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Who's the unbelievably hot model?
I think it's the Izabella 7 texture but not sure about the morph. This one is a mix of Sunny 7 (20%) and Izabella 7 (30%) heads but it doesn't look quite right.
Creature morphs for genesis figuresI purchased the Creature morphs for head and body on genesis figures some times last year but recently it stopped working for some reason! I have tried un-installing them and then re-installing them but they still don't work! They appear in the product window but when you click on it it doesn't pop up on the side pane and, when I select a figure none of the morph settings show up in the parimeters pane except for the Hobgoblin head and the elf ears but that is all the options it gives me for creature morphs!
Who's the unbelievably hot model?I usually use the eyebrows when trying to identify a texture as they're generally not affected by morphs, makeup etc., but it's hard to see them in this case. These look unusually heavy and dark though, not very common. I agree that the head morph looks a lot like Sunny 7.
question about It's Magic outfit...i have a question (well, two, actually) about the new zatannaesque it's magic outfit.
i'm curious about the 'new geometry' for G3F in the 'bottom half' component of the outfit.
is this a shaping morph? or is this just talking about the stockings mesh?
i'm also wondering about the skin tone variations mentioned. does this mean that a character's original skintone won't show through the fishnet mesh, and the tone variations are there to approximate the model's skin coloration?
enlightenment appreciated! thanks!
j
Carrara Challenge #32 They Only Come Out At Night - WIP Thread - Meet Our PA Sponsor, GKDantas!Here's the borealis in a scene. It's low res right now, but I am going to set Carrara up to render a large sized image, and then go to bed while it renders.
Sweet. I was kind of thinking about something with the Aurora Borealis - there's an excellent tutorial by Andrew Price for making it in Blender and I think all the techniques transfer to Carrara pretty well, but yours looks better already than what I had in mind.

I must have skimmed over the NPR renderer part of your post. My bad!
No worries - I probably wasn't clear that I was talking about the NPR.
Outfit fit-to, but maintain shapeDoes the clothing line up with the zeroed figure when you import it, or was it modelled around a morph?
Exporting to Max for Morphs Issues.Having a Max GoZ plugin and a DS GoZ plug-in doesn't mean that you can use a similar bridge from DS to Max - GoZ is a specific way of communicating between ZBrush and another application, communicating with Max would require a whole new system and a whole new plug-in for DS - which I suspect, but can't say for certain, would be deemed not am effectgive use of limited resources.
There's nothing in the OBJ to say what axis (or scale) was sued - hence the need for different presets on the importer and exporter. It may well be that there is a bug here, and I would crtainly encourage you to open a support ticket (even if there is no bug, support may be able to help you resolve the issue). As far as I am aware Blender uses the same axis set-up as Max and people certainly use that for morph creation, so while I don't know of anyone who is creating morphs in Max I have no reason to think it can't be done.
Exporting to Max for Morphs Issues.So DS don't develop workflow plugins for "Pricey" software, wouldn't it be easier to just say Max isn't supported for morph workflow ? It does supprt GoZ style exchange but Pixelogic stopped officialy supporting it a few years back.
I may look into this again when I get time, but from what I've discovered DS is at fault in how it loads the obj from max, it wouldn't be so bad if this software had up to date documentation I could refer to and a support system that actually responds.
What staggers me is this software isn't capable of detecting the correct axis on the incoming obj, or at the very least giving you a "Preview" option so you could see what the incoming result would be, instead it provides a confusing, convoluted and undocumented morph import option.
Anyway my client has agreed to go with AXYZ models for this project, what a relief, I simply can't waste any more time with this at the moment, I've spent about 6 hours trying all configurations and non of them work.
Studio Help in Saving Only Part of a Figure (eg head) but Keeping Morphs and Rigging1 set current tool as geometry editor. with open tool setting tab.
2 select poligons which you need not first.(I use rasso selection and symmetly option first) , or you can select poligons which you hope to remain, and invert selection.
3 hide selected poligons. (those poligons will be deleted) from option menu of tab. or r-click in the 3d view, then geometry visiblity>hide selected poligons. (You can use invert hide poligons too)
4 confrim,, your selection is right, then this time, geometry editting>delete hidden poligons.
5 it may take time to circulate,, and sometimes ds crush, but you can delete poligons with keep rigs, and about current scene, all morph work of the remain parts, work as same as before (you can adjust head moprhs and change shape too, though I did not remember,, ERC or other controller work or not,,)
6 I may plan to save it as new figure,,, I may test what option will be lost,when saved,, , but you can try it too as test. and it may help you lot I think for your purpose.
Aha, thank you thank you!
My hat is off to you. It works perfectly :)
And thank you for taking the time to do the thorough step by step.
That's very kind!
regards from Oz
:)
Josh Crockett Suggestion Page for Monster Characters!What I'd like to see is a huge, muscular guy built along the proportions of The Hulk in Joss Whedon's Avenger movies. Someone who goes way beyond the Freak character. I suspect that a completly new mesh would be required, I doubt the existing Genesis figures would take such an extreme morph without something breaking.
