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Morph editing
Hello,
I've been looking around the forum and various tutorial for this.
Is there a way to modify a morph so that it does not affect all the vertices it was design to. For example, changing the bodubuilder morph so that only the lower body is affected or only one half of the figure. I'd like to have a figure that looks asymmetrical.
Thank you
Toddler clothes for Genesis 3Is there a toddler morph for genesis 3?
Morph3DI think it is great that customers can use DAZ3D content for games with an additional license. But just because you can does not mean they are best suited.
I think in the long run it is the smarter way to have two different product lines each with a different purpose:
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Possible goals:
DAZ3D: high resolution 3d content to compete with the prerendered cinematics out there. The content could feature enough detail that it can easily be composited with real photographs and movies.
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Morph 3D: "lower" resolution 3D content optimized for specific game engines such as Unity. Each engine may need specific shaders and rigs.
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Nevertheless games in fall 2016 look like this:
- Prerendered Cinematics now often use 3d scanned likeness of real actors that is animated by facial and body motion capture. Posing by hand gets replaced by libraries of motion captured movement and emotions
- Game engines are now also featuring effects like subsurface scattering, raytraced lighting and advanced VFX for smoke, explosions etc
-> In the best selling mainstream games it becomes more and more difficult to see a difference between prerendered cinematics and the real time game engine.
Have a look at the
Battlefield 1 Official Single Player Trailer
to get an idea what game engines like Frostbite can do.
The video is age protected so look it up on youtube, google.
In any case millions of viewers now compare any 3d game or image to that quality.
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Both DAZ3D and Morph3D need to find their place in this quickly changing environment, adapt, improve areas that clearly fell behind and partner up with the right companies to bring up to date technologies to their customers.
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Morph3DWell market inefficiencies tend to become a thing of the past when technology is used to address the problem. DAZ 3D's job is not to let the other competitors take care of the market as that flies in the face of common sense as to DAZ as a business expanding their market at what they are best at. Morph 3D will always be lesser in capability that DAZ Studio and can't be seriously considered by anyone wanting to customize models in DAZ Studio themselves. You expect for customers to wait for Morph 3D to catch up with DAZ 3D or do you expect DAZ 3D to design better SW to make pipelines to Morph3D, Unity, and UE4 simply for professionals and hobbyists alike. Why, it's like driving to California from Kansas to get to New York, rather than just driving directly to New York from Kansas to begin with.
I have exposure to game development and their communities and here is my analogy as to why I want them kept seperate. imagine New York city, new wannabe game developers are like tourists, they see the pristine skylines and beauty from the luxury penthouse full of possibilities. The reality is there is also the harsh, dark, dirty and illegal side which is just as alluring and I have dealt with this part of the gaming community for awhile now. I prefer to view my DAZ (and gaming) experience from the pristine penthouse. As a modeler and working on game addons I have to be a part of the gaming communty and DAZ is my 3D oasis which is why I would rather they let Morph3D handle the gaming side
Cayman Studio UVs and No Elf EarsI'm a little disappointed because I actually love Cayman Studio's UV sets that allow the use of another character's texture on G3F and G2F. However, as soon as the geographs load, they wipe out any ear settings. No elf ears, no cat ears. Just human ears. You can't transfer active morph settings because there's nothing auto-fitted. Does anybody have any ideas how to fix this? Cayman??
I wrote about this in the Commercial thread a few days ago. If the ear morph is not set to Auto Follow, then just check the Auto Follow before loading the geograft.
The older generation: Victoria 2/3, Michael 2/3 and their children rendersVery nice to see a thread dedicated to the old-timers. I have recently dusted off Michael 3 (so to speak) and brought him back into service. There's something about his body type that is really appealing for the current, Non-Photo Realistic (NPR), comic style work I'm currently doing. Plus, there are a LOT of free morphs out there for him, making it very easy to create a wide variety of figures. Here are some of the images I found by doing a quick search of my gallery.
These two are my most recent uses of M3, which I did in July. I chose M3 for this treatment because ther was a free Bela Lugosi head morph I could apply.

These next images are oldies, but (I hope) goodies. I made them in 2008 and 2007, respectively. For these, I was experimenting with Poser's sketch renderer. The results were okay, especially considering the technology available 8-9 years ago.

