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Daz 3D Forums > Search
  • [SOLVED]Transfer K4 textures to V4

    I noticed I have some K4 textures, any way to transfer them to V4?

    By

    nicstt nicstt January 2017 in Daz Studio Discussion
  • Elebeast

    Hi SpottedKitty - 

     

    Yes, this is the correct EleBeast Character (the one for Genesis not Genesis 3)

    I do have 'Troll for Genesis' and that works fine.  (also looks to be a permanent morph built into the Genesis figure, where I can either adjust a slider to set 'Troll' up to 100% or I can navigate to Troll for Genesis and apply the morph.

     

    Once I do that, I can apply the Mat files to make Genesis Troll pink, blue, or tan.  I can also attach the trunk - which gets grafted in the right place, and leaves an empy area (or invisible polygons) at the attachment point if I hide the trunk.  The trunk appears too small, however, maybe 1/2 to 1/3rd size shown in promo images.And the tusks are set a small ways away from the face, though in roughly the correct position.

    When I double click or drag the EleBeast morph onto Genesis/Troll nothing seems to happen.  have tried both the .duf and .pz2

    Not sure what to try next.

    Thanks.

    By

    Mosk the Scribe Mosk the Scribe January 2017 in Technical Help (nuts n bolts)
  • Help wit DAZ Treant

    Not sure if I had - but I now see a Morph option at the bottom (which works fine) as well as the All category at the top, which works fine too.

    Thank you.

    By

    Mosk the Scribe Mosk the Scribe January 2017 in Technical Help (nuts n bolts)
  • Genesis 2 Male conforming figure

    You keep saying Transfer Utility but I'm still unclear which one that is in Studio. Too bad there's not a parametric version of G2M. Or maybe if I added the bones to Genesis 2 Male and saved as a new figure and used that to AutoFit my antennae figure. Just thinking out loud here.

    By

    GRFK DSGN Unlimited GRFK DSGN Unlimited January 2017 in The Commons
  • Genesis 2 Male conforming figure

    Yes, you need - for Genesis 2 male - to use TriAx rigging, ideally by using the Transfer Utility and then adding extra bones as required.

    By

    Richard Haseltine Richard Haseltine January 2017 in The Commons
  • Daz Game Developer License: required use of online store

    Good points but for Unity they need to learn C#. As a programmer I find C# in Visual Studio with Unity has to be the easiest programming environment ever and it's just getting easier. It does have a massive set of libraries and different APIs that are a moving target but for all intent and purposes if one considers quality on quantity a lone hobbyist and make a better game than a AAA game company. How many best selling books have more than one author? Making an intriguing game is the same type of endeavor.

    UE4 uses C++ though.

    You can make 3D games and 2D games both easily in Unity and like DAZ 3D renders using DAZ Store products, plenty of games are made using Unity Store game frameworks and other products. There are a few really good game frameworks and modeled game levels that almost remove the need to do any programming or modeling at all - for real - you just have to be judicious at how you reskin & present the game 'theme'.

    It's a fun hobby that is getting easier and easier for complete non-programmers to learn & use and it's free. Really free. You'll find the most expensive part is the same as for any hobby - buying hobby materials to use in the Unity game engine.

    The complaint we hear about DAZ Studio being lacking in tutorials and documentation is non-existant for Unity hobbyists. Their manual is extensive online & offline and they have extensive video tutorials on everything from simple scripting in C# to making games in 3D & 2D and making multiplyer games and on and on. For those DAZ hobbyists that want a better way to animate and use their DAZ content in games and such Unity is ideal but of course if you publish you need the relevant licenses but no one says you have to publish. I've only bothered publishing one (free) game in 5 years and helping a couple of others program their games and publish their games.

    As far as the money making aspects I've yet to try to but of course most game makers don't make any money. It's more rewarding making a game than buying lottery tickets and truthfully of course you stand a better chance then playing the lottery to 'win' a lot of money by making games but still the chance is not a very big chance.

     

    It is much easier to use content explicitly created for the games, like the Morph3D items.

    They already have proper license for using them in the games and you can morph them too.

