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Having problems with the AM Squirrel
Hello folks, about the "missing open mouth morph", I decided not to use morphs this time to simulate jaw movements but rather having a bone that you can use to Bend/Side-side/Twist it. For me it works much better like this than having a morph interpolation between open and close status that produces odd outputs at intermediate values, often deforming the mesh very bad. I'm sorry if some feels it's a bugger but in my opinion it's an improvement.
About the tail missing poses or controls, probably it wouldn't have hurt to make some extra poses; besides that, you can still multi-select multiple tail bones and apply the transformation sliders right? Shouldn't be too much work.
Iray materials provided are there only for the base model surfaces; they do not load or produce any furred squirrel model for Iray. Unfortunately Iray is a work in progress render engine, lacking several features like a hair primitive; reason why there is need to convert LAMH fur to OBJ before being able to render with Iray.
I already had this grudge that doing furred models to be used this way on an incomplete render engine is not viable, and given that most users do use Iray today, I believe this will be one of my last animal models until there is a Iray fur solution working out of the box for it (that nvidia or I can provide somehow).
Skin Builder 3 Merchant Resource for Genesis 3 Female (Commercial)You can alway use this to transfer the base skin: https://www.daz3d.com/genesis-3-uv-swap-male-and-female-base
OH YAY! I have that! OK - got the credit card out....waiting on DAZ.
Daz Studio Nvidia Iray Interactive & Photoreal Animation TestsThis is my first experiment with animating "Look at my Hair" fur in DAZ Studio using Iray. I was able to animate the hair by converting the "Look at my Hair" fur for the Gambian Sun Squirrel to an obj and then used the DAZ Studio's Transfer Utility to make that object a conforming figure for "Rodents by AM: Squirrels of Eastern Hemisphere". I created a very rough run cycle to see if the fur worked on a moving figure. Now that I know the method works, I can refine the run cycle ;)
It is rendered at 1920x1080 @ 30fps using 50 iterations with Iray in "Photoreal" mode and averaged 20 sec per frame to render.
auto_adaptedIs the "original prop" in Poser or .obj format? If so, try loading it into a scene on its own, then save the scene. You don't need to keep the new scene, what this does is (hopefully) recreate the proper data files in auto_adapted, and (again, hopefully) allow existing saved scenes to work with the recreated /data/ files.
Might be a good idea to copy out your custom morph files, and copy them back in afterwards.
Not sure how to get your custom material zones back, I've nevcer played around with that myself.
Dante 7I think of him as a good combination morph, like his sister, Genevieve.
Bryce/Studio workflow...You don't need to create a new scene for each item, you can store them all in a single scene. When I feel I might want to resend them (for example, changing the pose on a figure to send again) I just create a DAZ Studio scene with whatever I want in it, just as a random collection of objects. You can send one thing, verify it works, then send another later, either in the same session or in a new session.
One problem you may have is getting the bridge started. It works in one direction but errors out in the other (or can), and I always forget which is which (or maybe it even changes depending on install order? or not). It is also possible for the bridge to work one way, but if you try to send something back, it then opens a second copy of one of the applications instead of using the existing bridge. Since I don't use it often enough to remember, I usually just pick one of the two applications at random, create a cube, then send it to the other application. If it fails, back out and run the other application and send it the other way. Once I have that working as expected, then I load my scene(s) in each application and start working normally.
Because of the potential for crashes, just get in the habit of saving before using the bridge, or after successfully transferring something before doing serious work, so it really doesn't matter if something goes wrong during the transfer.
Studio Help in Saving Only Part of a Figure (eg head) but Keeping Morphs and RiggingHi, I wondered if someone could point me to a step by step for this - if it's possible in Studio.
Basically I'd like to take a head and neck from a character and delete the rest of it
I take it that I :
export it as eg an obj
then bring it back in to Daz Studio and
transfer the rigging and morphs back to this reduced OBJ from the original figure.
I used to do it in Poser but not sure how to do it in Studio.
thanks in advance :)
Rodent Base by AM, Squirrels of Eastern Hemisphere, Props and Poses [Commercial]So happy you thought of the Carrara users with this model... morphs working and I can even open its mouth...

we don't have Squirrels in Australia but I bought it to support your efforts and in hope that a Possum morph may appear one day to use in your Aussie outback scene

here's a quick render of the little guy in Carrara 8.5 using Carrara hair.
Thanks again
Having problems with the AM Squirrelit took me all night in wireframe mode my RAM running flatout but I rigged the 7 LAMH obj exports to my Squirrel with the transfer utility using near vertices as low as it goes and saved each as support assets.
Opened a new scene and fit them all and I am rendering an animation in iray punishing my poor PC in the process, it is rendering though and the conforming fur is following the critter.
Awesome work. If the forum had a bow down emoji, I'd use it.

