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Let's appreciate/discuss today's new releases - ongoing thread
Timbales said:
Not crazy about the collar on the catering/barista outfit, or the overall fit. The buttons are cartoonishly big, but they could probably be scaled down.
If they are attached with rigid follower nodes easy. Else you would have to make a morph.
Dial Fusion for Genesis 2 to 8.1 (Commercial)Is it possible to merge the morphs from a previos DF dial with new adjustments? I have a body morph, set it up as a DF dial, then I tweaked it. I'd like to create a new, single dial that combines all morphs happening at the moment (DF dial at 100%, plus a few other morphs added to the shape), but when I create a new DF dial, what I end up with is a dial that has only the new tweaks. I can, of course, use dials 1 + 2 to get the new shape. But is there a way to create a new, single dial that is using previous DF dials?
Thanks.
EDIT: Also realizing that dials I'm making today aren't showing up in the folder with previous dials, and the dial itself only appears in the file that I created it with, not in new files (like previous DF dials do).
[Released] Character Converter from Genesis 2 Male to Genesis 8 Male [Commercial]Thanks for the reply RiverSoft Art, it's one of the reasons I will continue to purchase from you. You care about your clients and want to help. It is one morph. Slider in the head, I don't believe it is HD. Anyway, I am done with this, treat it as a closed issue. I have spent far to much time trying to convert this character when I can just use the G2M version.
Once more, thanks for your efforts.
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]jtdekoning said:
Hot dog!! No more neck form hell! I deleted all my bad conversion files and tried again and it worked, mostly.
Yay!
My next problem (sorry) is that the converter didn't seem to take all of the head shaping from one to the other. Pic included to explain more fully. (right is base character, left is converted character.)
Thanks for all your help so far!
It is hard to tell in the picture, but it looks like your character has more than one morph engaged for the head? The script creates each morph separately and they need to be dialed in (the script should do that automatically but can fail sometimes on that step). Also, the script converts HD morphs as standard morphs (Daz Limitation) so that can affect stuff too.
[Released] Character Converter from Genesis 2 Male to Genesis 8 Male [Commercial]druc said:
I am sorry, maybe it's something I did, maybe it's the way the morphs were created. I got one half decent conversion. I wasnt happy with the lower lip so I did it again and back to the original eye problem. The actual eyes are distorted as well as the lower eyelid is crinckled. I don't have many G6 characters or morphs I bought the product specifically to convert exSmith as it is a Matt Smith from Dr Who morph. The half decent conersion was where I also added some Lee 6 face and body and Kasper then dialed them back in the G8. It was the first time the actual clone appeared and the G2 figure was hidden. Trying to reproduce this was impossible.
If someone can point me at a G8 morph of Matt Smith from Dr Who I would appreciate it and I'll leave this script as possibly being useful in the future.
I don't know about that morph specifically but is it HD? HD morphs are always converted as a standard morph (Daz limitation). Also, is it ONE morph or multiple morphs that make up the original look? Maybe you are not converting all the morphs (or dialing them back in later).
Creating morphs of different body parts based on pure Genesis 2 figuresThe morph importer route is the way of splitting, or there is Shape Splitter in the store. But no, there isn't a way to limit the scope of a morph on the fly.
Creating morphs of different body parts based on pure Genesis 2 figuresRichard Haseltine said:
If you have found instructions for a body/head split then you just apply them to the splits you want. The basic option would be to export a base resolution OBJ of the morph, with no pose applied or add-ons included, then create a dForm for each split giving it a weightmap that included the area you wanted to affect. Then in Morph Loader pro you can import the OBJ as a new morph and use the dForm to attenuate it. You would also need to split any joint adjustment morphs or morphs to make the one you were working on play nicely with other shapes, such as expressions, and recreate the links between the base morph, the other morphs or bend involved, and the corrective - a lot of work.
I meant that I only found ready-made morphs in sliders, not manuals.
What you described seems to work "vice versa" - I first turn the whole body into a Genesis morph and then "return" the parts I need using dForms.
But there must be a way to simply trade, say, the "Genesis 2 Arms" slider and the "Bodybuilder Body" slider, if you take them both to 100% you will get a bodybuilder with a huge torso, arms and head, but normal legs. Has Daz3D really not created any options for separate morphing over the past 18 years?
[Released] Character Converter from Genesis 2 Male to Genesis 8 Male [Commercial]I am sorry, maybe it's something I did, maybe it's the way the morphs were created. I got one half decent conversion. I wasnt happy with the lower lip so I did it again and back to the original eye problem. The actual eyes are distorted as well as the lower eyelid is crinckled. I don't have many G6 characters or morphs I bought the product specifically to convert exSmith as it is a Matt Smith from Dr Who morph. The half decent conersion was where I also added some Lee 6 face and body and Kasper then dialed them back in the G8. It was the first time the actual clone appeared and the G2 figure was hidden. Trying to reproduce this was impossible.
