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daz 3d problem with ZBrush
In order for Morph Loader to create a morph, the geometry needs to match. When sending something, either across the bridge or the export/import route, you need to send ONLY the item you are creating a morph for, by itself, at its base resolution. After you have 'clean' copy you can go back and export whatever else you need.
Say you are morphing a shirt. You need to isolate and send the shirt out, at base resolution, then go back and send out what is wearing the shirt. When sending it back, it needs to be just the shirt being sent back.
daz 3d problem with ZBrushI have a strange problem with this program. Sometimes I use it to create morphs and it works pretty well, but sometimes it is something wrong.When you send an object consisting of several objects, for example character with clouthes, in the program appears only clothes without character. Additionally, the program does not create morhps. I create a deformation for clothes, I press Goz, ZBrush sends to daz I choose to create a new morph, enter a name and choose ok.When you choose the object on the scen, in options does morph
Transfer a morph from Poser to DS ... failsHi SpottedKitty, Tried your suggestion unfortunately, with or without fingers crossed it didn't work properly. The morph dials were transfered but the Ranaki bra figure did not conform to V4, it just scrunched up the verts around the nipples area.
Hi mjc1016, thanks for the tip on scale. I tried loading the Ranaki bra object on to the Ranaki bra figure in a new empty scene, it gave exactly the same error message.
Hi Richard, I tried Morph Loader Advanced. I got the message: "One or more of the files loaded had no effect." It seems clear that the morph loaders are not recognising the difference between the Ranaki bra object and the Ranaki bra figure. However, when the object itself is imported into DS it is clearly different from the figure and fits to the V4 figure. (the green object in the image I sent earlier).
As to using Zbrush, if I transfer the Ranaki bra figure alone, then I cannot see when I have morphed the bra figure to fit the V4 figure. I would have to do very many back and forth switches between DS and Zbrush to get any where near a good fit. If I transfer both the V4 figure and the bra figure to Zbrush (with GoZ) then how do I morph the bra without affecting the V4 figure? Is there a shrink to target brush in Zbrush as there is in Poser?
Transfer a morph from Poser to DS ... failsMorph Loader Advanced sometimes seems to work better for Legacy rigged figures - though I'm not sure why you are going through Poser at all if you have ZBrush.
Hellfish Morphs... WhenSince I don't do Genesis 3, where are those earlier morphs?
At Renderosity. Just search for "hfs" to find his stuff.
Dario also has great freebies in ShareCg for Genesis 1. I wish the one he provided over at Rendo as a freebie from one survey, the 4 toes morph for Genesis 1, could be added to it, though.
Transfer a morph from Poser to DS ... fails#5 Change the export option in Studio to Poser. That will take care of the size issue.
As to what is going on after bringing it back in..."No deltas...Created..." basically means it's made a 'blank' morph.
Have you tried loading a fresh copy of the bra, not fit/parented or with anything else in the scene and using that to load the morph to?
Transfer a morph from Poser to DS ... failsThat all sounds a bit complicated. Have you tried the Transfer Active Morphs feature built in to D|S? I use it often for Aiko3-based morphed figures. Doesn't always quite work right, but when it does, it looks good.
Load the morphed V4 and the clothes into D|S, and make sure the clothes are fitted-to V4 and selected.
In the Scene tab, click on the Options button (top right) and go down the menu to Assets, then select Transfer Active Morphs.
In the next dialog for Joint Controlled Morphs, it depends on exactly what sort of clothes you're trying to fit; some do use JCMs, some don't. For this bra, you should probably click Yes.
Cross your fingers. With a bit of luck, the morphs should transfer from the figure to the clothes and automatically apply. I have found, though, that sometimes they only transfer and I have to adjust the new morph dials manually.
Note that, if the fit doesn't look quite right, you can dial the new clothes morphs back a bit, then add a Smoothing Modifier to fix the inevitable pokethrough.
Finding the head and body morph controlsinstalled the evolution head and body morph and the expressions were easy enough to find but the slider controls seen in the youtube videos have proven to impossible to find. can somebody give me click through instruction to find the hidden controls?