well this is the video
not that awesome there is polygon pulling and after rendering D|S showed me my desktop with this message
DAZStudio.exe caused ACCESS_VIOLATION in module "E:\programs\Daz\DAZ 3D\DAZStudio4 Public Build\DzCore.dll" at 0033:00000000D37CFF9C, DzScene::selectAllNodes()+124 byte(s)
It is still pretty impressive. I never would have noticed the polygon if you hadn't mentioned it, and I'm still not even sure if what I saw is what you meant. I love his last pose, too. I assume you can also use that rigged fur in still images to repose your squirrel without exporting to OBJ all over again.
Having problems with the AM Squirrelit took me all night in wireframe mode my RAM running flatout but I rigged the 7 LAMH obj exports to my Squirrel with the transfer utility using near vertices as low as it goes and saved each as support assets.
Opened a new scene and fit them all and I am rendering an animation in iray punishing my poor PC in the process, it is rendering though and the conforming fur is following the critter.
Awesome work. If the forum had a bow down emoji, I'd use it.

well this is the video
not that awesome there is polygon pulling and after rendering D|S showed me my desktop with this message
DAZStudio.exe caused ACCESS_VIOLATION in module "E:\programs\Daz\DAZ 3D\DAZStudio4 Public Build\DzCore.dll" at 0033:00000000D37CFF9C, DzScene::selectAllNodes()+124 byte(s)
Having problems with the AM Squirrelit took me all night in wireframe mode my RAM running flatout but I rigged the 7 LAMH obj exports to my Squirrel with the transfer utility using near vertices as low as it goes and saved each as support assets.
Opened a new scene and fit them all and I am rendering an animation in iray punishing my poor PC in the process, it is rendering though and the conforming fur is following the critter.
Awesome work. If the forum had a bow down emoji, I'd use it.
Having problems with the AM Squirrelit took me all night in wireframe mode my RAM running flatout but I rigged the 7 LAMH obj exports to my Squirrel with the transfer utility using near vertices as low as it goes and saved each as support assets.
Opened a new scene and fit them all and I am rendering an animation in iray punishing my poor PC in the process, it is rendering though and the conforming fur is following the critter.
Dante 7Here he is with just a few changes - the largest change being I scaled his eyes WAY down and moved them around a bit and reshaped them slightly. Other changes are very small and all using the base morph pack. I did dial in Gianni's HD morphs.
Laurie
Having problems with the AM SquirrelThere is no open mouth morph as such but the pucker and upper lip morphs will do much the same thing.
Cheers,
Alex.
I tried that but it just puckers the lips. @Jakiblue 's suggestion to use the jaw node and use bend will probably work but not sure if I'll be keeping this... I will try it again in 3Delght and make my final decision... Just weird that it doesn't have basic morphs like mouth open/close and and an easier way to adjust the tail or even body parts without having to go into all the bones. I wish there were hind legs crouch and some other dials for movement as well. The product seems very basic especially for having to purchase two products just for it to work...
Having problems with the AM SquirrelThere is no open mouth morph as such but the pucker and upper lip morphs will do much the same thing.
Cheers,
Alex.
Clothes morph parenting?Yes, you can fit one piece of clothing to another and have morphs transfer as they do from a base figure. You can also, as SixDs says, have smoothing and set collision target to another piece of clothing isntead of the base figure. The two options are independent, you can use, one, both, or neither.
Modeling Objects in Carrara - Q&A - Come One and AllThanks again, Tim. I am greatly in your debt once again. When no options for translate/slide appeared, I just assumed there were no such options. Never would have thought of "show hidden" on my own. If I understand your earlier posts, the Studio translate bone does not work correclty in Carrara? I will test it, but if so, then I should continue to include open/close for the drawer through a morph, I guess.
Modeling Objects in Carrara - Q&A - Come One and AllProp rigging in DS is dead easy, but I've never found that translate/slide still works when the model is opened in Carrara.
I can't even get translate to work in Studio. In order to get a Daz rigged prop to work both in Studio and Carrara, I followed a tutrorial by Sicklyield. I had no trouble getting the fridge door to rotate, and to link the polygon group for the drawer to its own bone, but I don't see any options to set up the drawer to translate forward and back. I only see options for bend, rotate, twist, and scale. I solved it by creating a morph to open and close, but I would like to know how to do it right. To practice, I created a crude fridge with a door that rotates open/close and a drawer that is supposed to slide forward and back. I also created a couple of shelves, but they are supposed to remain fixed.
Here is the Sicklyield tutorial for Daz rigging of a door that opens and closes.
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Unfortunately, the Sickleyield tutorial does not include slide/translate. How is a bone converted to slide forward/back in Studio? (I used a morph below)..


Here is the bone parameters pane in Studio. See, no forward back.
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I may post a walk-through of rigging the door in Studio for use in Carrara in my screenshot thread.
E & J Authenticity Expressions for Genevieve 7 are awesomeGlad to hear it. I had stopped buying their expressions because one-click expressions usually don't work too well for my custom characters, but since they started adding morph dials as an option, I took the plunge with So Beautiful for Monique 7, and these turned out to be some of the best expressions I own (and I own heaps), especially for open mouth expressions (which usually make my girls look dodgy). Now if only there were morph dial updates for all their other Mix and Match expression sets (cos I'm too lazy to make my own ERC dials). After looking through the Genevieve expressions you wrote about, it looks like they studied Eva Green (lookalike for Genevieve), and copied several of her facial moods very convincingly. I'll have to pick them up when the time (money) is right. Thanks for pointing these out.
Is export FBX with morphs broken with GF3 / V7 ?Are they created at export or do they exist in the morph list when you export ?
If they do exist there, are they baked ?
(this is when you would like to have a search function in the FBX export....)

