If someone can point me at a G8 morph of Matt Smith from Dr Who I would appreciate it and I'll leave this script as possibly being useful in the future.
Marahzen's Musings on Creating Characters (and other matters)It occurs to me that for the possible benefit of anyone else who wanders across my ramblings and wants to see more conversation about the subject of FaceGen/Face Transfer/etc, I should include some of the other Daz forum threads I've been involved in, in addition to the FT2 thread mentioned above. Surely there's others, but here are ones I found in my bookmark list:
https://www.daz3d.com/forums/discussion/597876/face-transfer-on-genesis-9#latest
https://www.daz3d.com/forums/discussion/381026/facegen-vs-face-transfer-vs-headshop-12-pros-cons#latest
https://www.daz3d.com/forums/discussion/571066/face-transfer-so-much-better#latest
https://www.daz3d.com/forums/discussion/623396/can-any-facegen-users-help-me-here#latest
https://www.daz3d.com/forums/discussion/621496/face-transfer-unlimited-g8-expressions-morphs#latest
https://www.daz3d.com/forums/discussion/351636/is-there-a-face-transfer-thread#latest
https://www.daz3d.com/forums/discussion/421111/artbreeder-and-prototyping#latestHot to export daz character to iclone character with textures iray ?Textures rarely survive transferring from one program to another fully intact. Iray is available in iClone through NVidia Omniverse, so you should be able to recreate shaders exactly, but absent USD export from DS, I don't know if there's a way to guarantee that your shaders will transfer over exactly like you want them to. Any time I export something to a different program, I do so expecting to have to recreate the shaders.
Creating morphs of different body parts based on pure Genesis 2 figuresIf you have found instructions for a body/head split then you just apply them to the splits you want. The basic option would be to export a base resolution OBJ of the morph, with no pose applied or add-ons included, then create a dForm for each split giving it a weightmap that included the area you wanted to affect. Then in Morph Loader pro you can import the OBJ as a new morph and use the dForm to attenuate it. You would also need to split any joint adjustment morphs or morphs to make the one you were working on play nicely with other shapes, such as expressions, and recreate the links between the base morph, the other morphs or bend involved, and the corrective - a lot of work.
Creating morphs of different body parts based on pure Genesis 2 figuresHello, everyone. I never use DAZ 3D before, but in the current project I have to work with Genesis 2 and morphs.
How can I create a separated morphs for each part of the body (feet, hands, neck, etc.) that will be a copy of the standard Genesis 2 morph?
To (for example) apply 3-4 morphs on the whole body, and then use 1 slider to make only feet like the base Genesis 2.
I haven't found information about this anywhere, body/head morphs at best.
G9 Items on G8Andrew_C said:
When i use autofit buttons tend to go missing. Any idea what causes that?
Autofit doesn't support conversion of any followers on the clothing, including rigid follow nodes. You have to use a more robust process to convert these properly.
FSMCDesigns said:
Of course you have to jump thru hoops since the goal is to get users to move to the newest figure.
No, you have to jump through hoops because converting stuff between base figures is fundamentally difficult. A base figure is a foundation, and you can't take one house and easily drop it onto the foundations of a different house.
Daz are fully aware that the intercompatibility of their assets is one of their main selling points; it would be a very good thing for them if all characters, clothing, hair and whatever could be easily and flawlessly transferred between new bases, because then they could sell G3 characters to people who want to use G9, G9 clothes to people who want to use G8, G8 geografts to people who want to use G2... their catalogue, old or new, could be sold to anyone.
Hell, if they could get stuff that seamless, they could be updating their base figures whenever they wanted, rather than having to stick on each figure (and whatever mistakes and limitations it has) for several years at a time.
The reason it's hard to transfer stuff is not greed; it's that it is hard.
Transfer/import ALL maps between programs using DiffeomorphicThis is a hybrid Daz3D/Blender question, because I'm not sure which program is doing it. I've been using Diffeomorphic to import Daz models into Blender for some time now. I've been having an issue where certain models are not importing with all the textures that others may have. For example, on some, it may have toenails, but not fingernails. Others, it has a mouth, but not teeth. Another common one (especially since using G8.1) is the eyes - sometimes the model will have Sclera, Irises, Pupils, and Corneas individually. In others, the Sclera and Irises are one, and no Corneas is present. Is this due to some kind of preset using the model's textures in Daz, or is Blender "losing" the files somehow in transit?
Why can't I add eyelashes?Gordig said:
I'm still not entirely clear what you're trying to do. If you're trying to add a morph to the G8 eyelashes, Transfer Utility isn't the way to do that. If you're trying to rig your own eyelashes to G8, you'd probably be better served using the figure itself as the source, rather than G8 eyelashes.
I'm trying to install eyelashes on a G8 model.
But I made eyelashes using the morph and not the original G8 shape.
And when I try to add eyelashes to the G8 model in any way.
