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Zeroing out teeth
Zeroing the teeth, at least for a non-HD morph, is fairly simple now - the potential issue is that the zeroed teeth may not fit the moprhed head if it's wider or narrower.
To zero the teeth you need to switch to the Geometry Editor tool, and you need to make the morph you wish to zero a favourite by clicking the heart icon on its slider (or moprhs - this can be done to multiple morphs in one operation).
With the Geometry Editor active the Tool Settings pane will show a list of groups and surfaces - for this it should be enough to click the + next to the teeth surface to select all its polygons.
Morph editing works on vertices, not polygons, so now we need to convert our selection to a vertex selection. Right-clck in the viewport and then go to Geometry Selection>Convert Selection>Convert to Vertex Selection.
Now to remove the teeth from the morph(s) right-click in the viewport again and then Morph Editing>Clear Selected Deltas from Favourites.
Zeroing out teethIf it comes indeed as one morph, I can't at the moment think of another way than to export the .obj to a modeling program and try to sculpt the teeth back to it's default position.
And yes I agree! Having a separate morph for the teeth comes in handy!
FirstBastion's Upcoming Lineup [commercial]
I have yet to download the police station. Are the solar panels on that a separate prop I could transfer to this?Very nice. Now if only we could do a life size print using the 3D printer, I would move right in. Just need a solar panel and batteries to power the electric stuff I can't seem to live without.Zeroing out teethWe're getting products with creature teeth that are part of the morph, rather than something to dial in separately. Some of these morphs would be useful for other purposes than what they are being marketed for. But the creature teeth make it difficult to impossible to use them for anything other than their marketing niche.
This is extremely inconvenient. Even if we don't have full capability to design alternate teeth for G3, it would be useful to have something that would zero out the creature teeth and at least put the teeth back to human teeth.
Modeling Objects in Carrara - Q&A - Come One and AllI don't know that you have to, but I would recommend that you get your model the way you want it before bothering to rig it. During uvmapping and texturing, you may discover that you might want to make a few changes to the mesh, including adding or eleting polygons. If so, you don't want to lose any rigging information that you had worked on.
I agree wholeheartedly.
I ran across this when doing my shipping container in blender. I finished rigging in Daz and realized I had missed something in the UV mapping. Had to go back, remap, re-export, and re-rig. Not the end of the world, but still a pain.
You can use the Transfer Utility (Edit->Object) in Studio to update the geometry without losing the rigging. Doesn't always work, but 7 times out of 10 . . . Saved me an awful lot of re-rigging! No matter how much you think your mesh is finished, there's always SOMETHING you need to fix at the last minute!
Thank you, @TangoAlpha, for brilliant advice. I had to update the geometry of my new geograft a couple of times. However, Carrara spoiled my UVs and all my efforts to repair them with texture painting were in vain. I know that I have to create a new layer for texture painting but don't know where.
Is it just me , or ...we have plenty of skin shaders, textures and morphs to create awesome creatures, in addition to tails, horns and you name it. Using your argument, Why do we need more of them?
We got the horns, tails, morphs and such just over the last weeks for genesis 3. The problem here is a snake tail, morphs and such usually won't work with the current genesis 3 if they arent created for it. For a Buddha on the other hand there isn't a special morph or addon necessary.
in my opinion, in demand
Possible. I'm posting just about my view and don't know what the general demand is. Characters like buddha or shiva would be a to specific representation of a certain person for my taste to buy them. In similar fashion I usually wouldn't buy a representations of a hollywood star as such specific content is difficult to use unless the render is conerning exact this person.
Is it just me , or ...It's a vibe I'm getting too, but this stuff mostly seems to arrive together; so it will likely shift to something else, but folks make what sells; one does see othe stuff, and there is still a variety (within Daz's demographic) being produced and released; and folks like to explore their darker side - art in general and not just fantasy and horror is the best place for that. There must be a release I suppose.
I've saved loads recently with all these horror items. I don't want them, so I don't spend!
And there's that, I have less need for it.Well, angels, wise-personages etc don't need a new G3F/M-7 character - they can be done with any of the regular characters plus wings and robes. There are enough wings in the store - it's the robes that are less easy for G3F/M - but a retexture of sorceress might work for an angel... The monsters need a special morph/skin, the good-guys tend to look like idealised versions of us.I prefer stories that challenge our (or at least my) perceptions.
The bad guys look attractive; the good guys, are what fill one's nightmares - their appearance at least.
But personally, I don't like sterotypes; making it easy for me to spot the good and bad guys: what am I, 10?
