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Wow, I've been slimed...
On some items you may find better results by zeroing the pose on collars through to fingers, as I did with slimettes dress. This would prevent the arms dragging geometry away from the main figure.
I think i may have missed ticking reverse source shape from target as being ticked on step 5. All other tick can remain the same as defaults.
You sir (or ma'am?) are a genius. Your instructions worked great. I was able to do everything except step 6 (reverse deformations). See first attachment for what it looked like before I dialed in the rev deform morph. Then AFTER I dial it in on the prop. Note how the prop translates vertically.
I'd like to be able to solve that if it makes it look better. But even without the rev deformation morph, it still looks pretty good. The third attachment shows a lot of morphs/poses on G3F and it conforms quite well!
I'm not sure how to remove bones and alter weight maps, but I do know how to use geometry editor and can always just hide the parts that stick out.
Some tips for others trying Wiseavatar's steps:
Step 2 - definitely zero the collars and children bones before exporting so that the hands don't stretch the slime.
Step 2 - When you do'nt have hexagon, you have to use Export. Make sure thta when you export G3F, the prop is not in the scene (temporarily delete prop). After finishing exporting G3F, undelete prop and unparent, delete G3F and export prop. Otherwise, when you export, you'll be exporting both together.
Step 3 - Use morph loader pro here, NOT import.
Step 5 - When picking source for transfer utility, pick Morph, and your new morph will be at the BOTTOM of a huge long list. Also remember to check reverse source shape from target.
The best part of learning to do this is that I can think of LOTS of other applications for this technique.
Thanks again!
Exporting only a part of a model as an objIt's a morph I bought from the asset store. I thought that morphs (no matter if they are "HD morphs" or not) would keep the mesh as it is and only move the vertices around and perhaps change the normal map.
So I don't think that the morph will change the number of vertices, right?
Skin Builder 3 Merchant Resource for Genesis 3 Female (Commercial)Anyone know if HFS Fantasy Shapes for Genesis 3 Female(s) works with SB3? It's on the Flash Mob Sale right now, and it would be cool to make skins for these shapes. Or does SB3 come with any fantasy-style shapes?
That's a morph only product, so yes, SB3 should work just fine.
Exporting only a part of a model as an objThe mesh of your morph must match the mesh of the figure you're applying it to (number and order of vertices), so you have to morph the complete figure, Morph loader can use a weight map to have the morph only apply to certain parts. You need to sculpt your morph using the base resolution figure, not the subd'd figure.
Ears out? Question about both ears and the hair that drapes around themFSMC: When almost nothing is documented properly, or at all, such things tend to be hard to get into.
I'm still challenged by morph loading, because there isn't a simple set of steps written out anywhere you can rely on.
Making headway with anything not out the box requires a combination of intelligence, technical familiarity, and basic dogged stubbornness.
Have you seen this?
Cool, thanks, bookmarked (see Will, forum info, LOL)
When I first started modeling I was using simple, game specific modeling apps and then I had to learn GMax (3DSmax little brother) for a game I had to learn to mod. Talk about lost, it was like opening Blender for the first time.....10X worse, LOL I found a book called the Gmax Bible and bought it thinking it might help, When it was delivered it was 888 pages!! I skimmed thru it for a week trying to make heads or tails out of the info and then just opened the program and started pushing buttons. got the hang of it in about a month and the book is on the book shelf to this day, LOL.
Exporting only a part of a model as an objHi @RichardHaseltine !
Thank you for your message, but I don't understand it. The morph is a regular HD DAZ morph, sorry, I don't know what to call it otherwise. The only obj that I have is my attempt to save only the head of Genesis 2.
Could you please tell me what exactely you mean by "morph OBJ" and "figure OBJ"?
Thanks!