Cheers,
Alex.
I'm quite sure it's possible to go big with G3 as we have had things like The Savage for Freak 5 in the past
https://www.daz3d.com/the-savage-freak5
Althought it was for Genesis, it is pretty much the same process for creating morphs
There's also this for Genesis 2 https://www.daz3d.com/genesis-2-swole-for-the-minotaur-6
Josh,
Thanks for the links. I have added the g2 swole one to my wishlist.
Cheers,
Alex.
Outfit fit-to, but maintain shapeHi everyone
Is there a way to have a piece of clothing fit to a figure (genesis 2 in this case), but maintain it's shape.
I've imported clothing as a fbx file, and the shape as soon as I import is the one I want it to have when on g2f. However, when I use transfer utility to fit it to g2f, it becomes to small and doesn't fit correctly.
I'm looking for a way to fit like clothing, but not change the actual shape when I 'fit-to'. Is this possible?
Studio Help in Saving Only Part of a Figure (eg head) but Keeping Morphs and RiggingGood news, (I usually afraid it may lost many morphs and preset,, etc,, ) but now I test with G3M ,then saved it as new figure,
it seems keep all morphs about head,, with expression,, then I believe most of mat and pose preest may work too. (UV and surface group keep as same as before,, )
unfortunatley I seldom get G3M product,, then not test with many preest for g3m though,, it seems work well than I expected before,,
save it as figure, seems all morphs after you delete poligons with eiditor,, which change geometry (you drastically cut geomeatry,,) can save as new morph with default name,,
(though of course you lost morphs about deleted shape,,even though there is controller (maybe empty) I feel)
I may try re-open DS and reload the head figure,, too,, (Actually it beyond my expectation
I may play more,,thank you)Removing genx morphs with tabYou can delete morphs direct on your harddrive in the GenX-folder : data/DAZ 3D/ (insert Figure Name here) /Morphs /D3D Gen X
Probably you should not delete the folder itself, only the created files in there. Not sure if it is necessary to close DAZ Studio before you delete files in there. But I prefer to do so.
The second way is via the GenX tab in the morphs section. Deleting or disabeling morphs in the GenX tab can not break something nor does it effect the original morphs of the source figures. Highlight the morph and press the delete button and it will be gone.
At the bottom of the GenX/Transfer tab there are different options, to replace existing files or to keep backups of files. Thats what the Restore/Remove buttons are there for. But I have never used those. Usually I do my transfers with the option Replace existing files.
Sorry for rehashing one of my older screenshots. I will post a better one if needed.
Studio Help in Saving Only Part of a Figure (eg head) but Keeping Morphs and RiggingI do not clear remember, it can keep all morph as same as before to adjust value,, after you save it as subset etc,,
but you can use geometry editor,
1 set current tool as geometry editor. with open tool setting tab.
2 select poligons which you need not first.(I use rasso selection and symmetly option first) , or you can select poligons which you hope to remain, and invert selection.
3 hide selected poligons. (those poligons will be deleted) from option menu of tab. or r-click in the 3d view, then geometry visiblity>hide selected poligons. (You can use invert hide poligons too)
4 confrim,, your selection is right, then this time, geometry editting>delete hidden poligons.
5 it may take time to circulate,, and sometimes ds crush, but you can delete poligons with keep rigs, and about current scene, all morph work of the remain parts, work as same as before (you can adjust head moprhs and change shape too, though I did not remember,, ERC or other controller work or not,,)
6 I may plan to save it as new figure,,, I may test what option will be lost,when saved,, , but you can try it too as test. and it may help you lot I think for your purpose.
Having a problem injecting a morph into V4"but a poser morph injection (.pz2) made for v4.2 should still work right?"
Under normal circumstances, yes. It would help if you could provide the name of the product, as that might lend some insight into the issue. It isn't a generic problem, so a generic solution is not likely to work.
Since the product comes from elsewhere, it probably has an old school readme file. Does that speak to anything specific regarding the use of the morphs?
Is there anything showing in the log file pertaining to the attempt to inject the morphs?
Request to improve hair product with ERC ghost bone (Top model hair etc)>Hi daywalker03
yes actually those product with custom rig which can pose easy as bone and weight for hair part. but this problem should happen, about all product which have ghost bone, those follower ghost bones which have not in Actor rig, can not follow morphed shape position by Actor morph which change rig position.
then vendor may plan to make ERC for generated moprh then save it as original morph for hair, to adjust shape.But make all ERC for all daz offered morph is almost impossible, but I hope, if they can add ERC morphs for some base morphs like Height. or Now I am thinking more better ERC to circuloate correct rig postiion, by hair head bone. then set ERC (though it seems difficult about curernt daz offered parameter,,when fit to,,)
>Fisty
Usually adjust rigging to the shape work good I know well, but it depend on much how hair rig and new added bones are assigned to mesh group for weight mapped. This OutofTouch hair is not simple rig. it offer controll bone with parented (there is no weight map), if you try it about same product, you may find , it is not easy ,even though you try to adjust rig one by one, for those control bone, with the option.