    They are just the derivatives of Genesis 2 items, similar to Genesis 2 items sold at Daz3D for rendering purposes.

    That way you save a lot of time, efforts and/or costs of lawyer consulting.

    I have also purchased the game license for Daz originals,

    but realised, that it will be very hard to complain with the license requirements,

    to actually use Daz originals in the games. It's a pity, because Genesis 3 transfers pretty well to game engines.

     

    Morph3D seems an interesting alternative but honestly I would like to exercise my free will while choosing something as important as a game engine and not have it dictated by the character system alone. Not that I do not like Morph3D or Unity but I don't want to be restricted by it even though it may provide many of the functionalities that may improve the chances of succeeding with smaller teams while not delaying time-to-market. I would say its more of a personal choice.

    On EULA front, Morph3D also seem to have similar restrictions on in-game-purchases of characters in addition to a few additional restrictions like number of Morph3D 'pieces of Content' allowed and number of unique user using that content. Exceeding those imposed limits would require 'additional rights'. At least the Daz EULA does not impose those additional restrictions.

    By

    Sensual Art Sensual Art January 2017 in The Commons
  • Animate Lite and age morphs

    Animate Lite works perfectly with unmorphed Genesis models. But I need to draw parents walking with their child - and when I apply the age morph the movement of the model becomes wrong... It "jumps" to a beginning of the next walking cycle and it looks absolutely unnatural... :((( Please help and give me advice how to change the animate walking cycle to fit to a kid figure? :(((

    By

    Basic Basic January 2017 in New Users
  • Post Your Toon Generations 2 renders

    Soo TG2 is wearing all M4 Cowboy outfit ,HiveWire horse with the Toon Morph by 3DU and 3DU's Vulture

    THAT is epic! Nice work!

    By

    Greybro Greybro January 2017 in The Commons
  • Elebeast

    If I don't have genesis in the scene, then

    Clicking 1 EleBeast_MOR_duf gives "An error occurred while reading the file, see the log file for more details'

    Yes, that's right, the MOR file assumes you're wanting to apply the character morph preset to a Genesis figure already in the scene. That's the typical error you get when you run a preset (usually a morph or texture) with no figure to apply it to.

    If I do have Genesis in the scene and selected,cicking EleBeast_MOR_duf or EleBeast_MOR.pz2 don't seem to do anything (no morphs are made and don't see new option to morph genesis into elebeast)

    Are you sure you're using the right Elebeast character and the right Genesis figure? There's an Elebeast for the original Genesis, and there's the new Elebeast for Genesis 3 Male. Also note that the original Elebeast needs the Troll for Genesis character, the new one doesn't need anything extra.

    By

    SpottedKitty SpottedKitty January 2017 in Technical Help (nuts n bolts)
  • Post Your Toon Generations 2 renders

    Soo TG2 is wearing all M4 Cowboy outfit ,HiveWire horse with the Toon Morph by 3DU and 3DU's Vulture

    This is wonderful!

    By

    Llynara Llynara January 2017 in The Commons
  • Elebeast

    If I don't have genesis in the scene, then

    Clicking 1 EleBeast_MOR_duf gives "An error occurred while reading the file, see the log file for more details'

    Clicking Help >Troubleshooting>View LogFile does NOT bring up a log file for me.

    If I do have Genesis in the scene and selected,cicking EleBeast_MOR_duf or EleBeast_MOR.pz2 don't seem to do anything (no morphs are made and don't see new option to morph genesis into elebeast)

     

    Any suggetsions?

     

    By

    Mosk the Scribe Mosk the Scribe January 2017 in Technical Help (nuts n bolts)
  • Post Your Toon Generations 2 renders

    Soo TG2 is wearing all M4 Cowboy outfit ,HiveWire horse with the Toon Morph by 3DU and 3DU's Vulture

    Great scene!

    By

    barbult barbult January 2017 in The Commons
  • M4 Anatomical Elements as a Genesis 1/2/3 prop

    Ok, I was under the impression that you wanted textures for Genesis 2 or Genesis 3 that could work with M4 genital starting with base M4 textures. Texture Converter will only work for converting Main M4 skin that has a genital matching skin already created. It will make you a Genesis 2 or 3 torso conversion but not a genital conversion. This program does not work in reverse. If you want to use G3 and G2 skins and have M4 genitals you will have to use the torso and face texture to create the genital textures from scratch in either Photoshop or GIMP.