Sure - but by that same token, you're covered with what's in store ;)
"Anneka girl-scout and Michael 7-sins"
Transfer utility doesn't transfer everythingI would like to export one item to make small adjustments and reimport it into daz again. The export and import works so far. Import is done as obj. The difficult part is getting it to behave as the original item does before the export. My approach is using the transfer utility. My settings for it are the source item and target item with "fit to source figure" disabled as this will screw up the shape. The rest is default as below. This transfers the basics like the skeleton but the limits for it are missing as well as all the shaping and posing options. Fitting to the genesis 3 character also doesn't work anymore. Is there a way to fix this and get the shaping, posing and fitting to work?
Modeling Objects in Carrara - Q&A - Come One and AllYou can use the Transfer Utility (Edit->Object) in Studio to update the geometry without losing the rigging. Doesn't always work, but 7 times out of 10 . . . Saved me an awful lot of re-rigging! No matter how much you think your mesh is finished, there's always SOMETHING you need to fix at the last minute!
Thanks! I hadn't event thought of that.
Is it just me , or ...It's a vibe I'm getting too, but this stuff mostly seems to arrive together; so it will likely shift to something else, but folks make what sells; one does see othe stuff, and there is still a variety (within Daz's demographic) being produced and released; and folks like to explore their darker side - art in general and not just fantasy and horror is the best place for that. There must be a release I suppose.
I've saved loads recently with all these horror items. I don't want them, so I don't spend!
And there's that, I have less need for it.Well, angels, wise-personages etc don't need a new G3F/M-7 character - they can be done with any of the regular characters plus wings and robes. There are enough wings in the store - it's the robes that are less easy for G3F/M - but a retexture of sorceress might work for an angel... The monsters need a special morph/skin, the good-guys tend to look like idealised versions of us.I prefer stories that challenge our (or at least my) perceptions.
The bad guys look attractive; the good guys, are what fill one's nightmares - their appearance at least.
But personally, I don't like sterotypes; making it easy for me to spot the good and bad guys: what am I, 10?
Selbsthilfegruppe DAZ Studio - Beispiele, Fragen, Diskussion und sonstiges GequatscheHallo ihr Lieben :)
klasse, dass es endlich mal ein deutschsprachiges Forum gibt! Um ehrlich zu sein, geh ich bei manchen englischen Beiträgen auf Standby und bin hinterher oft genauso schlau wie vorher. Zumal ich noch nicht viel Erfahrung mit DazStudio hab... vor Jahren mal ein bißchen damit rumgespielt und hie und da mal was als Vorlagen für Illustrationen gerendert. Ich bin also eigentlich Anfänger. Anfang des Jahres wollte ich es aber wissen und hab mir die neuste Version des Programmes runtergeladen, nach einiger Zeit hab ich mich grob zurecht gefunden und ein paar Szenen gebaut. Ich hab mir G2F und G3F-Figuren rumexperimentiert und war wirklich baff, wie gut sie gerendert wurden. Jetzt hab ich nur ein Problem: Wie bekomme ich meine alte Victoria4 auf eine Genesis3?
XoechZ hat ja schon den Transfer von Kleidung, Frisuren, etc. von den klassischen Modellen auf Genesis2 angesprochen (über http://www.daz3d.com/morphs/victoria-4-for-genesis-2-female), dafür schon mal vielen Dank! Für Genesis 3 scheint es dieses PlugIn aber noch nicht zu geben, oder? Wird V4toG2 auch für die Figuren benötigt oder wie? Kann mir das evtl. jemand genauer erklären? Sozusagen idiot-proof? ;o) Oder habt ihr nen Link, wo das halbwegs verständlich erklärt wird? Ihr merkt's ja, hab keine Ahnung, aber ich dachte, wenn ich nicht hier Hilfe bekomme, wo sonst... Wär euch also für jeden Tipp dankbar.
Achja, hier meine Naomi (Genesis2) vom letzten Wochenende :)
Hair and wind and Dynamic Hair and...and...I was going to write a post about hair and how people are doing 'the wind blowing stuffs' effect.
Then I found DYNAMIC HAIR. And that led me to Carerra...which I probably won't be looking into. Daz is enough as it is.
So....
A) What is everyone doing for WIND effects blowing through their scenes if animating or doing gusts for stills? I intend to use Photoshop and/or After Effects for wind effects..
B) Has anyone discussed, considered putting bones in hair? I was thinking beyond the obvious ponytail, would it be possible to make several gross joint and let us animate hair? I have 1 set of hair with a blown option:
http://www.daz3d.com/darcy-hair-for-genesis-3-female-s
If that was a morph, and you were dialing between the two, that would count a long way towards a 'native Daz dynamic hair' alternative.
Even if it was big tufts of hair moving around, I could live with that.
Any ideas?
