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G9 Items on G8
Andrew_C said:
When i use autofit buttons tend to go missing. Any idea what causes that?
Autofit doesn't support conversion of any followers on the clothing, including rigid follow nodes. You have to use a more robust process to convert these properly.
FSMCDesigns said:
Of course you have to jump thru hoops since the goal is to get users to move to the newest figure.
No, you have to jump through hoops because converting stuff between base figures is fundamentally difficult. A base figure is a foundation, and you can't take one house and easily drop it onto the foundations of a different house.
Daz are fully aware that the intercompatibility of their assets is one of their main selling points; it would be a very good thing for them if all characters, clothing, hair and whatever could be easily and flawlessly transferred between new bases, because then they could sell G3 characters to people who want to use G9, G9 clothes to people who want to use G8, G8 geografts to people who want to use G2... their catalogue, old or new, could be sold to anyone.
Hell, if they could get stuff that seamless, they could be updating their base figures whenever they wanted, rather than having to stick on each figure (and whatever mistakes and limitations it has) for several years at a time.
The reason it's hard to transfer stuff is not greed; it's that it is hard.
Transfer/import ALL maps between programs using DiffeomorphicThis is a hybrid Daz3D/Blender question, because I'm not sure which program is doing it. I've been using Diffeomorphic to import Daz models into Blender for some time now. I've been having an issue where certain models are not importing with all the textures that others may have. For example, on some, it may have toenails, but not fingernails. Others, it has a mouth, but not teeth. Another common one (especially since using G8.1) is the eyes - sometimes the model will have Sclera, Irises, Pupils, and Corneas individually. In others, the Sclera and Irises are one, and no Corneas is present. Is this due to some kind of preset using the model's textures in Daz, or is Blender "losing" the files somehow in transit?
Why can't I add eyelashes?Gordig said:
I'm still not entirely clear what you're trying to do. If you're trying to add a morph to the G8 eyelashes, Transfer Utility isn't the way to do that. If you're trying to rig your own eyelashes to G8, you'd probably be better served using the figure itself as the source, rather than G8 eyelashes.
I'm trying to install eyelashes on a G8 model.
But I made eyelashes using the morph and not the original G8 shape.
And when I try to add eyelashes to the G8 model in any way.
Then I get the wrong shape
[Released] Character Converter from Genesis 2 Male to Genesis 8 Male [Commercial]druc said:
I have deleted the files from C:\Users\User\AppData\Roaming\DAZ 3D\Studio4\CharacterConverterMorphs and C:\Users\User\Documents\DAZ 3D\Studio\My Library\data\Daz 3D\Genesis 8\Male\Morphs\My user name\Matt Smith 11th Dr for Genesis 8 Male multiple times and retried using "zero" and "restore" to see if that made a difference. I still get the same result. The only morph I am using is Joequicks exsmith at 100%. from above mentioned product. See attached for what I get. I am at a loss. It's the first time I have tried to use this product, even though I bought it a while ago. I use DIM to install all my products.
The head is selected in the picture only because I selected the head and used the little square with the + sign in the middle to point the camera at the head.
Unfortunately, I don't have that product. Are you able to convert other characters? What does the Daz Log say (Help->Troubleshooting->View Daz Log...) as maybe the script crashed for some reason?
G9 Items on G8Even with clones, they can be problematic, especially dresses. When a conversion with autofit fails I do the following:
Load the figure the clothing originally belongs to and delete all the addons. Dial the G8 clone shape into the original figure and pose as close to G8 as possible. Change clothing to base res and fit to the figure. Hide the figure and export the clothing as an obj.
Load G8 figure, import the obj and fit to G8 using Transfer Utility as normal. Using Transfer Utility again, transfer the morphs from the original item. If the item was dforce, give the G8 one a dforce modifier. Copy the dforce settings from the original to the G8. Convert item to subd and save.
This works for all those figures that you have clones for.
Marahzen's Musings on Creating Characters (and other matters)And a few random scenes I created with FT2 insta-people while testing "new stuff", that aren't in my gallery (link is in my signature) .. Most of what I've done in the last few months is an endless parade of head shots with generic backgrounds, but there were a few fun product-testing images.
This one pre-dates Face Transfer Shapes 2; you can see an example of the "bad ears" I mentioned; also the heavy roundness of her lower face makes its vintage obvious.
IIRC, I was testing Dial Fusion for G9 at this point, confirming that there's no problem having two unrelated FT2 figures in the same scene.
Too over the top to put out in public, I thought. But, checked some stuff off the new-stuff list.
Marahzen's Musings on Creating Characters (and other matters)So from beginning to end, those were all of the major pieces that have gone into almost three years of working on creating characters in Daz from source images - and using the textures from the source images, which as far as I have seen, almost no one else does. Most of my time since FT2 came out late last year has been occupied with my side job, but I've still found a little time to tinker, and I'm still working on the path forward, given all of the tools that are available now. Here are a couple of my current favorite WIPs, featuring major characters in my story:
You've only seen her a hundred times in this thread - she turns up everywhere. She is the main character, so ..