    I'm probably not explaining myself well so I'll try once again:

    1. I have a prop based on the M4 genitals which I usually parent to G1/G2 and possibly G3 in future.

    2. The prop comes with skin tone textures ranging from very light to very dark but it is difficult to match perfectly.

    3. Genesis 1 Male, G2M and G3M all have several characters which provide AE textures.

    So,

    4. I want to be able to transfer those AE textures on to the prop. They are already AE textures so I would not need to use the face or other body parts. 

    As I mentioned in the OP, I don't have access to my computer at the moment so all I'm asking is whether it is possible and perhaps a tip on how to do it in either Photoshop or Blender.

    Using this method, you can bake textures between a pair of similar objects...it's just a matter of setting up the object pair to bake from/to.  Some things are easier than others.

    http://www.daz3d.com/forums/discussion/59665/tutorial-converting-textures-from-gen2-to-gen3/p1

    Wow that does look daunting but I'll read it carefully and have a go when I get the chance. Thanks for pointing out this tutorial, it could come in useful again for other issues.

    By

    marble marble January 2017 in Daz Studio Discussion
  • Anime/Manga Charatcers

    Kioki works pretty good as a anime character check my gallery here:

     

    http://www.daz3d.com/gallery/#users/29485

     

    most of the character were aiko 3 with kioki morph.

    By

    Hatsune Miku Hatsune Miku January 2017 in The Commons
  • Post Your Toon Generations 2 renders

    Soo TG2 is wearing all M4 Cowboy outfit ,HiveWire horse with the Toon Morph by 3DU and 3DU's Vulture

    By

    carrie58 carrie58 January 2017 in The Commons
  • Daz Game Developer License: required use of online store

    It is much easier to use content explicitly created for the games, like the Morph3D items.

    They already have proper license for using them in the games and you can morph them too.

    They are just the derivatives of Genesis 2 items, similar to Genesis 2 items sold at Daz3D for rendering purposes.

    That way you save a lot of time, efforts and/or costs of lawyer consulting.

    I have also purchased the game license for Daz originals,

    but realised, that it will be very hard to complain with the license requirements,

    to actually use Daz originals in the games. It's a pity, because Genesis 3 transfers pretty well to game engines.

     

    By

    Artini Artini January 2017 in The Commons
  • M4 Anatomical Elements as a Genesis 1/2/3 prop

    Ok, I was under the impression that you wanted textures for Genesis 2 or Genesis 3 that could work with M4 genital starting with base M4 textures. Texture Converter will only work for converting Main M4 skin that has a genital matching skin already created. It will make you a Genesis 2 or 3 torso conversion but not a genital conversion. This program does not work in reverse. If you want to use G3 and G2 skins and have M4 genitals you will have to use the torso and face texture to create the genital textures from scratch in either Photoshop or GIMP.

    I'm probably not explaining myself well so I'll try once again:

    1. I have a prop based on the M4 genitals which I usually parent to G1/G2 and possibly G3 in future.

    2. The prop comes with skin tone textures ranging from very light to very dark but it is difficult to match perfectly.

    3. Genesis 1 Male, G2M and G3M all have several characters which provide AE textures.

    So,

    4. I want to be able to transfer those AE textures on to the prop. They are already AE textures so I would not need to use the face or other body parts. 

    As I mentioned in the OP, I don't have access to my computer at the moment so all I'm asking is whether it is possible and perhaps a tip on how to do it in either Photoshop or Blender.

