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Can't get the dforce sleeve simulation that I want
I just noticed why the problem exists - when I first exported the dress from G8F to Blender, that dress was already modified with Fit Control for Genesis 8 morphs. So I added sculpting on this already-modified dress in Blender, and then re-exported it to DAZ. When I applied the two separate Blender morphs that don't intersect with each other, somehow the second morph would further deform the dress in other areas which the morph isn't supposed to affect. When I tested this double-separate-morph method with the original unmodified dress (i.e. exporting the original unmodified dress to Blender and then creating two separate non-intersecting morphs there), the two morphs work only within their areas, i.e. they work perfectly fine. So can I confirm that this Blender method of separate morphs will only work with unmodified, original versions of the dress? Because of yes, I can see that there'll be problems in the future, I may work on new morphs one after another and if I export the dresses that are morphed stage by stage, this will cause the different morphs to malfunction in DAZ (makes no sense to sculpt on the original dress in Blender when I've already made quite a few modifications to the dress).
Can't get the dforce sleeve simulation that I want
I export both g8f and the dress at their zeroed positions (with the dress fitted to G8F), and I export them as separate obj files. Mesh smoothing is set to zero and mesh resolution is set to base. Reverse deformations are always set to Yes. Am I missing something out?Richard Haseltine said:Are you exporting the OBH for morphing zeroed or with a pose applied to the figure? If it is posed are you checking Reverse Deformations in the import options (so that the morph is just the changes you made)?
Can't get the dforce sleeve simulation that I wantAre you exporting the OBH for morphing zeroed or with a pose applied to the figure? If it is posed are you checking Reverse Deformations in the import options (so that the morph is just the changes you made)?
Can't get the dforce sleeve simulation that I wantIf you want to create separate morph on Left / Right sleeve, you either just sculpt on one side, create a one-side morph first, then use Morph Mirroring option in Morph Loader Pro (MLP) to create the morph on the other side...
or, turn on Symmetry in Blender before sculpting, then use Attenuate By option in MLP to create two morphs separately on each side.
Follow the settings of MLP in ss2. And to avoid potential "mesh movement", always turn off Enable Smoothing beforehand.
Can't get the dforce sleeve simulation that I wantGordig said:
You should model clothing off of the base figure, rather than a particular character.
I tried that with G8F base, with a test morph of left sleeve deformation with the rest of the dress untouched, and a separate morph for the right sleeve - modeled after setting the dress back to zero, so the left sleeve is left untouched as I sculpted the right sleeve. I applied the left sleeve morph first in DAZ, but when I applied the right sleeve morph, the left sleeve got slightly affected as well. Is this to be expected or am I missing out on something?
Can't get the dforce sleeve simulation that I wantSo there's a dress which I custom modified in blender to get the result that I want, for example loose sleeves. When I export the morph back to DAZ it works fine ONLY for the particular character that the dress was imported from, because I realized that when I applied this morph to other characters of different sizes that wear the same dress, the blender morph not only changes the sleeves to become loose (the part which I edited in blender), but also changes the entire shape of the clothing to become the shape of the dress that conformed to the original character's body, so everything is out of proportion. Obviously this isn't desired because I want to create a universal morph of loose sleeves that applies to that dress for each and every character of whatever size, just like how toggling the brow squeeze morph affects only the brows and doesn't change the entire face shape to become whatever base character's face shape. How do I achieve this?Eyes pop out on a Gen 9 base figure(and every other gen 9 figure) without any morphs.You probably installed a morph bundle that had bugs on them, it happened to me with The Age for Genesis 9, and I had to delete the morphs taking over control.
As crosswind you should look for the hidden morphs applying themselves when you use any eye morph, and check which one it is on the Currently Used tab.
Can't get the dforce sleeve simulation that I want
Thanks crosswind and felis, in this image that you attached, did youa achieve this with blender or dforce magnet? It looks splendid.crosswind said:Yes, it seems to me a tight design...
Well, if you know some of Blender, use Grab and Smooth brush to make a loose morph on the sleeves... if you have Mesh Grabber, just drag it.
You may not directly make it with dForce, but if you have the product dForce Magnet, you can easily make it with a Timeline.
Can't get the dforce sleeve simulation that I want
Thanks crosswind and felis, in this image that you attached, did youa achieve this with blender or dforce magnet? It looks splendid.crosswind said:Yes, it seems to me a tight design...
Well, if you know some of Blender, use Grab and Smooth brush to make a loose morph on the sleeves... if you have Mesh Grabber, just drag it.
You may not directly make it with dForce, but if you have the product dForce Magnet, you can easily make it with a Timeline.
Can't get the dforce sleeve simulation that I wantYes, it seems to me a tight design...
Well, if you know some of Blender, use Grab and Smooth brush to make a loose morph on the sleeves... if you have Mesh Grabber, just drag it.
You may not directly make it with dForce, but if you have the product dForce Magnet, you can easily make it with a Timeline.
Can't get the dforce sleeve simulation that I wantAccording to promos it is modelled to be tight at the wrist.
You could create a morph in a modeller, or use a (2) d-former, but that would be more fiddly as I see it.