He's much more elusive, and very rarely turns out either recognizeable or decent.
Those two were before Face Transfer Shapes 2 came along. This one is of more recent vintage and includes FTS2 and a smattering of other shapes as I experiment with just bit of variation to the FT2 shape.
Marahzen's Musings on Creating Characters (and other matters)And then, of course, everything changed again from one minute to the next with the entirely unanticipated release of Face Transfer 2 in late November.
https://www.daz3d.com/face-transfer-2
OK, it wasn't actually available on the day it appeared in the Daz store, but it wasn't long before a bunch of us were happily testing and posting the results of our experimentation on a Daz forum thread that remained active for weeks.
https://www.daz3d.com/forums/discussion/661746/face-transfer-2/p1
It was immediately clear that FT2 was a significant improvement over the original Face Transfer. I'd spent two years finding ways to address the many foibles of FT and they were instantly gone with FT2. It still doesn't produce a really usable image if the source isn't a head-on image, but it shrugs off some of the other stuff that its predecessor could not handle at all. While you're arguably still best off starting with a traditional ideal source image - neutral expression, good lighting and nothing intruding on the facial surface like glasses, hair, facial hair, hats and such - FT2 can produce a usable output even with those problems.
Obviously this one needs some more work before he would be ready for prime time, but at least there's a starting point. In the original Face Transfer, this would be an non-viable source image.
This is what the original Face Transfer creates, here after applying some level of Face Transfer Shapes to at least give him a human profile. (Obviously, no further work was done on the surfaces or lighting here.) The glasses are literally on the texture, as are the smile lines. You can go to posing and close the mouth, but it will never close correctly on the edges.
While the shape - in particular, the side profile - created by Face Transfer 2 is vastly improved over the entirely unsalvageable "Voldemort face" of the original Face Transfer, there are still some shaping issues. The profile was still rather vague and FT2 introduces a new weirdness that crops up sometimes - bad ears. Luckily, soon thereafter, Face Transfer Shapes 2 came out, offering not just a basic fix but also some additional shape starters.
Why can't I add eyelashes?I'm still not entirely clear what you're trying to do. If you're trying to add a morph to the G8 eyelashes, Transfer Utility isn't the way to do that. If you're trying to rig your own eyelashes to G8, you'd probably be better served using the figure itself as the source, rather than G8 eyelashes.
Why can't I add eyelashes?Gordig said:
The screenshot of your Transfer Utility settings shows that you're trying to fit the eyelashes to themselves. What figure are you trying to fit them to?
I have corrected the question
4.22 default temlpates ani DUF's incompaible with Animate 2 ?Any gurus available?
So anyway, I did more tests, I repeated the "swing" ani split attempt with the same poor result and determined that the reverse and mirror commands do not register at all, there's no undo available cause they do nothing. My statement that the pelvis moves around, now I am seeing that it is not moving at all, just everything above it and below it, which throws off the legs. However, here's some observations for those using these as animated presets and who don't use aniblocks. These animations , made by Daz (I assume), to my surprise, are not compatible with some of the basic morphs for G9. Using any full body proportion morph, smaller, larger, height, or PA shapes that effect the overall scaling, make G9 slide (left and right) on it's x axis, e.g. the "idle" ani. But, an interesting workaround, with the GU youth morph at 100%, the effect is dramatic, but if you scale G9 up from it's main node to 100% the figure just barely slides a little. But If anyone would care to try making an aniblock from these, preferably the "idle" ani and post the result, I will be most grateful, i'm kind of an ani-blockhead (hommage to Gumby)
/ peaceWhy can't I add eyelashes?The screenshot of your Transfer Utility settings shows that you're trying to fit the eyelashes to themselves. What figure are you trying to fit them to?
Why can't I add eyelashes?I tried to add my eyelashes to the models like in the tutorial
But when I click Accept in Transfer Utility
Nothing happens
Maybe I'm doing something wrong?

I tried to follow the instructions but my Scene Indificator,Combatility Base is empty


Can someone explain how to add your eyelashes to your morph?
HowTo: Create missing Genesis 8.1 Head skin maps from Genesis 8/3 skin mapsThese instructions have one minor flaw. They are leaving one step out. A step that is done automatically by genesis8 materials but if I'm just plugging in all my own custom textures it's not done.