Exporting to Max for Morphs Issues.I find if I have to do anything in 3D SMax, i will still export to Zbrush via GoZ, then export from Zbrush as an Obj. Import into max flip Y (I think). Set the object scale to 1000 after importing, do your work, set the object scale back to 100 & export as an obj, then import into daz as a morph, or load into Zbrush and send it back to daz as a morph.
mcjCrownFinal - crown prop - hearts, fleur de lys and hexagon stonesVery nicely done. Thank you!
welcome, i may also post the morph i created for the Genesis3 'Toulouse' hair so that the hair are uh constrained by the crown
Exporting only a part of a model as an objThe morph OBJ and the figure OBJ must match, as morph loading works by comparing the location of a vertex in the morph with a vertex in the base and storing the difference (if any). In Morph Loader pro there are now attenuation options, so you could load your OBJ and set it to apply to only the desired areas by the bone weight map or you could add a dForm to the figure, assign a weight map, and give that weight map non-zero values where you want to apply the morph.
Which Figure/Model is this???"What does 'dialed in' mean?"
All the morphs for G3F that you have in your library load automatically when you load G3F in a scene, but do not show on the figure as they are all loaded at 0% by default. The term 'dialed in' is a holdover from the days when Poser was much more pervasive, and Poser used dials in its interface to adjust the amount that morphs would be applied. Old habits die hard, so the term is often still applied to DAZ Studio as well, despite the fact that DAZ Studio does not use dials, but uses sliders instead. So, in this context, dialing in Teen Josie to 50% means moving the morph slider found in the Parameters tab of the Content Library for G3F to 50% or halfway.
Exporting only a part of a model as an objHello!
I have a very nice full body morph, but I would like to spare the head morphs out.
Doing that is not as easy as I expected.
What I've tried now was to export only the head of Genesis 2 as an obj before I apply any morphs.
Then I applied the full body morph and wanted to put back the original head shape by choosing "Edit"->"Figure"->"Geometry"->"Update Base Geometry", "Update Vertex Positions" and load the exported head obj.
But when I try to do that, it tells me "The loaded geometry does not match the geometry it is updating. Vertex and facet count must be the same".
I investigated a little more and found out that it doesn't even work when I don't have my morph applied.
I then took a look at the exported head obj and noticed that it's not only the head, but the entire figure.
When I accidentally forget to select anything in the hierarchy and export as an obj, the obj is empty, so I thought the export function was also sensitive to the object (for example just the head) that I have currently selected.
Could anybody please tell me what I might be doing wrong?
Or if somebody has any other idea how to "mask" a part of the body from a full-body-morph, I would be really glad to hear it.
Thank you!
Ears out? Question about both ears and the hair that drapes around themFSMC: When almost nothing is documented properly, or at all, such things tend to be hard to get into.
I'm still challenged by morph loading, because there isn't a simple set of steps written out anywhere you can rely on.
Making headway with anything not out the box requires a combination of intelligence, technical familiarity, and basic dogged stubbornness.
Have you seen this?
Skin Builder 3 Merchant Resource for Genesis 3 Female (Commercial)Kia ora
Thanks you for a great wee tool, I been hacking away at the learning curve and having fun, I got a long way to go I'm new to Daz as well as this, screwed up a bunch buying the wrong gear for the bodies I have and trying to get my head round it all. One thing I did get was a morph pack to make monsiters and beast race's, I'm trying my hand at make me a Daz Khajiit/Pantera, I got a char with the claws and cat like feet and made a dark blueish base skin and she's looking not bad I had brought !Blend before I found this and was using it to blend skins from both Agata and Ceridwen, but not sure I can use those blend with this, some of the markings and tattoo's are guite neat, the other thing that would be nice as a feature I think is a means to pull some hairs/furs in for beast race's to blend over the skin with a option the blend/fade out some bare spots like bellies knee's stc where fur would maybe not grow. Any way thanks again for the tool. all I need now is a good crop of dark Panther fur on this lass and shes good to go. Yes I know she needs a pos and a whole lot of other TLC, baby steps for this learner right.
Wow, I've been slimed...Which of the checkboxes did you check on the transfer utility? I was able to follow your instructions and rig it but not getting as good as results as your last picture. I also had to zero out the weight map to de-explode the geometry, not sure if that means I missed something.
