-
Novica & Forum Members Tips & Product Reviews Pt 8
Hey, for all of you who use Melody, is there something special you have to do to get her to work in Daz? I got the morph bundle, but when I try to apply the faces, it seems to only half apply the morphs--like the rabbit will end up with round ears, not long ones, the faces will only partially apply--and the tails are all just sticks of various lengths--no poofiness at all, no matter the morph I try. I've never used any 3rd Generation figures before, so it's entirely possible I'm missing something really obvious.
Transfer Utility giving odd results with user-created clothing.I believe there was a smoothing modifier applied.
So, back in this thread. I figured they were kind of two different things because the new problem is that daz won't generate all of the bones necessary for a full body animation. But perhaps they're all one in the same problem after all. Sorry if it put youoff.
Anyway, I still need help with the problem...

When I manage to use Transfer Utility settings that will end up rigging the arms & legs I get the above result. When I get results that look like they fit properly it doesn't rig them past the collar.
This has happened with all manner of files from this recent model. All different FBX export versions, also OBJ. The error message is "rigging limitation pre and post rotation must match in current implementation" and I feel if I knew what this meant I could probably fix it.
I really like the idea of incorporating Daz into the indie game pipeline, and I think we're starting to find a synergy between daz and UE4, which would be awesome. Hopefully we can figure this out.
DIM searching with two or more termsso "Genesis && Morphs" will get all the morphs for Genesis? or would "morph && genesis" work better?
They are the same, other than capitalisation. The order doesn't matter (and you can string more than two terms together if desired).
Are unimesh fits required anymore?you can also use Morphing Clothes by D3D,
Is that really needed by DAZ or Poser these days?. I am pretty sure the newer versions of both have "Transfer Active Morphs" that moves morphs to conformed clothing even on older models like M4/V4. This software was an aid for older versions of the software, but surely it is redundant now?, or am I missing something.
I use it for Carrara but prob for most users it may be.
Carrara 8.5 Questionsfor your UVs
I just apply any M4/V4 textures to Genesis male/female figure from where they reside ( usually in my Poser structured folders ).. the usual fixups need doing but using Fenrics tweakers comes in handy there.
Applying G2 textures to G2 however I have to do manually most times....

Thanks again Stezza for the quick answer.
I was playing a bit and found if I load basic child then add k4 textures it works well and I can load up a basic woman morph and the K4 textures still sit well???? Must check again tonight.
edited again..
after loading a texture and getting it to my liking I will drag the global shader to my shader tab for future use.. saves doing it all again.
G2M loading with a bunch of CTRLRIGsI removed the starter essentials for G2M as well as genitalia and head/body morphs, deleted the packages completely, redownloaded, installed. Same weird distortion.
There's no problem with G2F (and I have GenX morph to make G2F look like G2M, so... that's at least a temporary patch).
I had been editing the Manwolf morph, so I deleted THAT entirely and reinstalled it.
Reboot, still getting the weird distortion.
Attaching what the default G2M is appearing as (and it's affecting all figure loads)
DIM searching with two or more termsso "Genesis && Morphs" will get all the morphs for Genesis? or would "morph && genesis" work better?
Product for embroidered names and rank badges on clothing@ Etrigan. yes I see your issue. If the clothing deforms due to a morph then so will your decal. The only way to avoid that as far as I can see is to have the decal on a patch. A piece of mesh separate from the clothing but attached; a geograft?
This would mean that the decal would be rigid and independent of any bending or folding of the clothing which could also cause problems. What you would like is a map to define a part of the mesh which is stiffer than the rest and so less bent/distorted by a clothing movement morph but not entirely. A kind of normal map for sensitivity to applied morphs... sounds complicated!
I believe that is why Serene Night is requesting a product, it is complicated and time consuming, especially to outfit the whole regiment.

One problem is that, at least with the modern US Army combat uniform (I don't know if this would apply to other countries or not) the patches are actually not physically part of the uniform, but rather are held in place by hook and loop fasteners (aka Velcro).
Law Enforcement Outfits for G3M AND G2MThat is the pants tightness I was referring to lol
You'll probably have to make a morph in a program like Blender or Hexagon to get rid of that. For G3F you could get something like Sickleyield's Decrackifier but I don't think she plans on doing a version for G3M which is a shame.
DeCrackifier is already for Genesis 3 Male as well as female. It covers literally every gender and generation of Genesis currently out. In fact, the very second promo is of G3M.
@Sickleyield Cool. I have it on my wishlist but I didn't really look at it that closely, just enough to know I need to get it. I didn't realize you had it set for so many figures. Wow! Nice!
Law Enforcement Outfits for G3M AND G2MThat is the pants tightness I was referring to lol
You'll probably have to make a morph in a program like Blender or Hexagon to get rid of that. For G3F you could get something like Sickleyield's Decrackifier but I don't think she plans on doing a version for G3M which is a shame.
DeCrackifier is already for Genesis 3 Male as well as female. It covers literally every gender and generation of Genesis currently out. In fact, the very second promo is of G3M.
I need Martin Luther urgentlyCool morph. It looks like his mother beat him with the Ugly Stick :)
he is a man of strong character
Kids 7I recall saying "Skylers sells is living proof that customers are more then willing to buy kids stuff if the art is taken seriously enough and not half baked, and slapped together... Nobody wants to buy junk... "
Until you find out that you can't dial the head and body in separately, which is half-baked in my book. Even with Tween Julie you have the ability to dial them in separately. But, this doesn't touch on the fact that what buyers see as flaws may not be seen that way by either the PA or DAZ during the QA process. It also doesn't look at the fact that a PA (or the DAZ artist that does a given DAZ Original like K4 was) may not have the same view of what they want to accomplish as what the users want the content to be, and the PA may not be comfortable with making a more realistic character in that age group.
I'd have returned skyler if I'd found out soon enough; I haven't bought any more of their figures since, because they can't be dialled in seperately.
nelsonsmith said:
The Growing Up apps are fantastic apps, but they don't replace having a base figure at or close to the age of a child, or preteen character. This would be quite obvious if anyone has tried to morph an already overly endowed female base figure to a preteen. Figures like the tweens can be morphed to passable approximations of children, but we're still talking about a LOT of work.
There is a reason why you don't see a lot of renders featuring children. It's simply too much work; way more than someone who simply wants to do pin ups, who has it pretty easy.
But since this has been requested continually for quite some time, I think we have to accept that a non-toon child figure is something no one wants to do.You speak too soon xD... As far as sells... I dont care. I do it for passion.... Not greed... I would be more then willing to fill the part. If given a chance.
Great job! Especially the girl with the sword; it looks very convincing.Visual Novel support groupDarn! I'm sorry I missed it.
My experience is that there are a lot of different styles to anime, which can come out in 1.) the eyes and 2.) the angularity-roundness spectrum of the art. I really like the Textbook image.
Here's a cast collection from the VN Ozmafia. Only one of the characters is a girl. You can see that mostly the guys have much narrower eyes (except for the two younger characters, one of whom is regularly mistaken for a girl in-story.) Faces vary only slightly and noses hardly at all, but the width, shape and highlights in the male eyes contribute just as much as their hair to identifying them. This is one of the looks I wish I could achieve with a Genesis 3 male.