This was one of my earliest efforts, from 2003! Yikes, that's a long time ago! Nevertheless, it was one of the first images I did that I was really happy with.
Cayman Studio UVs and No Elf EarsProbably have to do a two step process...step one use this to get the desired skin to G3F, then 'bake' them to G3F with the Map Transfer utility. Then you would load the new texture maps and make new presets...all on the 'base'. Then with the new skin on the base, bring your morphs back in...
New here :) Question about Genesis 1 & General AdviceWhen I started out I joined Platinum Club before making any major purchases. It can really save you money if you are committed to this hobby. If you are not sure whether you'll stick with it, start using it and working with free content until you make up your mind. You can't sell or transfer your Daz purchases, so you have no way to recoup your spending if you decide to quit (other than returning the purchases made in the last 30 days). You can find lots of free content on ShareCG and Wilmap produces lots of free clothing for Daz models. There is also a lot of free content that comes with the Genesis, Genesis 2 and Genesis 3 Starter Essentials packages. Be sure to install those. Das also has some free bundles associated with interactive lessons that will give you additional wardrobe, hair and props items (for example Day at the Beach Bundle). Also, be sure and visit the Daz Freebies page. It changes every few weeks with different items.
Cayman Studio UVs and No Elf EarsI'm a little disappointed because I actually love Cayman Studio's UV sets that allow the use of another character's texture on G3F and G2F. However, as soon as the geographs load, they wipe out any ear settings. No elf ears, no cat ears. Just human ears. You can't transfer active morph settings because there's nothing auto-fitted. Does anybody have any ideas how to fix this? Cayman??
Whip out your WIPsTaking a break from making clothing. Making an Imp body morph for the Lolo Hai chibi figure.
Morph3DFSMCDesigns said:
There really needs to be Creation Resources that lets customers more easily create a pipeline to Unity and UE4 from DAZ Studio and also tools in Unity and UE4 to access morphs and clothing / texture / whatnot changes in Unity / UE4 but that's it's so exceeding difficult anymore but easy to use UIs for plug & play changing rooms and during game play is how to get the hobbyists buying the plug part of the equation from DAZ 3D.
A game programmer should be creating game play and not 100 other arcane and arbitrarily designed technologies. It's no wonder movies and games used to cost millions to create just to employ the staff needed to create, maintain, and use all that technology.
I disagree. There are many other avenues for game creation and content outside of DS and this community that are more suited and more efficient for game use, Morph3d looks to be one of them. Hopefully DS will keep doing what it does best and let Morph3D handle to gaming side of things.
Well market inefficiencies tend to become a thing of the past when technology is used to address the problem. DAZ 3D's job is not to let the other competitors take care of the market as that flies in the face of common sense as to DAZ as a business expanding their market at what they are best at. Morph 3D will always be lesser in capability that DAZ Studio and can't be seriously considered by anyone wanting to customize models in DAZ Studio themselves. You expect for customers to wait for Morph 3D to catch up with DAZ 3D or do you expect DAZ 3D to design better SW to make pipelines to Morph3D, Unity, and UE4 simply for professionals and hobbyists alike. Why, it's like driving to California from Kansas to get to New York, rather than just driving directly to New York from Kansas to begin with.
Gen3 Rigging Adjustment ProblemsUnfortunaetly , there is no "perfect setting" which can "adjust all bones to the morphed shape , at once." then you may feel difficulity..

but you have already found, some bones do not locate correclty with "rotation" on. (mostly around eyes rigs for expression) that means another bone almost work well with the setting..
then if you apply "adjust rigging to the shape" without rotation (translation only) ,, about all face rigs , you may see different bones locate strange,, but this time,,
most of face rigs locate correctly ,without orient X, Y, Z each nodes. So what we can do,?

1 apply "adjust rigging to the shape" about face rigs without "eyerlids rigs" you can choose rigs by checking nodes ,..
f you do not check,, ,, those eyelids rigs exclude from auto adjust process,, then no not change . (just stay as same as before,, no translation,)
then keep first arrange if it work well,, if some nodes still move strange place, (it may different aboout your morph target shape.)
memorize those rigs name,, then just Undo . , (of course, next time, you exclude those rigs with eyelids rigs)
2 re-apply "adjust rigging to the shape" but this time without rotation,, , and only abbut rigs which you have not selected.
3 if there were still some nodes, which can not locate and rotate correctly,, manually adjust location. (center point, and end point), then arrange all face nodes..
then,,, my suggested way,, (to remove nodes ERC only about rotation,, only about the problem nodes) never reset all.