Huge Opportunity for the Future of DAZ if they are bold enough to embrace it.It's still way too much of a pain in the neck to get DAZ stuff into any other program with all of the functionality and proper material settings that it already has in Studio. The only sort of 'bridge' I'd be excited to see is something like GoZ, where you still pose and morph the figure in Studio while a connection is made to another program, and then the user can immediately send over an updated version. Reallusion has some very impressive pipelines between Character Creator and Zbrush, Substance Painter, and its own iClone, and I'd really like to see that possible with DAZ content (as Reallusion stuff is absurdly expensive and is made for animation and game-quality figures rather than realistic renders).
Import problem from BlenderBoth daz studio and blender can import/export polylines as obj and preserve the vertex order. So I guess this is a issue with morph loader pro which can't handle polylines ?
How to restore access to morphs?What do you mean by "Deleted the character"? What did you use File>Save As>Support Assets>Morph Assets for?
How to restore access to morphs?Richard Haseltine said:
or .dsf if you are looking at the morphs themselves. We need more information on what was removed and what remains.
I only deleted the character to which the morphs were attached but i have copy character but for some reason there are no morphs in it
The morphs themselves are still in the \data\Daz 3D\Genesis 8\Female\Morphs\User\ProductFormat Morph.dsf
i used support assets->morph assets
Eyes pop out on a Gen 9 base figure(and every other gen 9 figure) without any morphs.Reinstalling the application is unlikely to fix content (or settings) issues as it doesn't change those. It sounds as if something you have recently created or isntalled has either chnaged and saved the base rigging (try reinstalling the base figure - Genesis 9 Starter Essentials) or, more likely, a character shape has adjustments to make the eyes work correctly with the changed shape that are kicking in when they shouldn't (try uninstalling any recently added characters or morph sets).
Blender VDM Brushes for Genesis CharachtersNo... it'll be not that easy to make a geograft, especially in your case that you want more HD details on whatever wound, bruise, welt...
Generically, you have to cut and export partial body geometry to OBJ with Base resolution, import OBJ into Blender, mark the edge of it, remesh or retop the area on which you want to sculpt so as to have denser mesh there before sculpting. Then no matter what type of brushes you use, just sculpt what you want ot have. Unwrap and optimize UV. Export to OBJ and import to DS. Rig it on the figure with Transfer Utility. Then make corrective morphs on it and make textures as needed.
However, personally, I would suggest you not go for this way, especially when you just want to make the wond effects or something rather than a rigged attachemt like genitals, wings, tentacle arms etc. For a typical instance, if you want to make multiple wounds, bruises and scars on differt body parts, how many geo-grafts are you going to make ? or make a very big one to cover them all ? Frankly speaking, if you just want to make one or two wounds for experimenting HD sculpts, you can just do it as you wish, but if for multiple wonuds etc.... using geo-grafts in your case would not be a wise choice...
Instead, you just need to sculp on the figure directly, make and bake necessary texture maps (diffuse, spec, normal, bump, displacement, etc.) to get these results. Like the one in the attached ss... The point is that good VE comes from both sculpted morphs as well as hight quality texture maps.
Import problem from BlenderCheck this short video firstly that I recorded for a folk to resolve the similar issue. This is standard procedure. https://www.daz3d.com/forums/discussion/comment/8594276/#Comment_8594276
Again, a comprehensive workflow for: DS > Blender > DS
1. When export figure to OBJ, set figure's Resolution Level to Base. You don't have to delete any attachement under the figure. Just export it with Filter Objects option... shown in (screenshot 1).2. ...but, if there's any geo-graft on the figure, you must at least unfit the geo-graft attachment firstly...or just simply switch to Geometry Editor mode to make the geo-graft's geometry floating before export... otherwise the whole merged geometry will be exported...then you'll get "mismatched error" when import. (screenshot 2).
3. If Blender version you use is < 4.0, never use OBJ import/export (Legacy), always use "Wavefront (.obj)" in the menus of Import / Export (screenshot 3).
4. Import OBJ into Blender with the settings in (screenshot 4).
5. In Blender, DO NOT add or delete any geometry (vertex / face / edge ); DO NOT retop or remesh; DO NOT apply any Modifier that'll result in the formers. The safest way is to just SCULPT ! if you make morphs.
6. After your sculpting job is done, export the figure to OBJ with the settings in (screenshot 5). Better save a Preset then.
7. In DS, import OBJ with Morph Loader Pro, with the settings in (screenshot 6). Better save a Preset then.
If you correctly process these in each step, you won't get the error of geometry mismatch...
Any way to get these to merge/render?hello,
I have tried for an hour a few days ago and trying to get the tress to show/render porperly in Daz. The file is a Blender .dae file. This is the file i transfered over from Blender to Daz. The first image is from the orginal file i got when i purchased it and used the .dae file and it showed that error and its all kinds of messed up. The third image is from the newest file the creator sent.
Things I have tried are; moving the texture from the file to the trees and it gives me an error, I have messed around with the surface on the trees and i cant seem ti figure out what is wrong or pin-point it. I've added the maps from the file onto it and nothing. If there's a way to get it to work, I would appreciate it. I posted this problem in a few places with no answers.
I would user Blender but it seems the models I used and the morphs used they either crash Daz or they wouldn't transfer properly.
Strange issue with posing eyesYes, the head morph property the vendor made, just like the head morph of the character you bought from Daz store....