VRAM available for rendering with Windows 10 - #273017 (closed)Here's the thing. I don't think that they are allocating a percentage. The minimum frambuffer that one can reliably allocate for this type of operation is the largest monitor resolution supported by the card. Therefore, if the video card is capable of supporting 4K monitor sizes, one has to assume that *someone* is going to hotplug a 4K monitor into the system (with DVI, HDMI, and DisplayPort the act of turning a monitor on or off qualifies as a hotplug event -- do this and watch WIndows completely reconfigure your desktop(s) and icons each time). So now you're looking at allocating as many 4K framebuffers as there are monitor ports. If you do the math on 32bit depth x 4K screen sizes you'll see that you're using a significant amount of memory. This could end up looking like a great percentage of the VRAM. Keep in mind that the primary use for VRAM is for screen framebuffers, not texture storage. This is only going to get worse when 8K screen resolutions become supported by default.
Doing the math, as Kendall suggests - 4K resolution is 8.3 Mp (mega-pixels, or million pixels) X 32 bit color depth equals a frame buffer of 265.5 MB; X 5 (one DVI, one HDMI, and 3 Display port connectors) equals 1,328 MB or 1.3 GB. And I wouldn't be surprised at a number 10% higher, as that 8.3 Mp is the minimum size for the buffer; I don't know what else Nvdia allocates to go with it.
This whole talk about frame buffers is just adding more confusion.
https://en.wikipedia.org/wiki/Framebuffer
This whole speculation does not add up with what you can actually observe:
Titan (2013) / 4 ports / - 1 GB blocked of 6 GB
Titan X (2016) / 5 ports / ~ around 2.4 GB blocked of 12 GB (reported by other user)
GTX 1080 / 5 ports / 1.4 GB blocked of 8 GB
GTX 1080 Ti / 4 ports / 2 GB blocked of 11 GB
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-> So now please explain
Why has the 1080 Ti with only 4 ports blocked a larger amount of VRAM ( 2 GB) then the 1080 with 5 ports (1.4 GB) ?
Why do a Titan and a GTX 1080 Ti with both 4 ports have blocked a hugely different amount of VRAM (1 GB vs 2 GB)?
Why do a Titan X and a GTX 1080 with both 5 ports have blocked a hugely different amount of VRAM (~ 2.4GB vs 1.4 GB)?
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Firstly, all of the above cards are limited to 4 displays regardless of the number of ports -- use of the VGA port will greatly affect the numbers. Another consideration that is left out is who the manufacturers of the individual cards are and what, if any, mods were made to the reference design. Also, the individual firmware on the boards may be tweaked for specific changes. Explaining specific memory use differences w/o the background is nigh-on impossible. There are a plethora of hardware reasons that designs with 2 of the same board types could allocate different amounts of memory. It is entirely possible to have 2 of the exact same boards have different memory use models based simply on what motherboards they are on as well as monitor types used and other things. For instance, is one motherboard forcing the card to allocate extra buffers to compensate for a transfer deficiency relative to another board?
What one can do, and has been explained here already, is to lay out what use model is "reasonable" based on the known/documented behavior of the OS. Individual variances introduced by manufacturers of any of the involved hardware can, and will, throw off the numbers. Without using the same exact hardware across many different software/hardware setups and documenting the differences leads to nothing more than supposition about what may be causing the variances. We don't even know if the folks reporting the numbers have other background software running that may affect VRAM use. Using anecdotally reported internet numbers as some sort of analysis is not going to lead to any sort of solid answers. The errors in the data are just too high.
Is Windows 10 using more VRAM than earlier versions of Windows? The answer seems to be "yes", but the reported amounts seem to vary greatly. What does seem consistent is that Windows 7, with its more "primitive" UI seems to use significantly less VRAM than versions of Windows that have more complex UI's. One could point to this and say "AHA! There's the answer!", but to what degree are these UI changes to fault for the higher use? For sure, a more busy UI is going to require more VRAM, especially if it requires double-buffering for portions of the display. Is this the culprit? Impossible to tell based on the reports. Are the nVidia 3D options in the drivers in play? If so, then there is a great variance there. OpenGL vs Vulkan vs Direct*? Yup, a great difference. What about 2D options set in the nVidia settings? And on and on.