Transfer a morph from Poser to DS ... failsI am trying to get the Ranaki Bra (designed for V4) figure to fit closely to a morphed V4 figure in DS4.9.
My workflow was:
1) Load V4 into DS.
2) Create required figure shape using a combination of existing V4 body morphs and Zbrush morphs.
3) Since DS autofit completely fails to fit the Ranaki bra figure to the V4 figure, I export the V4 figure as an object.
4) I import the V4 object into Poser. I then load the Ranaki bra figure into poser.
5) As the DAZ V4 object is thousands of times bigger than a normal V4 figure loaded into Poser, I scale the Ranaki bra up and adjust Y-trans until the bra figure is approximately in the right position on the V4 object.
6) Now I can use the wonderful mesh brushes which are present in Poser but sadly lacking in DS, to adjust the Ranaki bra to fit to the shape of the V4 object.
7) I then export the morphed Ranaki Bra figure from Poser as an object (I have tried having the "As morph target" checked and unchecked; so as a morph and as a normal object including tranlations, the latter appears best, but still doesn't work).
8) I then try to load the morphed Ranaki Bra object as a morph onto the Ranaki Bra figure in DS using Morph Loader Pro.
9) This gives a message saying "No deltas for morph, skipping node. Created morph successfully."
Glossing over the fact that DS says the morph was created despite the fact that the node was skipped (Who writes these error messages?). There clearly are deltas between the Ranaki Bra object and the Ranaki Bra figure... because I just morphed it in Poser!!! I imported the Ranaki Bra object as an object in DS to see if the object really was morphed. Unsurprisingly, it was morphed and fit my V4 figure perfectly as intended.
So, I know the bra object is morphed, Poser knows that the bra object is morphed, even DS knows that the bra object is morphed (as an object) so why can't Morph Loader Pro apply the morphed bra object as a morph to the bra figure?
Note I also tried exporting the Ranaki bra object back out from DS and then using that file to load it onto the Ranaki Bra figure using Morph loader Pro, however this gave exactly the same error message.
The attached image shows the V4 figure (white, for those afraid of skin colour... Dermaphobia?) with the Ranaki bra figure which clearly doesn't fit the V4 figure, and the Ranaki Bra object, which was morphed in Poser is shown in green.
Any help on this would be welcome.
Optimize for Game DevelopmentTest please with another character first, because I asked about these option before,, daz support said me,, it is WIP.
but I use it when I need.
select your Actor, then set resolution level as base,, then go to geometry editor,,
set select option as poligon (not vertex or edge), then select poligons wchih you plan to delete.
then from option menu (r-click in the scene view, or r-click tool setting tab) >geometry visiblilty >hide selected poligon, first.
you may better check you actually hide only about poligons which you need not.
then finally from option menu> geoemetry editting> delete hidden poligons. it may take some minutes, and you can not Undo.. after DS delete poligons.
you can still pose figure, with fit to clothings,,, but I do not know, when you export it,, baked morph are still there as same as before.
and take care,, not overwrite figures by save as figure.
of course,, if you load the same figure again, (and not overwrite the actor data) you can re-start it withotu problem)
This may be the solution, Thannks! I will test this.
Optimize for Game DevelopmentHello
Is there a way when exporting for game development to remove parts the body mesh from the character and just leave the clothing mesh? Since the character is wearing clothes it doesnt makes sense to have the full body mesh below the clothing, by only exporting the shoes, pants, shirt and the visible part of the arms and head would greatly optimize performance for game development.
Thanks everybody for any input on this.
I've never checked the actual mesh after doing this but I was under the impression the 'fuse clothing to body' option on export did that. The Decimator would bring more savings - you can generally decimate to 25% - 35% and the degradation of the mesh be mostly unnoticable, certainly to people that have never saw the original mesh.
Decimator, merge fitted geometry and exporting using merge clothing into eskeleton always leave the body mesh intact.
I need a way to remove the hidden parts of the mesh but havent found any option to do that in Daz Studio.
OK, well that's good information to learn.
How many characters will on on your game's viewport at once?
If you are going to use DAZ characters and on mobile generally about 4 characters decimated to 25% - 35% on HW that runs Android 4.4 1GB RAM or better is about good as you can do.