(to be frankly said, there is many case, adjst rigging to the shape not work well, about rigging which have many controll bone without weight map)
after all I needed to adjust rigs by may sefl aproximately, for current many mix morphed shape, included height. But adjust rigging to the shape is temp, it work only about current morph value. after all every time re-adjust rigging to the sahpe for each Actor and morph which controll rigs, if you feel it is not heavy problem , it is your opinion . but as customer, I do not like such way.
And I feel, about daz studio and daz figure,, follower ghost rig (include grafting items) can not follow base rig position when fit to,, is Priority issues to improve daz product more for long time. after daz offer genesis figures, (auto genearte morphs , and fit to,, etc)
if DAZ can offer way to auto adjust rigs correspond to generated morph, about fit to item., or vendor offer add on, which can auto set ghost rig positon correclty, I really apreciate.
>Ivy yes, actually I know parenting is one good alternate method. but as you know, it is optional way. because parenting can not auto set ingected morph values from Actor. then if I use many morph, this time I need manually adjust shape for hair, to fit to current shape.I may inject those moprhs once, then un-parent and set those values manually etc. but keep parented not fit to is practical good way I know.
Having a problem injecting a morph into V4I purchased a clothing product from another location and it has 3 waist "shaper" morphs to inject into V4. When I double click on the injection in content library no error is given, but I don't see the morph dials either. I did look though the various body parts as well. When I double click the inject it flashes a loading for a split second, then nothing. The log says they were injected, but I still don't see them. Any ideas? All the other morphs I have work fine. Seems like I am missing something. Granted it is older, but a poser morph injection (.pz2) made for v4.2 should still work right?
Josh Crockett Suggestion Page for Monster Characters!I like the mouth on that! Was the head inspired by the Beast, from 'Krull'? It reminds me of that.
Going to have to disagree with RKane, however. A sense of symmetry is the one thing which I find is vital for creatures. It's bad enough when a human character has a blemish on their face, making it impossible to slightly morph the same character and use several of them in one scene (family relatives and such), but monsters/creatures absolutely need to be able to be depicted in a group.
For instance, I loved the face of Abhorrentus, but the creator missed a sale from me, specifically because of how it has that assymmetrical spike on only one shoulder and not the other. There isn't any way I'd be able to render more than one of them in a single scene (and I would have actually needed it to have done that) and not look weird. Symmetry allows multiple creatures of the same 'species' in a single scene to be believable. If the maker of that character had at least allowed for the spikes to be turned on/off, that would have been an acceptable compromise, but without that? No sale from me until it has a drastic discount in some future sale. And that's a real shame, because the face is amazingly unique and clearly had some excellent work put into crafting it. :(
Fortunately, it looks as if this new Fallen One character could now possibly occupy that niche for me. :)
So you are saying it's asymmetry unseetled you? :) Point made.
I am sorry, but I am just tired of Hell of total symmetry. For instance I LOVED the new figure Dale because his features had a hint of assymetry. THE WORLD IS NOT PERFECT! Make it weird, people. :)
[Just Released]- The Fallen One for Genesis 3 Male [Commercial]How do you sleep at night and NOT have nightmares.
I bet you walk down into the basement with no pause no matter what sounds you hear.
You have a pet black cat that crosses your path several times a day.
As a child, you threw an apple at a gypsy once.
I mean. how do you come up with this stuff?
Are you not afraid of your own creations?
This looks crazy...is it too late to get someone to make a poses pack?
And will this morph with your exile alien - oh dear, the possibilities.
You have a remarkable talent.
Lots of questions there haha
I have 4 cats, none of them are black
I sleep quite well
How do I come up with stuff? I look at other artists work that I admire
I actually did a make a hybrid morph of exile and this guy which I may release later as an add on or a freebie.
Most Genesis 3 poses work quite well with this guy. Particularly the ones for Damien.
And,,, thank you for the kind words
Josh Crockett Suggestion Page for Monster Characters!I like the mouth on that! Was the head inspired by the Beast, from 'Krull'? It reminds me of that.
Going to have to disagree with RKane, however. A sense of symmetry is the one thing which I find is vital for creatures. It's bad enough when a human character has a blemish on their face, making it impossible to slightly morph the same character and use several of them in one scene (family relatives and such), but monsters/creatures absolutely need to be able to be depicted in a group.
For instance, I loved the face of Abhorrentus, but the creator missed a sale from me, specifically because of how it has that assymmetrical spike on only one shoulder and not the other. There isn't any way I'd be able to render more than one of them in a single scene (and I would have actually needed it to have done that) and not look weird. Symmetry allows multiple creatures of the same 'species' in a single scene to be believable. If the maker of that character had at least allowed for the spikes to be turned on/off, that would have been an acceptable compromise, but without that? No sale from me until it has a drastic discount in some future sale. And that's a real shame, because the face is amazingly unique and clearly had some excellent work put into crafting it. :(
Fortunately, it looks as if this new Fallen One character could now possibly occupy that niche for me. :)

















