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Geografts and morph deformation [Resolved]
Hi again,
When you craete a geograft and attach it to a figure the underlying mesh is still present but is hidden. Morphs still apply to that hidden mesh and will deform the geograft.
Thats really desirable in most cases but in some its not wanted, for example if your geograft completly removes an area of geometry.
What options are available to remove or supress the effects of those morphs? As the creator of the geograft I have no idea what morphs could be applied so the solution wouldnt be to create a serieri of corrective morphs? I'm aware of rigidity maps and have used them with some sucess, what other options are there?
Setting the value of rotation within a property [Resolved]LZY said:
Thanks both, is there some documentation on how to do that? I can see I can drag the property to the 2nd stage and set the type to erc multiply. How do I control the value I want to apply? In this case when the property is set to 1 (i.e. a boolean value of true) I would want the rotation values to be multiplied by zero...
I only know this document in here - https://www.renderosity.com/freestuff/items/81207/tutorial-daz-studio-erc-feature which is pretty comprehensive.
As for the question, you have to do it reversedly... With a boolean value, Off means 0, On means 1, so you need to set 1 as the default value on the Control property which means Show, then 0 means Hide (Not to Show). Then you toggle it to Off which means 0, the joint rotation values will be set to 0.
Then, as for controlling that Morph property (I think value 1 is used for Hide, 0 is used for Show), if so, you may use ERC [KEYED] with Key Type: Constant, then define values on it. Then hide this morph property as I dont't think you hope the users to manually tweak its values...
Does DAZ save unused weight maps?Richard Haseltine said:
Couldn't you just save in Blender and work there, if that is to be the end result? Extra export/import steps do seem likely to introduce issues.
I thought so too at first.
But then I realized some problems with this method1 In blender it is very difficult to copy only the selected weight map.
I have to use the mesh data transfer addon2 Geograft breaks the mesh and it becomes impossible to load it by vertex id
Loading Geograft as a separate mesh is also not suitable because 1 subdivide breaks the mesh, 2 normals cannot work properly and the shadows are not even.[Released] Prop Minion [Commercial]
Have you ever wanted to load Genesis 8 props and accessories onto a Genesis 9 figure but they always load onto the incorrect bones and the incorrect place because the bone names are different? Have you ever wanted to delete all the props and accessories from a figure, no matter where in the bone hierarchy they are hiding? Have you ever wanted to copy a perfect kit-bashed outfit to another figure in your scene?Have you ever wanted to easily set up your Bone Minion so that you can use those Hierarchical Poses easily? Then Prop Minion is for you! Quickly and easily use props and accessories* for any figure generation with Prop Minion! Copy, move, and delete props and accessories, and even clothing items, between figures.With Prop Minion, there is no need to convert props and accessories; rather, leverage the power of the Bone Minion products you own for on-demand "conversion", to properly position and use your props and accessories with no fuss or bother. By using Prop Minion, you can quickly use beautiful jewelry, hats, and swords on your Target Figure. It also helps you set up your Bone Minion and Target Figure so that Hierarchical Poses can properly transfer from your Bone Minion to the Target Figure, expertly positioning and orienting the props on your Target Figure.
- Use props and accessories for ANY figure generation, even if the bone names are different, as long as you have the correct Bone Minion product installed.
- Quickly delete props and accessories from any figure, no matter where they are hiding in the bone hierarchy (Bone Minion not required)
- Copy or move props, accessories, and even clothing items between 2 figures in your scene (note that Clothing Items will display the AutoFit dialog if the figure generations are different).
Prop Minion will work with any Bone Minion and Target Figure that you have installed. Prop Minion requires Bone Minion products to operate for copying and moving props and accessories between figure generations. Copying and moving props, accessories, and clothing from two figures of the same generation does not require Bone Minion products.
* Props and accessories that have no rigging, or rigging different from the figure (i.e., non-clothing). Clothing items are not converted, they are just copied or moved. If the figure generation is different, you will see the Daz Studio AutoFit dialog appear for each clothing item. Please set the options as you would normally.
Tutorial
What's Included and Features
- Prop Minion: (.DUF)
- Scripts:
- Prop Minion Script
- Prop Minion Install Custom Actions Script
- Detailed User Guide (.PDF)
Is it possible to update the morph?I have slightly changed my morph and want to update the old morph with a new one.
But for this I need
Remove old morph.
Load new morph
Change morph limit and directory
Use adjust rigging to shape
Fix the bones if wrong
Use erc freeze
Save new morphCan I shorten this list to ?
Load new morph
Save new morphThe changes are small so there is no need for erc freeze
The version from the old morph will also work
Morph loader pro asks for a new name for the morph
Morph loader advanced Doesn't work if the names are the same
Setting the value of rotation within a property [Resolved]Yes, you can, in Property Hierarchy, link the joint rotation properties as the Sub-Components of the control dial, and better use Type : ERC [KEYED] to precisely control the rotation value. into 2nd Stage by using Multiply.
Besides, if this part of geograft has individual surface, you don't have to create a morph as well as a control dial to hide it... instead, you may use conditional geograft, i.e. only one toggle property to control shown / hidden as well as zeroing joint rotation values.