I don't know if you are messing with UE4 or Unity or what but they have Asset Stores with much lower polygon character models but the clothing is slim pickens. You can try BlendSwap but you are most restricted with Blender CC characters that have a distinct Blender cartoon style.
You can edit the meshes after importing them as FBXes into Blender and manually cull hidden polygons.
But when all is said & done I think if you are not too deaply into development of your game you procede with the limitations DAZ Studio export to FBX leaves you with and you hope that newer versions of mobile and desktop HW and game engine SW can handle these type model exports better.
Also, I read somewhere else in these forums that Morph Character System 2 will be along sometime in the near future and the tools offered by that will likely make for a much better pipeline between DAZ Studio Genesis 3 models (and likely Genesis 2 & Genesis) and MCS2 / Unity so I wouldn't waste alot of time worrying about hidden faces in your FBX exports.
Thanks for your reply, I really cannot use asset store characters because they do not meet the requeriments for my project, not even morph 3d characters. So Im trying go with the Plan A which is to use Daz Characters
Update 1.3: SimTenero Randomizer [Commercial]I'll definately second the motion request for Zoom / Pan viewport sliders. I'll have to see if the rotation slider works if you have multiple cameras / viewports - face + body for example if doing both face and both the same time.
Also, where is it best to point the "Export Shape" to ? I mean, where in the directory folder structure is it best to point it to so saved morph shapes can be saved to and easily found later?
I mean, for example, to export the shape, and to be able to find it in the Smart Content -> Shaping (or whichever proper category) -> (your custom folder here) -> (your Optional custom sub folder here) -> "your custom named export shape.duf" . (similar to how its easy to find the SimTenero Randomizer via Smart Content -> Utilities -> Scripts)
Would have been useful to have this instruction in the user guide. This would also be useful when wanting to backup your set of saved custom exported shapes - knowing where to find them opposed to them being scattered throughout the runtime folder.
The Load / Save selections on the other hand is fairly straight forward: make a folder wherever is convenneint to for you and go back to it to load your favorite randomizer settings.
thx!
Why no 'The Kids 7'?FWIW - attached is a very rough render of G3F with M4's Urbane outfit (designed for H4) and Growing Up Youth Morph at 75% , and V4's Adventure Girl (Designed with Girl 4 in mind) and Growing Up Youth Morph at 50%. Used Wear Them All to transfer the clothes.
The only thing that gave me trouble was the Pauldrons for Adventure Girl (but that kind of thing is notorious for not refitting well) - so I left them out. I think I could make them work with some effort.
Well, they look pretty good. I've noticed Wear Them All, but I haven't tried it. I'm not very good at fitting yet. The whole subject of morphs is uncharted territory to me. But it does seem that both kids and clothes are available. I'll be experimenting with these in the near future. I expect some surprises when I try animating these fitted clothes.
There are many rabbit holes in this pursuit. Right now I'm doing what painting instructors call "broad brush." I'm covering as much ground as possible without getting caught up in details that I can come back to later.

Thanks.
For the most part they'll animate fine. Depending on the original mesh, you may find some odd distortions in some areas. In still renders, you can work around that with adjustment morphs / d-formers. Slightly more tricky in animations (that's when you arrange for something to cover that area for those frames ;) )
Why no 'The Kids 7'?FWIW - attached is a very rough render of G3F with M4's Urbane outfit (designed for H4) and Growing Up Youth Morph at 75% , and V4's Adventure Girl (Designed with Girl 4 in mind) and Growing Up Youth Morph at 50%. Used Wear Them All to transfer the clothes.
The only thing that gave me trouble was the Pauldrons for Adventure Girl (but that kind of thing is notorious for not refitting well) - so I left them out. I think I could make them work with some effort.
Well, they look pretty good. I've noticed Wear Them All, but I haven't tried it. I'm not very good at fitting yet. The whole subject of morphs is uncharted territory to me. But it does seem that both kids and clothes are available. I'll be experimenting with these in the near future. I expect some surprises when I try animating these fitted clothes.
There are many rabbit holes in this pursuit. Right now I'm doing what painting instructors call "broad brush." I'm covering as much ground as possible without getting caught up in details that I can come back to later.