and after you remove some orientation ERC of the morph, did you save and overwite morph?
if you did not save,, nothing change.. next time when you load those morph (with ERC), then it still keep all ERC, then eyelids should rotate as same as before...
But if you already corrupted somehow,, you can try again from scratch. everytime you want,
I do not believe,, there is user who could learn adjust rigs process to make face morph, without try and erroer.
you must find good option, for each step,, (but I say again,, there is no perfect setting,, whici offer us "one click, then done all,"
We need gradually reach goal with using different option. + manuall joint edit. like Okarin of steins;gate
Though ,,I really hope, , a DAZ improve current "adjust rigging to the shape" seriously.
Axel International M5 Hair used in promoNot sure, maybe if there is a morph to sweep the sides forward. Thank you for the info. I it may be Micah hair but I am not sure I will have to check them both.
The OMG It is 2017 This thread's end is Nigh Complaint Thread.anyway solved my dilemma. i'm making a community user named Wikikoos. with an option for my coworkers to transfer anything they post to Koos and anyone can edit. but if they keep their name on the post, then only the author can edit.
diplomacy!!!!
Creating Big City Scenes in DAZ StudioI've learned a lot while visiting here, too. :)
Good to hear! That's why I've been documenting what I've been doing. It even helps me; I've already gone back to a section or two to see "how did I do that?"
Really nice work on the park Rich!
Although just skimming through the instructions, instead of doing anything with weight mapping, when I tinkered with terrain d-formers, I just created the first morph and choose not to delete it, then simply moved the field of the d-former (and can't remember exactly, think I moved the base too) and then created another morph, rinse, repeat. Goes very quickly.Yes, that's a good way to do it and for some people it will be easier to manage. I like the weight maps as you can do more fine tuning as you gain mastery with it. And you can combine the two as I did to make the lake.
This really is a great thread!
Thanks Tom!
Question about HD Add-OnIt's hit and miss as to how well the HD addons work. Ivan7HD works great with the base G3M male and other shapes. Ultimate Natural for V7 only works with base G3F if you remove limits from the sliders and increase the morph to over 300%, and even then it isn't perfect (I try to use V7 as the base body if I plan on using them). To be honest, V7HD works with G3F, but some things like nostril creases don't align properly with the G3F base shape. There are other HD morphs that tend to be localised and work on all shapes. The Aging Morphs for G3F/M work on everything and are a very useful asset for imperfections even at low settings.
Post Your Renders - Happy New Year yallThe shading, lighting and hair are very convincing and I am almost sold on it being a photo if not for her oddly pointy cheekbones which rather disturb me, thats the morph dials not the render though so not Phill Wilkes doing as such but the PA who made those morphs which appear to be affected by the smile.
I corrected for that in postwork too - you should have seen them before!
Question about HD Add-OnThe closest I've seen to an HD morph for the Genesis 3 Female is the Brooklyn HD character. It is a DAZ Original I think and doesn't require Victoria 7 or any of the other characters except Genesis 3 Female. However, I filed a bug in March or April regarding Victoria 7, Brooklyn HD 7, and Girl 7 crashing DAZ Studio 4.9 when one tries to fit Genesis 2 Female clothing to them that hasn't been resolved yet. I'm not sure which character alone or what combination of installed characters is causing that but it doesn't happen with fitting Genesis 2 Male clothing to Genesis 3 Male characters.
Personally, I feel, for the HD effects I've tried and when they are dialed all the way in, they are 'too much' and make the character look unrealistic and often look anatomically incorrect.
DS constantly crashes when opening my"centaur" files; error - "WARNING: libpng warning: iCCP: knownThe colour profile is very unlikely to be the issue - the library used by DS for handling images seems to throw those a lot, without its casuing any serious problems.
Removing geoemtry can cause morph issues on reload - but not usually crashes. Still, it is probably best not to delete if you can avoid it (instead assign a new surface or group and either make the surface invisible or assign the group as a selection set to an unwanted bone so you can make it invisible).
Buy Something That Doesn't Work in Carrara? Post your Questions and Workarounds here. (please)the secret headquarters works better after the UV wrap unchecked but you have to do it one by one as using the ABoo 23 to 3 hack makes the saved scene unloadable with an i/o error
it actually is mapped OK before but lights do not illuminate it until fixed'
also the reflection channel of all the shaders has maps making it very reflective, that might be easier fixed in DAZ studio apply DZdefault to all the shaders and delete those meshlights esp if using Carrara's engine, you can add the emission maps to the glow channels instead and if using Octane to the emission texture.
I made a light preset for the native engine as Misty has the set.
also the bridge and door rigging does not work
I made both props in D|S and created a morph target for the door but simply breaking the props into parts might be better in the vertex room, or rig in Carrara.
this is an Octane render using those included 3Delight unerenvironment meshlights as emitters
shading worked better less noise if used the model with emission maps in shaders instead of the meshlights
the iray version with awful camera import attempt and the subsequent Octane render with a few emitter map errors (names too similar)




