So after loading all the textures you want to convert from genesis8 to genesis8.1 as in loading all the textures that are genesis8 torso textures into the gensis8.1 head surface you need to go and make sure the uv map is set to base female. In this case base female meaning genesis8 and genesis3's uv map style. Why does this matter? Well that "CURRENT" in map transfer references this. So in order to convert from gen8 to gen8.1 CURRENT has to be base female, but map transfer won't let you change current to anything else. Well no worries, this added step just changes what current currently is. Process then proceeds flawlessly from there on.AOBB's Classic Hollywood Stars G9 mega bundle. 19 head morphs. No materials nor textures.Hi friends,
It took me almost ten months to complete this project and I sincerely hope you will like the end result. All you need to know, including the head morph mega bundle, is included in the zip file you will find here:
https://drive.google.com/file/d/1durUwWim507pcyrrp64AxoIX_fa8hnPn/view?usp=sharing
============================================================================================================================================================
There is no file.
New file link please
[LINKS] Doctor Who freebie list: RegenerationJust curious, is there an Alex Kingston (River Song) morph, preferably for G8F. I have HID Lily, Osuine for Genesis 8 Female by Sangriart, CS112 for Jodie Whittaker, Joequick's ExSmith for Matt Smith. River Song would be a great addition.
[Released] Character Converter from Genesis 2 Male to Genesis 8 Male [Commercial]I have deleted the files from C:\Users\User\AppData\Roaming\DAZ 3D\Studio4\CharacterConverterMorphs and C:\Users\User\Documents\DAZ 3D\Studio\My Library\data\Daz 3D\Genesis 8\Male\Morphs\My user name\Matt Smith 11th Dr for Genesis 8 Male multiple times and retried using "zero" and "restore" to see if that made a difference. I still get the same result. The only morph I am using is Joequicks exsmith at 100%. from above mentioned product. See attached for what I get. I am at a loss. It's the first time I have tried to use this product, even though I bought it a while ago. I use DIM to install all my products.
The head is selected in the picture only because I selected the head and used the little square with the + sign in the middle to point the camera at the head.
[Released] Oso Otter for Genesis 9Oso3D said:
Eboshijaana said:
Your creatures are worth buying just for the amount of morphs alone, Oso. I didn't know I needed webbed hands and feet options, but I do NOW.
Thank you for keeping it up!I will note that the webbing is a bit limited, just coming up along the first segment of the fingers. Going past that point is orders of magnitude more difficult (requiring a lot of correctives or a geograft or whatever) and that seemed a bit much for this project.
It is still great that it is a separate morph. Its existence at all is good enough for me ^^
The [Disco Chives] Misplaced Parrot Complaint ThreadWendyLuvsCatz said:
Gordig said:
Just started watching the show Undone on Amazon Prime. By all indications, they filmed actors and then ran the footage through AI to effectively rotoscope it, which really smacks of low effort. It's a good show, but I wish they'd just conventionally animated it. In some shots, characters look like they weren't even touched by the roto process (especially the dark-skinned ones). Hair is constantly changing shape, there's a really odd mixture of line quality and weight.
I had stopped posting in this thread but I felt compelled to set you straight on this one as too many people are mistaking digital art for AI
This isn't an issue with assuming that all digital art these days is AI; this is an issue with the art in this show BEHAVING like AI. The art style isn't consistent from scene to scene, stationary objects morph for no apparent reason, objects that should have similar focus in a given scene have different levels of detail, and so on. Things are wrong in ways that would probably be difficult for humans to do intentionally. It looks more like Corridor's AI-driven anime videos than any hand-drawn art I've seen.
edit: I guess what I'm saying is, if this show was all rotoscoped by hand, then why doesn't it look THAT much better than what Ralph Bakshi was doing in the 70s?
Why can't DAZ prevent Duplicate Formula problems with products they sell?barbult said:
FenixPhoenix said:
barbult said:
Does this error imply use of MSO Faye in the creation of Fesoul's Nisa? MSO Faye is not a merchant resource. Why is it referenced in an Fesoul character morph? How does this happen?
I don't have those characters. But it may just be that each PA added a corrective for their characters that just happened to have the same name, causing the duplicate formula. The fix is to change the name for the corrective. This is why DAZ encourages PAs to name their morphs with their initials first to avoid this issue.
The original post stated "FeSoul's Nisa has an output called Genesis9:/data/Daz%203D/Genesis%209/Base/Morphs/FeSoul/Nisa/FE_Nisa_body_cbs_thigh_x90n_r.dsf#MSO_Faye_body_cbs_thigh_x90n_r?value". I'm trying to understand how an MSO_Faye tag would come to be on an FE_Nisa product morph.
Perhaps a simple mistake in setting the link up, there are a lot of hidden morphs and they display with "greyed out" labels so if something was typed in the filter box on Parameters to isolate them it would be easy to grab the wrong cbs_thigh_x90n_r and drag it into the Property Hiearchy. of course that may well mean that the correction isn't working as it should, so a further wrinkle to be checked by support.