There's this, which is real hair modeling.....
http://www.daz3d.com/garibaldi-express-hair-system-for-daz-studio
And this...
Optitex
Which is supposed to have hair, but I can't find it.
Is it just me , or ...Well, angels, wise-personages etc don't need a new G3F/M-7 character - they can be done with any of the regular characters plus wings and robes. There are enough wings in the store - it's the robes that are less easy for G3F/M - but a retexture of sorceress might work for an angel... The monsters need a special morph/skin, the good-guys tend to look like idealised versions of us.Hmmm...This is certainly true for the standard depiction of angels. But, how about an angel "creature" that is a different being that not only has wings on its back but other non human features that make it of the Angel Race? - might be worth exploring. I can think of several talented PAs that might come up with something new and cool. :)
there are a lot of angel type creatures that are monstrous such as cherubs which are not what we see in v day stuff these little buggers have fangs and teeth and rip you to shreds.
Anneka 7Based on how different this character is (the materials are under the Character folder instead of Materials like all the other 7, no normal maps, HD morph is included and not separate, etc.) it was probably a late decision to rebrand this as an official 7 figure.
This got me thinking, does anyone know what the additive property presets do? Since I can't buy this for a while, I can't check it out for myself. I've noticed over the years that some figures will have an additive morph that isn't meant to be used on its own, like the V5 supermodel morph, or the Freak 5 super morph. One thing I like about this new figure is that it's basically two different characters (or the same character at different stage of her infernalness). It seems that the further back I look through the iconic characters, the older ones had more face and body options than newer generations. This is refreshing.
It looks like it applies the morphs, mats, and attaches the horns so you can turn any G3F into a demon with one click.
Godin's GDN Kelly for G3FI saw an update appear today, so I downloaded it, installed, and... the problem's still there. Just to be sure, I closed DAZ Studio, uninstalled the package, deleted the package, and downloaded and installed it again. Kelly's still sporting that weird outie when she closes her eyes.
Looking in the content directories, none of the morph files appear to have changed at all; the eye close morph .dsf files still have Dec. 3 timestamps.
I guess I'll wait some more. :)
Star Trek Builders Unite 7: The Continuing MissionTo get stuff out of V4 that I liked I did the following: I applied all the morphs I wanted to V4, I also used morph loader to load morphs from external OBJs. Then I exported (not save, export) as a CR2 in a location that's easy to find (like in the same directory V4 base is saved). Now in GenX 2 you can Load Figure and pick that CR2 that you saved, it will load in V4 with all the morphs you need. You can now transfer whichever you want to any figures you have the proper plugins for. You'll need the GenX2 add on for Genesis 3 to get it onto G3F or G3M and maybe the add on for Genesis 2 too. The "required products" says you need both, I have both but I can't be sure if you really need the genesis 2 add-on to transfer morphs to G3F from V4 as opposed to from G2F (or male equivalents). Hope that helps.
Thank you Grinch! I am gonna try that tonight :)
Collada to Daz?It opens fine in Carrara, so I posed the question there. (Mainly, is there any way to transfer a rigged figure from Carrara -> Daz Studio). Here's hoping!
Good luck and I'll check in the carrara forum to see if there is hope. I have tried various ways to export rigged figures out of carrara and not had any luck. Too bad the import/export features in carrara couldn't be implemented into DS. I have re-rigged a few figures in DS that lost their rigging when imported and have had limited results, good enough for background figures, but to many issues to be main characaters
Anneka 7Based on how different this character is (the materials are under the Character folder instead of Materials like all the other 7, no normal maps, HD morph is included and not separate, etc.) it was probably a late decision to rebrand this as an official 7 figure.
This got me thinking, does anyone know what the additive property presets do? Since I can't buy this for a while, I can't check it out for myself. I've noticed over the years that some figures will have an additive morph that isn't meant to be used on its own, like the V5 supermodel morph, or the Freak 5 super morph. One thing I like about this new figure is that it's basically two different characters (or the same character at different stage of her infernalness). It seems that the further back I look through the iconic characters, the older ones had more face and body options than newer generations. This is refreshing.
Imperfection morphs for G3 F/MWell, I was playing around with an asymmetric shoulder morph tonight since it's something I'm wanting to do with a character I'm creating. And several of the other options are doable, including the lazy eye. Skin imperfections can be done too, nut not every vendor wants to provide the option for those sort of things. Scars; those probably should actually be mesh and texture maps to look right, but I will see if I can find out from a vendor acquaintance how they did one of their older skim texture sets that had this.
Collada to Daz?It opens fine in Carrara, so I posed the question there. (Mainly, is there any way to transfer a rigged figure from Carrara -> Daz Studio). Here's hoping!