    Using this method, you can bake textures between a pair of similar objects...it's just a matter of setting up the object pair to bake from/to.  Some things are easier than others.

    http://www.daz3d.com/forums/discussion/59665/tutorial-converting-textures-from-gen2-to-gen3/p1

    By

    mjc1016 mjc1016 January 2017 in Daz Studio Discussion
  • Genesis 3 full body/head morph

    It depends on the morph. First, check to see that the full body morph isn't driving head and body sub-morphs (I guess you've already done that). If not, is the neck changing a lot? If it's relatively stable, so that you won't get a sharp step, then the simplest solution is perhaps to use the new option to remove selected vertices from a morph - but you also need to allow for saving, if there are a lot of links to other moprhs (e.g.g corrections for expressions) then things can get complex and tiresome.

    By

    Richard Haseltine Richard Haseltine January 2017 in Technical Help (nuts n bolts)
  • Using parts of G3F as base mesh for clothing?

    Thanks for your reply, mjc1016,

    I guess my question was, when would I add the extra rigging?

    Let's say I'm modeling a wrist cuff like this, which is now just a prop:

    I want to rig the lock to open and close, and to rotate around the buckle cylinder so it can hang downward no matter the wearer's arm angle. To rotate properly, the lock must be positioned precisely with its shackle fitting into the groove in the buckle cylinder. Would it be better to:

    (1) Model the cuff and lock as separate props, with the cuff Transfer Utility-rigged as a wearable item and the lock rigged independently? That should be a fairly easy rig for each, but I would need Pose Presets so users could fit locks precisely to each cuff in the Null Pose, yes?

    (2) Model the cuff and lock as an integrated prop, again with Transfer Utility rigging to make the cuff a wearable item, and add the lock as an extra bone? I'd need a separate Lock prop that could be shown on a table or in a character's hand (with the Cuff's Lock-bone hidden). This wouldn't require Pose Presets to fit a lock to a cuff, as locks would be modeled in the correct position around the buckle cylinder, but the Lock-bone would still be rigged to open-close and rotate.

    I'm inclined to favor the second, because the cuff will be Transfer Utility rigged to fit G3F characters and AutoFollow character morphs. If the Cuff has a Lock-bone, AutoFollow will resize the Lock-bone along with the Cuff and both will still fit. But if the Lock is a separate prop, it might not precisely fit into the Cuff's AutoFollow-resized buckle cylinder groove. That's not really an issue for wrist cuffs as wrist sizes don't change much. But the product I have in mind would include other restraints where AutoFollow resizing could be enough that users would notice the shackle of a separate Lock prop doesn't precisely fit into the AutoFollow-resized buckle cylinder's groove ...

    ... unless I can be sure AutoFollow does not​ resize the buckle cylinder. And to do that, I'd need to manually create morphs to replace AutoFollow for every relevant G3F body morph, yes?

    Regardless, to do the second I'd need to add a Lock-bone to the cuff and I'm not sure when to do that. If I make it a separate vertex group in Blender and a bone in Figure Setup, will the Transfer Utility override that? If so, how do I recreate the Lock-bone?

    Thanks to all for your help!

    Crissie

    By

    CrissieB CrissieB January 2017 in Technical Help (nuts n bolts)
  • M4 Anatomical Elements as a Genesis 1/2/3 prop

    Ok, I was under the impression that you wanted textures for Genesis 2 or Genesis 3 that could work with M4 genital starting with base M4 textures. Texture Converter will only work for converting Main M4 skin that has a genital matching skin already created. It will make you a Genesis 2 or 3 torso conversion but not a genital conversion. This program does not work in reverse. If you want to use G3 and G2 skins and have M4 genitals you will have to use the torso and face texture to create the genital textures from scratch in either Photoshop or GIMP.

    I'm probably not explaining myself well so I'll try once again:

    1. I have a prop based on the M4 genitals which I usually parent to G1/G2 and possibly G3 in future.

    2. The prop comes with skin tone textures ranging from very light to very dark but it is difficult to match perfectly.

    3. Genesis 1 Male, G2M and G3M all have several characters which provide AE textures.

    So,

    4. I want to be able to transfer those AE textures on to the prop. They are already AE textures so I would not need to use the face or other body parts. 

    As I mentioned in the OP, I don't have access to my computer at the moment so all I'm asking is whether it is possible and perhaps a tip on how to do it in either Photoshop or Blender.

    By

    marble marble January 2017 in Daz Studio Discussion
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