GoZ bridgeUPDATE:
Not sure why, but I am now finally able to launch GoZ from Studio and transfer my file to ZB.
However, ZB is still not playing nice, even when I -- in Menu/Pref/GoZ -- manually set the path to Studio, it won't send the file back to Studio.
It still gives this error message:
"GoZBrushToDazStudio.app cannot be opened" with the following details:
_________________
Process: GoZBrushToDAZStudio [15796]
Path: /Users/Shared/*/GoZBrushToDAZStudio.app/Contents/MacOS/GoZBrushToDAZStudio
Identifier: com.daz3d.carrara.GoZBrushToDAZStudio.macho.1.0.0.0
Version: 1.0 (1)
Code Type: X86-64 (Translated)
Parent Process: ??? [1]
Responsible: GoZBrushToDAZStudio [15796]
User ID: 503
Date/Time: 2024-06-21 11:59:25.432 +0200
OS Version: macOS 11.4 (20F71)
Report Version: 12
Anonymous UUID: 4AFA2E88-24A3-52A5-4727-43D31D605F7E
Time Awake Since Boot: 51000 seconds
System Integrity Protection: enabled
Crashed Thread: 0
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Exception Note: EXC_CORPSE_NOTIFY
Termination Reason: DYLD, [0x1] Library missing
Application Specific Information:
dyld: launch, loading dependent libraries
Dyld Error Message:
dyld: Using shared cache: 482F0EF9-B940-309E-8378-2B670C55A83E
Library not loaded: @rpath/libdzcore.dylib
Referenced from: /Users/Shared/*/GoZBrushToDAZStudio.app/Contents/MacOS/GoZBrushToDAZStudio
Reason: image not found
Setting the value of rotation within a property [Resolved]Hi, I'm working on a geograft figure and have a morph that "hides" part of the figure.
I have a property that controls the slider and I have adjusted rigging to shape to ensure the bones follow the morph.
Becuse this is simulating the removal of this part of the figure I dont want the morph to be a slider, rather it should be on or off.
To facilitate this I've created a second custom parameter (boolean) that turns the slider to 1 when on and 0 when off and hidden the original. So far so good. To finish this off I also want to reset the joint rotations off all the bones in the affected part back to zero regradless of their current value when this custom parameter is selected on. Is this possible? Looking at the properties panel I can add and subtract but dont seem to be able to set a value.
Thanks in advance
GenX2 all buttons and options greyed and "No definitions found" errorIf you look at the product page it says this:
Morphs transferred from Victoria 4 or Michael 4 to Genesis 2 can be used with the following base shapes:
the Generation 4 Legacy Shapes for Genesis 2 Female(s) from Slosh
the V4 and M4 Shapes for Genesis from DAZ 3D (requires transfer to Genesis 2)
the clone shapes (transferred automatically to Genesis 2)So unless you have the G4 legacy shapes for G2 installed, I think you do need to have Genesis 1 installed so it can use the clone shapes for the transfer.
Lianna 9 - looking goodA male Wagner add-on for the Darkholme character would have been cool - a geograft tail and two-finger/toe morphMy Bones Aren't Where I Put Them!crosswind said:
It seems that you've made proper riggings but have you done Memorize Rigging and Save Figure / Prop asset after having rigged them ?
Nope. I have not done that. Honestly didn't realize I needed to. Lol. Makes sense, though, since you gotta do it if you create a morph for a Genesis character.
crosswind said:
And maybe you happened to wrongly do the actions of Memorize Rigging and Restore Rigging ?
That would certainly be possible if I had tried to memorize and restore rigging.
Thanks for the insight! I'll see what kind of trouble I can get into now. Lol.
Various Questions About Character in Battle Suit.First, there're a few Daz character products of Jill Valentine sold on the net, you may buy 1 or 2 that you like.
Lots of folks are not satisfied by the out-of-the- box character's Head / Body morph, so they'll further customize the character with various morph products, even sculpting. As for the one shown in 1st and 2nd renders, different combinations of morph package can make the effects but it's hard to tell what morph packages that the creator used. In my exp., I believe if you own a couple of morph packages (e.g. for G8F), like 200 Plus, Shape Shift, Breast Control, Glute Control, etc, you can easily make it.
As for the bodysuit, if you like that one, you surely can buy it as it has a G8F version. But you have to make sure if there're some partial body morph provided in the product, which making the crease above the breasts... If there's no such a morph, I'm afraid you have to sculp it yourself.
My Bones Aren't Where I Put Them!I'm making a house for Daz, and I'm rigging all the windows and doors with bones. I also rigged the blinds with a single bone, just to make them selectable, then I created morphs and morph controllers to open and close them, and rotate the blades of the blinds.
Anyway, some time this morning, I did something that caused all of my bones to move from where I put them. I don't know if I saved it weird (I did save as a scene so I wouln't have to "save as" every time), or if it has something to do with my controllers, but all of my bones just magically moved. I started with a single bone, obviously, then I created a child bone for each wall of the house. From those child bones, I created a child bone for each window, door, and set of blinds on that particular wall. This took me several hours because A) I'm fairly new to rigging, and B) I'm working on a laptop with a very small screen. Now, my hours of hard work, which I was honestly pretty proud of, have been for naught. All the bones are still there, but all of my "grandchildren" bones have all run back to their parents, and their parents have jumped to their original Y-axis locations.
