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Daz 3D Forums > Search
  • Getting on the 9 train, or not

    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. 

    By

    xyer0 xyer0 July 2024 in The Commons
  • G8 and G9 Male and Female Dragon person

    The 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.

    By

    Gordig Gordig July 2024 in Product Suggestions
  • Help! Looking for a similar Daz model or a Morph, from this image

    Do you guys know any Daz model or morph which is similar to her?
     

    https://imgur.com/a/WuXaCua
    Thanks in Advance :)

    By

    Memerdioxide Memerdioxide July 2024 in The Commons
  • Getting on the 9 train, or not

    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.

     

    By

    Oso3D Oso3D July 2024 in The Commons
  • Getting on the 9 train, or not

    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.

    By

    Richard Haseltine Richard Haseltine July 2024 in The Commons
  • Getting on the 9 train, or not

    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.

    By

    xyer0 xyer0 July 2024 in The Commons
  • Pressing a face against a window

    Here you go: Flat Face 1 - nose morph for Genesis 8 Male

    By

    SofaCitizen SofaCitizen July 2024 in New Users
  • 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 match

    Okay, 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.

    By

    Nirguin Nirguin July 2024 in Daz Studio Discussion
  • [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

    https://www.daz3d.com/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

    By

    jdavison67 jdavison67 July 2024 in Daz PA Commercial Products
  • 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 match

    Try 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 smiley
    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!.

    By

    Nirguin Nirguin July 2024 in Daz Studio Discussion
  • 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 match

    Okay, 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 !

    By

    crosswind crosswind July 2024 in Daz Studio Discussion
  • Figures Loading with Long Nails

    Always check the log, as DS will tell you which morph deltas are being loaded.

    By

    Bejaymac Bejaymac July 2024 in The Commons
  • Getting on the 9 train, or not

    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

     

     

    By

    RawArt RawArt July 2024 in The Commons
  • 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 match

    Try 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 :)

    By

    mwasielewski1990 mwasielewski1990 July 2024 in Daz Studio Discussion
  • Morph -Geometry did not match-

    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 match

    By

    Nirguin Nirguin July 2024 in Daz Studio Discussion
  • Converting V4 textures to Genesis 3,8,9 Methodology

    Things have been an absolute nightmare for me. I've had no time for art, so I'm only now just trying to find time to get back to this project.

    I've downloaded and installed Ultimate Unwrap 3D - only the demo while I do a trial run - added the plugins to their respective folders and then headed into DS. I've loaded Genesis and Genesis 3 to my scene and I started working on trying to match the poses of the hands and arms between Genesis and G3.

    To transfer the textures, either using Ultimate Unwrap 3D or doing a Polypaint texture projection in Zbrush, do the forearms, hands and fingers all have to be in exactly the same position? I've been trying to get the hands to match up as close as possible, but I don't think I'm ever going to get it 100% right because Genesis's fingers are longer than G3F's. I know it's important that the verts are in the same position to get a good bake, but I was wondering if it's going to create a big problem or if someone else has another work-around or idea of how to go about projecting textures from the Genesis mesh to Genesis 3?

    I'll also be working with V4 to Genesis, but for tonight, this is where I started.

    By

    ObscuroArcanum ObscuroArcanum July 2024 in Daz Studio Discussion
  • Figures Loading with Long Nails

    Leana said:

    That definitely looks like there's a morph applied by default. When you say "they load without any slider that can undo it", how did you check that?

    If you look in the "currently used" section of the parameters tab it will show you parameters with non-default value, not non-zero value. So if a morph has a non-zero default value you won't see it there, unless you first zero the figure (after that its value will be 0, which is different from its default value so the morph is considered as "currently used").

    Ah! I found what's going on with the parameters and it seems related to the new CB Aidah character I purchased (the only CB character I have).  There's a slider "CB Long Square Nails G9" that's set to 100% as default.  Turned it off and it looks normal now. And this was applied to a completely different figure. Thanks!

    By

    NetherFalcon NetherFalcon July 2024 in The Commons
  • Different ways to save a complex character

    TheCediz said:

    if I create a new morph for another character or if I add a new morph pack (I think), these morphs would not show in parameter and shaping tabs if I were to load back my Scene subset character.

    I don't believe that to be the case. When you save a scene subset, it saves the selected objects with values for all the morph dials that it has - a G9 with a particular character dialled in for example. If you install new morph products later, those morphs will be present but set to 0 when you load the subset file.

    You can test it for yourself:

    • Uninstall one of your characters
    • Open Daz, add a figure and confirm that the character's morph no longer appears
    • Amend the figure using different morphs and save it as a subset
    • Close Daz and reinstall the character
    • Open Daz and load your subset file
    • Chek the morphs on the figure - they will include the morphs (with zero values) that weren't present when you saved it.

    Scene subsets are exactly like regular scene files, except that when you load them they merge into your current scene instead of replacing it. 

    By

    chris-2599934 chris-2599934 July 2024 in Technical Help (nuts n bolts)
  • Creating characters that look like real people

    Headshop is still available but there is a new version so the link in that post doesn't work anymore. Current version is this one: https://www.daz3d.com/headshop-2024-win

    Regarding face transfer, the link provided is for the version which works with Genesis 8 figures. If you want to use it with Genesis 9 you need Face Transfer 2: https://www.daz3d.com/face-transfer-2

    Not sure about Facegen artist pro.

    By

    Leana Leana July 2024 in New Users
  • Figures Loading with Long Nails

    That definitely looks like there's a morph applied by default. When you say "they load without any slider that can undo it", how did you check that?

    If you look in the "currently used" section of the parameters tab it will show you parameters with non-default value, not non-zero value. So if a morph has a non-zero default value you won't see it there, unless you first zero the figure (after that its value will be 0, which is different from its default value so the morph is considered as "currently used").

    By

    Leana Leana July 2024 in The Commons
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