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Problem with Gnollicious Surfaces
For an example of what you can do with Shape Splitter, I separated out the mouth/nose morph from the orc head morph in LY Fantasy Races and applied it to Daiji to make this character:

I use that separated morph for all of my orc characters.
Female warrior muscleThis is a pretty good product. Here's some examples of Jenni 9 with the female morphs included. Her base form, then with the massive muscle morph, then with the bodybuilder and then female hero (with also muscle added).
The Hero will increase height, hands and feet, too. Now THAT's a hero!
Problem with Gnollicious SurfacesI'm trying to frankenstein Gnollicious' lower jaw onto a human face. The learning curve to isolate one part of the morph is very high so I would like to use cutout opacity to render only the part I want and combing in post. The problem is that the eyes (several parts), mouth & teeth have no slider for CO. I loaded base G8M and verified that they'ere there.
1. Is there a way "under the hood" to restore hese sliders?
2. Is there another werewolfish anthro character that has the opacity in these parts? I'm not married to any particular generation of character, though I do want a morph, not a stand alone.
I'm going through my collection of Rawart characters but any help would be appreciated.
Female warrior muscleYou can use the massive morph set for that...it can add just muscle definition if you want, or you can dial up the muscles as big as you want.
The only thing to keep in mind is that this works full body and is not broken down into individual muscle groups, there are other sets that do that, mine is made for quick and simple bulking up
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)breaking my resolve to stay away because I need to help fellow Carrararians

Geografts break the UV mapping not Geoshells
the latter is just a sort of instanced mesh that can have different UVs, you can use shader operations or layers instead or conform a second figure to the first fot Geoshells
this is behaving like a Geograft for which one workaround is to conform it to an item of clothing instead preferably full body in rigging (not necessary mesh) and hide that clothing (don't parent it to it) I simply create my own using the transfer utility and a small item from a different generation chosing bodysuit in autofit and save that as a support asset clothing
change the path of several Morphs at the same time in parameter settings?crosswind said:
Which path...? the path in Parameter Settings or the path (folders on your disk) where morph files (DSF) locate ? They're different things.
If you mean the former, turn on Edit Mode in Parameters pane, multi-select the morphs, in RMB menu : Set - Property Group.
If you mean the latter, just physically move the DSF files from current folder to the destination folder. F2 - Clear DSON Cache. Then reload Genesis figure.
Thank you very much, I was talking about the 1st case... until now I did it one by one... it's crazy!
For the physical folders I don't really understand... do I have to press the F2 key? I always thought that to change the physical folder I had to save the Morphs in another folder.
change the path of several Morphs at the same time in parameter settings?Which path...? the path in Parameter Settings or the path (folders on your disk) where morph files (DSF) locate ? They're different things.
If you mean the former, turn on Edit Mode in Parameters pane, multi-select the morphs, in RMB menu : Set - Property Group.
If you mean the latter, just physically move the DSF files from current folder to the destination folder. F2 - Clear DSON Cache. Then reload Genesis figure.
change the path of several Morphs at the same time in parameter settings?Hello everyone
Do you know if it is possible to change the path of several Morph at the same time in parameter settings?
I have several dozen Morph to transfer to another folder but doing it one by one makes me lose a lot of time...
Thank you
Using the Transfer utility to transfer bones from Genesis 8/9 to a propAs Wolf said, you chose a wrong way.. i.e. rigging a figure from very beginning 'cause that'll be a long journey to get the final usable result... Like the standalone figure - Mister Bobble, making it took much more time than making a common character starting from a Genesis Base figure.
In fact, rigging an OBJ with a donor skeleton is not really a big deal, but making corrective morphs is, if you understand how a typical Genesis figure works... So as others said, the correct way is to make / sculpt your character base on a Genesis X Base figure and import OBJ as morphs.
And I have to say even if you use Transfer Utility to rig it, the common workflow won't work in your case. You may refer to my posts in this thread to rig your Prop: https://www.daz3d.com/forums/discussion/comment/8734511/#Comment_8734511
As the very first step after importing you Prop OBJ, align Genesis Base figure to the Prop as much as possible ! before going for the steps in that thread. Then Adjust Rigging to Shape, Posing, etc. will work, however, you still have no corrective morphs. Even if you can transfer morph targets of corrective morphs with Transfer Utility, you'll lose all ERC Links on them, then the workload of fixing them will be huge.
But if you can accept those ugly shapes around the joints after posing it, that may be all right ~~ Like the example I attached, I rigged a standalone Mervin Prop with TU, you can see there's no corrective morphs working on it... while even Bobble has nearly 50 corrective morphs...
Using the Transfer utility to transfer bones from Genesis 8/9 to a propIs there any reason why you're not using Transfer Utility? This does all the work for you. Make sure your imported character is at world zero, load a base figure and select it as the source with your own figure as the target when you run the utility. You're making hard work out of this! Extracting skeletons and converting figures, moving and parenting bones is heroic work but totally unnecessary unless I've missed something here.
Weight maps, limits et.al will be copied from the donor figure.