This is the other style I find myself looking at a lot and wishing I could achieve. The eyes aren't QUITE as distinctive but that may be because it's an anime. And there's still definitely some distinction. Some of it ends up being pupil size (or the 'closed eyes' look) and it's subtle, but there.
My theory is that visual novels benefit from a lot of focus on good eyes, since there's not a lot of action to otherwise help define the character.
Oh! I didn't quite parse what you said about "Maybe"? A morph for Deco?And returning to sales-- while I'm sorry I missed the almost-50% off, I'd be delighted with a 30% off sale. The main problem is that I tend not to spend more than $12 on a new-to-me character model here at Daz--and I know w/ Daz I can return stuff that doesn't work for me.
Visual Novel support groupThe first one is about eye-shape morphs-- how adjustable is that shape? What ARE the 60+ morphs? And, er, the second one is.... do you ever have any sales?
There is a readme link on the product page (right side, scroll down), which lists out all morphs, and then the freebies I added on my site have more. I've found I can make quite a few different looks with them, for example: Jacket, Bedtime, Textbook, Country (last one is basically the default) ...but I am biased, and maybe these are not that different, lol! A lot of Anime's actually seem to me the faces are exactly the same, and the outfit/hair is the only difference sometime, that you can tell, which defines the figure.
The Male moprhs (7 of them) are more extreme, depending on how much you dial-in, and may require eye repositioning. "Maybe", a Male morph for Deco is a another male one.
RE: Sales...apparently I need to have more, lol. Someone else recently asked me that. I actually just had a 30% off, during a toon/coupon sale...which made it almost 50%.
I need Martin Luther urgentlyCool morph. It looks like his mother beat him with the Ugly Stick :)
Rigging Limitation and Odd Clothing FittingI'm at my wit's end again! I had finally gotten clothing to work the way I expected it to, and then make some minor changes and textures, and now i get this weird thing...
So I import the FBX and get this warning :
Moderator edit Image removed due to nudity
I've had this warning before, and I ignored it with fine results. I've googled it and I can't find anything about it at all... I've also tried exporting the FBX with different UP axis and different versions of FBX (2011, 2012, 2013 Ascii)
So I ignore the warning and try to transfer the clothes to the body :

Clothes don't fit correctly, but more concering is WHY WON'T IT RIG THE ARMS AND LEGS?!?!?!?!
This is like my 50th iteration of this character and outfit, I've never had this problem before. I don't know why, or what is causing it, or even what to google to solve it.
I wish Daz Staff would tell us exactly what causes this error, instead of letting the forums just guess and barely get by.
Anyone know whats up with this? I've tried it with an FBX and an OBJ and get the same results.
Product for embroidered names and rank badges on clothing@ Etrigan. yes I see your issue. If the clothing deforms due to a morph then so will your decal. The only way to avoid that as far as I can see is to have the decal on a patch. A piece of mesh separate from the clothing but attached; a geograft?
This would mean that the decal would be rigid and independent of any bending or folding of the clothing which could also cause problems. What you would like is a map to define a part of the mesh which is stiffer than the rest and so less bent/distorted by a clothing movement morph but not entirely. A kind of normal map for sensitivity to applied morphs... sounds complicated!
I believe that is why Serene Night is requesting a product, it is complicated and time consuming, especially to outfit the whole regiment.
Remove delta from morph gradiationNot with the Geometry Editor option. If you export as OBJ and then load back with Morph Loader Pro you can atenuate the morph in various ways, including with a weight map (from a a DForm, or using one of the bone maps).
Feet measurement lockYou could use Measure Metrics to monitor the size, but I'm not sure even using Figure Metrics would enable you to avoid chnages if the moprhs you use to modify other parts also affect the feet. You can subtract the feet from the morph, but the issue there would be gettng a smooth transition.
Remove delta from morph gradiationYou can remove parts of a figure from a morph.
Is there a way to 'feather' a vertices selection or otherwise soften the transition between 'affected by a morph' and 'not affected by a morph'?
I'm guessing no, not without pulling stuff into a model editor.