Does anyone have any ideas what may have caused this? I tried reverting to an older save of the file, but the bones won't go back to where I put them.
It might be worth noting that I'm currently battling some serious problems with my laptop screen just randomly going black and having to do a hard restart before it works again, and it did happen at one point this morning while I was working on my house. That's a whole other story, and I've tried a bunch of different things to try and fix it with no luck, but if anyone has any ideas on that, I'm all ears.
Thank you!
UPDATE: I found an older save (one of the first of my first saves of the day) that had all the bones in their correct places, so that saved me a bunch of time, but I'm still curious as to what I did that may have caused this if anyone has any ideas. Thanks!
Diffeomorphic - custom morphs never imported. And what are favorite morphs?A duf file is not a custom morph, it may be a pose thus to load with "import pose" in "daz runtime > posing". Custom morphs are dsf files. Of course daz favorites don't work for poses. You may also look at the blender console if you get any error (windows > toggle system console) and eventually increase the error verbosity (daz setup > global settings > verbosity).
Diffeomorphic - custom morphs never imported. And what are favorite morphs?Dissendior said:
another question: Are you sure that these expressions are not morphs? When I apply an expression in Blender bei using "DAZ runtime" > "Import Expression" on the character I see the expression. But when I want to remove this expression I need to use the button "Clear morphs" - when I click "CLear pose" the expression stays. It seems that Diffeo still thinks that the expressions are morphs?!
Yes, I'm pretty sure. Pls check the below screenshot ~
So when you import Custom Morph with Diffeo, this type of Properties won't be imported. But Diffeo places these Favorites dials under "Custom Morph" list, so as per my understanding, that's why only Clear Morphs works on it. Clear Pose action clears rotation values on joints rather than such Expression control dials...
Lianna 9 - looking goodNothing I want from the bundles, except maybe one hair. On weeks like these, I'd rather just buy the character. Then the HD morph being a separate product puts me off. To my eyes, as nonsensical as making the skins a separate product.
Her skin looks fabulous. Her breasts are a disaster, imo. Such a shame - the rest of her body is very nice, but the amount of work needed to sculpt her breasts into human anatomy isn't worth it. So I guess it doesn't really matter that the HD is separate after all, because I just can't with any of my conscious purchase those breasts.
GenX2 all buttons and options greyed and "No definitions found" errorchainedstar8 said:
Could you do this for me? I would give you the morphs you need, and you would convert them. Because I’m not familiar with Daz and after this problem another one will obviously arise, and after receiving the morph I no longer need Daz3d at all.
No, that would be redistributing the content which is not allowed under the license.
GenX2 all buttons and options greyed and "No definitions found" errorcrosswind said:
The latest ver. is 2.1.1. Though I've not used for quite a while but I checked it with the latest DS version 4.22... it seems working well.
If you don't have 2.1.1, just update it and try again...
Thanks, the update helped. But now another problem has appeared - I cannot select Gensis 2 as a Target. More precisely, I cannot choose anything as a Target. I dragged all the Victoria 4.2 morphs I needed into the morphs window, they were added and mixed, but I can’t move forward. When trying to create a morph, an error occurs - No morphs are selected / There are no morphs with non-zero values. I have the Genesis2 addon for Gen2X, but it seems to be installed incorrectly or not working.
It looks like you are very good at this this plugin. I installed DAZ3D just to convert several Victoria 4.2 morphs mixed together into a single Genesis2 morph to use in another program.
Could you do this for me? I would give you the morphs you need, and you would convert them. Because I’m not familiar with Daz and after this problem another one will obviously arise, and after receiving the morph I no longer need Daz3d at all.
Let's appreciate/discuss today's new releases - ongoing threadI am loving that the blue skin texture for today's flagship character came as a separate option. I needed that exactly for one of my characters, and it was lovely to not have to buy an entire character morph I have no need for *just* to get the skin. Thank you to whomever made the call to split it out!
Blender HD morphs for DAZ Studiomcorr said:
Still not clear on this ....
In order to use the DAZ HD utility (enhanced Morph Loader II guess) to create HD morphs, I need to be a PA, but there are workarounds (some mentioned above) to sculpt at high rez and then get those HD morphs into DAZ.
Can these workaround HD creations be sold (whether at DAZ or somewhere else), or is there a blanket ban on selling HD Morphed character, regardless of where or how it was done, if you are not a PA?
No you can't... 'cause that figure of HD mesh created with the workaround of "skinsuit" or sth. is a derivative of Genesis Base figure other than a "delta morph asset" based on a Genesis figure. You can only use such a "HD figure" for yourself.
Besides, this sort of figure is just an HD mesh rather than HD morphs... Without *.dhdm files, any meshes or morphs are just fake HD from DS perspective, let alone that there're still some post-work you have to do for making such a HD Mesh really work well with no issue... e.g. transfer / fix corrective morphs, fixing flawed meshes / riggings, yada yada ~~