Transfer Utility. Edit -> Object -> Transfer Utility. Use that. Adjust the rigging to shape. Job done. Apart from eyes, mouth, correction morphs etc. You have picked a fairly brute force way to go about this and I would strongly recommend you use a base development figure if you want to do this again, unless you absolutely 100% need a higher poly count. That, I can't talk about, so officially you're stuck with the base resolution.
Long Load Times – Why is this still a problem?DrunkMonkeyProductions said:
Richard Haseltine said:
DrunkMonkeyProductions said:
The solution is to change the ID(s) in the file(for conflicts in a single file)Duplicate Formulas within a single asset file are usually the result of running ERC Freeze twice on the same property - in whichc ase the real fix would be to consolidate the changes from the two formulae into one.
Ok, not one i think i've encountered before.
The only one's i've seen directly had to do with dev's copy/pasting what should have been separate files into one file and breaking it.
Actually most of the duplicate formula errors resulted from the fact that the different content creators specified the same names when they created morph properties. DS ( before ver. 4.21.1.29 ) , as default, takes the property's name as URI Id...
The way of creating UIR ID has been changed since the above-mentioned version, which prevents IDs from being duplicated at very beginning... however, I know there're still some vendors are using older versions, so...Then, modifying DSF(s) directly turned out to be another culprit, no matter the vendors modified the files with or without carelessness...
The issue of ERC Refreezing could've been avoided by doing ERC Bake firstly before rerig / refreezing, but some folks didn't know about that...
Using the Transfer utility to transfer bones from Genesis 8/9 to a propIs your figure derived from the existing G8 or G9 mesh without changing the poly count? If so, import as a morph rather than trying to re-rig it.
If your figure is a complete standalone creation and vaguely resembles a base character then you can use the Transfer Utility (Edit -> Object -> Transfer Utility) to copy the skeleton from a G8 or G9 base present in the scene but you will probably encounter severe distortion when you come to bend the joints, even after you've adjusted the rigging to try to fit the mesh (Joint Editor Mode -> Right Click -> Edit -> Adjust Rigging to Shape). The corrections for this can be quite complex.
You will also have issues with no rig for the eyes/mouth in this scenario and will have to manually create them if needed. Generally, it's far, far, far easier to derive your new character from an existing base and create a morph with the added bonus that the morph *is* distributable, either free or commercially.
A bit more info is needed I think and a screen grab of your masterpiece wouldn't go amiss either if it wouldn't violate the forum rules.
Ripped shortsI own these shorts. They appear in the folder "SM Torn Clothes", so my best guess is there are more products to come, including(possibly) the belt that morph was designed for.
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)What I do when things don't work in Carrara is load in DS then set the item to low and export as obj
then import it still in DS and usually try one of two things
1. Transfer rigging from original item
or
2. Transfer rigging fro g8 to item
then export them as you do and see if it works in Carrara.
Tabitha 9TimberWolf said:
HS hairs are posable, certainly the ones I've got, but it can be time consuming. Fire up your Joint Editor and you'll find a custom bone structure - away you go, one bone at a time...
I don't think it's unreasonable to ask for a series of preset pose dials for something with complex structures and there are none of those but they are posable. It'll just take a while. I like the quality of these models enough that I'll continue to buy and use them despite the added hassle of shifting a myriad of bones around.
Your mileage may vary!
If I'm going to pay $15+ for a new pony tail / long hair product, I should at least be able to drag the dangling parts of the hair around with the Active Pose tool. And don't get me started on long hairs without an included "behind the shoulder" morph. I have been returning a lot of purchased hair items lately due to lack of pose-ability.
Ripped shortshttps://www.daz3d.com/ripped-shorts-for-genesis-9
There is a "for belt" morph. Where would I get a belt that would work properly?
Using the Transfer utility to transfer bones from Genesis 8/9 to a propTransfer Utility works on the mesh as imported, any transforms applied within the scene will be ignored. It sounds as if you at least need to adjust your OBJ import settings, or export adn reimport using the same preset in the options dialogue for both operations (which wil bake in the scene transformations).
Using the Transfer utility to transfer bones from Genesis 8/9 to a propThanks Richard, this is fine, I do not want to sell the model, only to use it for my personal renders.
Could you please give me some additional information on the setup? Do I need to use Transfer figure or transfer object? Until now the command has failed to work, the prop just sinks in the floor and changes orientation, and that's it!!! :(
Using the Transfer utility to transfer bones from Genesis 8/9 to a propHi, I have a humanoid character created in Blender and I have imported it into Daz3d as an .obj file. Is it possible to use the Transfer utility, or any other products from the shop, to transfer the bones from a standard Genesis 8/9 figure to my prop? I need to rig this character but figure setup or manual creation of bones both seem painfully slow!!!
Thanks,
Cliffborne
Diffeo - problem with thigh bending bulgeAlso check if you have the similar wrongly-defined corrective morph properties of some characters in Currently Used..., as shown in the attached screen shot.
Besides the default Base Corrective Morphs, if you find some characters' corrective morphs on a G9 Base, that means they were wrongly set in ERC links (no 2nd Stage controller...). I guess there might be some... on your side.
Because of this wrong one I have, you can see the morph on the G9's belly are not 100% correct either... in the above posted screen shots.