Thanks.
Why no 'The Kids 7'?Now, I am wondering to what degree Autofit is able to adapt to a 16YO figure size. I assumed it could not. Now I am thinking I may have been wrong. If Autofit can do the job, then there are plenty of clothes. And the price of Growing Up is affordable. We have ample supplies of hooded sweatshirts, expensive sneakers and cell phones. Since I live near a school, I can keep an eye on what they wear.- Does Autofit get the job done when working with a Growing Up G3? I would appreciate your comments.
FWIW - attached is a very rough render of G3F with M4's Urbane outfit (designed for H4) and Growing Up Youth Morph at 75% , and V4's Adventure Girl (Designed with Girl 4 in mind) and Growing Up Youth Morph at 50%. Used Wear Them All to transfer the clothes.
The only thing that gave me trouble was the Pauldrons for Adventure Girl (but that kind of thing is notorious for not refitting well) - so I left them out. I think I could make them work with some effort.
tutorials for adding morphs to clothing?Thanks! I will check these out. Right now I working on Legacy clothing, but will do Genesis stuff too at some point. I haven't had any trouble making the morphs or loading them with Morph Loader Pro, just haven't been able to save them other than as a scene. I tried ExP Exporter, but couldn't get that to work. Hadn't tried Injection Pose Builder yet.
Aiko 4 XprssnMagic on Genesis with A4 Shape.Thanks for getting back to fill in the gap!
I didn't realize the aiko4 XprssnMagic had such different expressions! I've got the genesis and m4/v4 versions. A4 version added to my wish-list! A3 version has some slight variations too- hmm. FWIW, you might also like migrating morphia/morphus from capses digital ink (@DAZ) for some really good exagerated character/toonish morphs that are hidden gems if you do stylized character work along the lines of A4.
I'm saving your recipe for my migration as well. It's a nice list of steps. I think with D3D's DSON editor, you can do the 170 edits in bulk... or... If you unzip the dsf morph set files, you can probably use a notepad++ (I use unix 'sed' or 'perl') tools to do massive edits like that. I *don't* think D3D's morph categorizer tool does this, which is mostly why I bought it, but it does do some other handy things.
Again, thanks for coming back to let us all know how it went. future generations will thank you!
cheers,
--ms
Optimize for Game DevelopmentTest please with another character first, because I asked about these option before,, daz support said me,, it is WIP.
but I use it when I need.
select your Actor, then set resolution level as base,, then go to geometry editor,,
set select option as poligon (not vertex or edge), then select poligons wchih you plan to delete.
then from option menu (r-click in the scene view, or r-click tool setting tab) >geometry visiblilty >hide selected poligon, first.
you may better check you actually hide only about poligons which you need not.
then finally from option menu> geoemetry editting> delete hidden poligons. it may take some minutes, and you can not Undo.. after DS delete poligons.
you can still pose figure, with fit to clothings,,, but I do not know, when you export it,, baked morph are still there as same as before.
and take care,, not overwrite figures by save as figure.
of course,, if you load the same figure again, (and not overwrite the actor data) you can re-start it withotu problem)
Why no 'The Kids 7'?...will PM on this topic later to get us back on track here.
Here is what I did back in '08 using Vicky4 and the newly released Tommi character by Thorne. First is about an 11 - 12 year old version of my Leela character, the second is the 8 year old version that took me a couple months to get right. As you can see, the shirt (from the Ms. Deanna set) crumples around the chest area. Oh to have Autofit or even the Morph Follower in those days (both done in Daz 2.3).
Somewhat New to Carrara QuestionsFor genesis 2 figures, there are multiple uvmap layouts. If I remember correctly, it is true that multiple figures will use the same uvmap layout, but not all use the same layout. That is why I optimize a global skin shader for each new chatacter set that I buy and save that global shader to the browser. Then if I want to use that shader set, I load that character from the browser, load my saved Carrara-optimized shader, zero the shape morph, then shape however I want.
See series of posts starting here for an example.
http://www.daz3d.com/forums/discussion/comment/1701046/#Comment_1701046
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