Then I get the wrong shape
[Released] Character Converter from Genesis 2 Male to Genesis 8 Male [Commercial]druc said:
I have deleted the files from C:\Users\User\AppData\Roaming\DAZ 3D\Studio4\CharacterConverterMorphs and C:\Users\User\Documents\DAZ 3D\Studio\My Library\data\Daz 3D\Genesis 8\Male\Morphs\My user name\Matt Smith 11th Dr for Genesis 8 Male multiple times and retried using "zero" and "restore" to see if that made a difference. I still get the same result. The only morph I am using is Joequicks exsmith at 100%. from above mentioned product. See attached for what I get. I am at a loss. It's the first time I have tried to use this product, even though I bought it a while ago. I use DIM to install all my products.
The head is selected in the picture only because I selected the head and used the little square with the + sign in the middle to point the camera at the head.
Unfortunately, I don't have that product. Are you able to convert other characters? What does the Daz Log say (Help->Troubleshooting->View Daz Log...) as maybe the script crashed for some reason?
G9 Items on G8Even with clones, they can be problematic, especially dresses. When a conversion with autofit fails I do the following:
Load the figure the clothing originally belongs to and delete all the addons. Dial the G8 clone shape into the original figure and pose as close to G8 as possible. Change clothing to base res and fit to the figure. Hide the figure and export the clothing as an obj.
Load G8 figure, import the obj and fit to G8 using Transfer Utility as normal. Using Transfer Utility again, transfer the morphs from the original item. If the item was dforce, give the G8 one a dforce modifier. Copy the dforce settings from the original to the G8. Convert item to subd and save.
This works for all those figures that you have clones for.
Marahzen's Musings on Creating Characters (and other matters)And a few random scenes I created with FT2 insta-people while testing "new stuff", that aren't in my gallery (link is in my signature) .. Most of what I've done in the last few months is an endless parade of head shots with generic backgrounds, but there were a few fun product-testing images.
This one pre-dates Face Transfer Shapes 2; you can see an example of the "bad ears" I mentioned; also the heavy roundness of her lower face makes its vintage obvious.
IIRC, I was testing Dial Fusion for G9 at this point, confirming that there's no problem having two unrelated FT2 figures in the same scene.
Too over the top to put out in public, I thought. But, checked some stuff off the new-stuff list.
Marahzen's Musings on Creating Characters (and other matters)So from beginning to end, those were all of the major pieces that have gone into almost three years of working on creating characters in Daz from source images - and using the textures from the source images, which as far as I have seen, almost no one else does. Most of my time since FT2 came out late last year has been occupied with my side job, but I've still found a little time to tinker, and I'm still working on the path forward, given all of the tools that are available now. Here are a couple of my current favorite WIPs, featuring major characters in my story:
You've only seen her a hundred times in this thread - she turns up everywhere. She is the main character, so ..
He's much more elusive, and very rarely turns out either recognizeable or decent.
Those two were before Face Transfer Shapes 2 came along. This one is of more recent vintage and includes FTS2 and a smattering of other shapes as I experiment with just bit of variation to the FT2 shape.
Marahzen's Musings on Creating Characters (and other matters)And then, of course, everything changed again from one minute to the next with the entirely unanticipated release of Face Transfer 2 in late November.
https://www.daz3d.com/face-transfer-2
OK, it wasn't actually available on the day it appeared in the Daz store, but it wasn't long before a bunch of us were happily testing and posting the results of our experimentation on a Daz forum thread that remained active for weeks.
https://www.daz3d.com/forums/discussion/661746/face-transfer-2/p1
It was immediately clear that FT2 was a significant improvement over the original Face Transfer. I'd spent two years finding ways to address the many foibles of FT and they were instantly gone with FT2. It still doesn't produce a really usable image if the source isn't a head-on image, but it shrugs off some of the other stuff that its predecessor could not handle at all. While you're arguably still best off starting with a traditional ideal source image - neutral expression, good lighting and nothing intruding on the facial surface like glasses, hair, facial hair, hats and such - FT2 can produce a usable output even with those problems.
Obviously this one needs some more work before he would be ready for prime time, but at least there's a starting point. In the original Face Transfer, this would be an non-viable source image.
This is what the original Face Transfer creates, here after applying some level of Face Transfer Shapes to at least give him a human profile. (Obviously, no further work was done on the surfaces or lighting here.) The glasses are literally on the texture, as are the smile lines. You can go to posing and close the mouth, but it will never close correctly on the edges.
While the shape - in particular, the side profile - created by Face Transfer 2 is vastly improved over the entirely unsalvageable "Voldemort face" of the original Face Transfer, there are still some shaping issues. The profile was still rather vague and FT2 introduces a new weirdness that crops up sometimes - bad ears. Luckily, soon thereafter, Face Transfer Shapes 2 came out, offering not just a basic fix but also some additional shape starters.













