence.
PS: I didn't fully grasp what said. All edits you make to properties die when studio closes. The only way to save a changed property is Dazscript (for many individual changes) or by saving the asset. Some poperties are tied directly to the figure, so only by saving Figure assets can you save them. Some (like morphs) have their own save function.
Saving a file and changing its name means you now have an usaved files, Just like if you saved a picture, then added a bunch of filers and closed photshop. None of your changes will be saved.Morphs from G3 to G8I have successfull
Sorry for asking an obvious question, but what is meant by "zeroing the figure?" I thought that when I load G8F that the base pose IS the zeroed figure?
If I'm wrong, please let me know how to zero a figure. Thanks!
You are correct that G8F loads at zero. G3F doesn't though, as she has navel and mouth realism morphs applied. It's always best practice to make sure all morphs are set to zero before saving out any morphs. Otherwise your G8F will save with those morphs on by default (as happened somebody earlier in this thread) and it's a pain to fix later. With G8F selected in the scrne tab, go to the parameters tab, and in the drop down menu in the corner, there's an option to zero - figure.
Also remember to hide the lashes or use the developer G8F if you at exporting for morphs. Otherwise the vertex count of your morph won't match.
Thanks Redz! Now I have a couple more questions - from your tutorial:
"Zero G8F and click File-Save as- Support Asset- Morph Asset -
Check only your new morph, under Morphs - Morph Loader or your
custom location. Enter a Directory and vendor name and click accept.
Next time you open Daz Studio your new morph should be available."By this do you mean after I complete the morph that I must dial it to zero on G8F? When I save the Morph Asset, D/S automatically knows what I'm saving?
"You can edit your morph dial to customise it's category etc. If you don't it
will show up under Morphs - Morph Loader."How do I customize the category?
To your first question, yes you must zero the morph. Daz will jnow because in the save morph asset you must expand the categories until you find your morph/morphs and check only those to save. Uncheck anything else.
To the second, if you are in edit mode on the parameters pane (an option in the parameters dropdown menu), you can click the gear symbol at the top of your morph slider and choose parameter settings. Under path you can choose where your morph should show up - eg head/full body/people etc.
I have successfully created and saved my morph, thank you. I went back into Parameters and changed the label (renamed) after I had saved it. However when I reopened D/S it's back to the original name. So...
1) How do I rename a morph and make it permanent?
2) How do I change the vendor/product name on a morph I have already saved?
3) How do I delete a morph I don't want?
Out with the old, In with the new V8I'm not getting caught up in any such perception. What I have observed is that when I make a morph in a subdivided figure in Zbrush but then convert that back to base rez necessary for export to DS at the moment. The morph does not look the same on the DS subdivided (high rez) figure in DS. Perhaps there is an incompatability with the way Zbrush and DS do sub-division, I do not know. I just see the difference. I do know that it is possible to make great morphs on a subdivided figure in Zbrush that look the same when loaded on to the figure in DS (provided you have access to the DAZ HD technology). What I would like to see is that facility being made available to all DS users (under licence if necessary), or for DAZ3d to incorporate a set of morph brushes directly into DS to allow on the fly morphing within DS (at high rez). The latter option would be, by far, the most beneficial to the majority of DS users.
So, you want something that you think will allow you to import high subdivision meshes, even though you've been told repeatedly that that's not how the tool works, or you want a way to work directly on the high subdivision mesh within DAZ Studio, even though none of the PAs at any store provide morphs made that way? Okay...
Everything in genesis is driven from the low poly mesh, so DAZ3D wouldn't be able to make brushes to sculpt meshes because the HD doesn't exist like that.. it's just details on top of the real mesh (which is only 17K polys), which why learning to sculpt on the low poly mesh is so important. No PAs or DAZ3D creates their figures or morphs from a high poly mesh; we start with the low then add details to that after subdividing the base... so some are asking for something that doesn't exist.
Yep, I know. And so does the lady in the attached image.
MORPHS, I want MORPHS!If we MUST buy each morph separately, here's what I want yesterday:
MASS MUSCLE MORPHS!
Wet skin
Pretty much everything mentioned in Zev0's thread in Commercial Products forum..
HD Faces for V8 was VERY helpful, but I'd like to have more varied bodies as well.
Out with the old, In with the new V8I'm not getting caught up in any such perception. What I have observed is that when I make a morph in a subdivided figure in Zbrush but then convert that back to base rez necessary for export to DS at the moment. The morph does not look the same on the DS subdivided (high rez) figure in DS. Perhaps there is an incompatability with the way Zbrush and DS do sub-division, I do not know. I just see the difference. I do know that it is possible to make great morphs on a subdivided figure in Zbrush that look the same when loaded on to the figure in DS (provided you have access to the DAZ HD technology). What I would like to see is that facility being made available to all DS users (under licence if necessary), or for DAZ3d to incorporate a set of morph brushes directly into DS to allow on the fly morphing within DS (at high rez). The latter option would be, by far, the most beneficial to the majority of DS users.
So, you want something that you think will allow you to import high subdivision meshes, even though you've been told repeatedly that that's not how the tool works, or you want a way to work directly on the high subdivision mesh within DAZ Studio, even though none of the PAs at any store provide morphs made that way? Okay...
Everything in genesis is driven from the low poly mesh, so DAZ3D wouldn't be able to make brushes to sculpt meshes because the HD doesn't exist like that.. it's just details on top of the real mesh (which is only 17K polys), which why learning to sculpt on the low poly mesh is so important. No PAs or DAZ3D creates their figures or morphs from a high poly mesh; we start with the low then add details to that after subdividing the base... so some are asking for something that doesn't exist.