Kendall
Ears out? Question about both ears and the hair that drapes around themI think this is a perfect opportunity to create your first morph.
S.H.A.D.O.ws from the past - [WIP]I've become interested in figuring out how to make a passible Gay Ellis in DAZ G3F, along with oither UFO characters in G3.
And I'd like to document the process here on this forum.
I am a newbie. So I want to document the process for other newbies.
So the first thing I want to do is seek advice and heads-up tidbits.
I know that most of the UFO 3D development was done for Poser and earlier DAZ generations. And I know that adapting them to DAZ G3 is a special process that more advanced folk know about. So these are the things I'm seeking advice and tutorials on.
HI Lukon100,
Almost all of the head morphs here were done in Blender - Steve Jones did most of them and I added an extra Gay Ellis. If you haven't already, you really need to get familiar with a modelling package like Hexagon, Zbrush (seems lots of modellers use this) or Blender. They all have bridges to and from DAZ Studio, so it's up to you to pick the one you are comfortable with. Blender is a comprehensive free 3D program, but it is not that intuitive. The import export process between DS and the modeller you choose is well documented in many places in these forums and elsewhere, so that's where to do your initial research.
Grab as many shots of the subject from as many angles as possible. The holy grail is the full profile as they are rare, but it can be really critical to the success of an image.
More important than all the techniques and software is that you have to be prepared to put in the time to get the likeness believable and recognizable. As an example, my Sophia Loren morph took about two weeks solid. Gabrielle Drake took me 5 months. I scrapped the model at least 3 times and started afresh. Thanks to Jo and Steve on this forum, I had someone to egg me on to finish it.
This quote has inspired me since I was a schoolboy:
"Talent and all that for the most part is nothing but hogwash. Any schoolboy with a little aptitude might very well draw better than I perhaps; but what he most often lacks is the tough yearning for realization, the teeth-grinding obstinacy and saying: even though I know I'm not capable of it, I'm still going to do it." -- M.C. Escher, in a letter to his son Arthur, 12 February 1955
Gary
*found a way* get corrective morph assignement to a joint via script?The node should be a controller for the sub-component, so maybe I have to go through all ERCLinks and find out if a specific node is the controller.
Rob should know..

Yes, that's what I meant (going through the links checking the controller - Rob's knowing goes without saying).
Hmm, but how do I get all ERCLinks? Is there a function somewhere? The morph is linked to a node. Is there a function to get all morphs in a scene, so that I can go through them. Thanks for your great help by the way!
Rigging & Weight Mapping~ Beginners Thru AdvancedSo I'm stuck on something and I cant figure it out. I'm making a helmet which supposed to be 100% solid. I've imported my mesh and ran transfer utility for it and it works fine on genesis 3. I filled the head weight map to 100% and it's all good if I pose it on the figure. I'm now trying to make it so that if I change shape from basic figure to lets say victoria 7 it stays solid but when I do that some parts stay fine but some other like the visor and chin deform. I can't figure out what step am I missing.
I haven't done it myself, but I think you need to use a feature called rigidity maps to keep those areas from deforming (the same you have to do for buttons on clothing so they don't warp). If you search Google using the terms daz studio rigging rigidity you'll find some discussion on it.
Carrara Challenge #32 They Only Come Out At Night - VOTING IS NOW CLOSED, WINNERS ANNOUNCEDEntry: #12
Title: Supweme Weader
Artist: Dave T ( Stezza )
PR or NPR: PR & NPR
Specific Carrara requirements met: Modelled the fuse and images for a plane for the lit fuse.. made the soldiers hat bigger with magnets. Used glow shaders and light effects for the street light, lighter & fuse. Created the SR morph for Carrara. No postwork apart from sig.
WIP Links:https://www.daz3d.com/forums/discussion/comment/2303771/#Comment_2303771
Products Used:Genesis, gone mad clothing, uniforms for Genesis, broken bridge, Ron's brushes.
Other info: Modelled my Supreme Ruler morph in Carrara then imported to DS to save as DUF morph for Genesis.
Imported the background which I created and will share for anyone who would like to use it. made the soldiers hat bigger with magnets












