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Can I upload my weight map?
Richard Haseltine said:
What do you mean? If you want to save a weightmap separately from the geometry in DS there isn't a feature that does that directly, but you could copy it to a dForm's weightmap and save that as a preset (as is done with the HeadSplit dForm for splitting Head/Body shapes from a full body morph in the recent Genesis figures)
It's inconvenient for me to edit weights in DAZ
I want to edit the weights in blender and then transfer the weights to the model in daz
But I don't know how to do this.
The only thing that comes to my mind is
Save a copy of the model as an obj file
And then load the model into DAZ and apply Copy Weights to the selected object.
This is just an example of how it could work in blender.
I don't know how to do this for dazStar Trek Builders Unite 8: THE REBOOTwith out archer just the trip morph wont help much , however if you are indeed offering the morph , i would like to aee a render of it first . i was wanting to do a render from the one epesode wher trip and archer were lost in the desert
i dont suppose anyone has a lead on a genesis 3 or 8 archer morph
Can I upload my weight map?What do you mean? If you want to save a weightmap separately from the geometry in DS there isn't a feature that does that directly, but you could copy it to a dForm's weightmap and save that as a preset (as is done with the HeadSplit dForm for splitting Head/Body shapes from a full body morph in the recent Genesis figures)
[Released] RSSY Hair Converter from Genesis 8 to Genesis 9 [Commercial]RiverSoft Art said:
Dolb Hair worked for me after setting Auto Follow Transforms. Librarian hair (Short Hair conformer) required Auto Follow Transforms AND setting the Converter Morph to -100% (and smoothing to finish up):

I need to look into whether the converter morph being off is a problem more generally, but the conversion did work.
SInce things are working for some people and not for others, I think people's problems can be a couple big factors:
- Not loading a new scene before trying the converted hair
- Not deleting the data files before reconverting.
Okay, so Dolb hair now RANDOMLY obeyed Autofollow. I swear I tested it with the old conversions removed (from data and target folders AND AppData) and Daz Studio was shut down and restarted.
I did the same with Greyson hair and it still mucks up.[Released] RSSY Hair Converter from Genesis 8 to Genesis 9 [Commercial]Dolb Hair worked for me after setting Auto Follow Transforms. Librarian hair (Short Hair conformer) required Auto Follow Transforms AND setting the Converter Morph to -100% (and smoothing to finish up):

I need to look into whether the converter morph being off is a problem more generally, but the conversion did work.
SInce things are working for some people and not for others, I think people's problems can be a couple big factors:
- Not loading a new scene before trying the converted hair
- Not deleting the data files before reconverting.
My auto fit list is missing some characters?So I need where do I get clones to transfer V4 clothes to G8?
Celebrity Look-a-Likes for 3D figures Part 4Lindsay Wagner as Jamie Sommers from "The Bionic Woman":

Character Morph and Texture: https://www.renderhub.com/3duk/amelie-bridges-for-g8f
Hair: https://www.daz3d.com/biomorph-beauty-hair-for-genesis-8-and-81-females
Dress: https://www.daz3d.com/lovely-girl
Cloak: https://emmaandjordi.gumroad.com/l/ytwqwf?layout=profile
Looking for a couple specific morphs--G8F or G9I hope this is the right place. I haven't been here in ages. I'm looking for a lookalike face morph of mid-90s Claudia Christian and mid-90s Jennifer Lien (with or without the Ocampa ears). I'd prefer G8.1F but G9 is fine, too. I've tried googling but found nothing. Thanks!
Star Trek Builders Unite 8: THE REBOOTI have a Trip morph. What would this be for?
Analogue jcm for Anatomical Elements?Well, I have no idea about what an analogue JCM is... but if you want to make pJCMs on a geo-graft of anatomical elements, actually you need neither of the above ways, as well as diffeomorphic add-on (standard import / exporting will do, neat and fast...)
1. After posing the figure as needed, just export the anatomical element (Base Resolution!) via File - Export... (wavefront OBJ). Use the settings in screenshot 1. Import OBJ into Blender, sculpt its shape as needed, export to OBJ file.
2. Import OBJ file with Morph Loader Pro with the settings in screenshot 2. (create new or update an existing pJCM...)
3. If it's a new pJCM, set ERC Link in b/t the joint rotation(s) and pJCM in Property Hierarchy.Be noted:
1) Since the geo-graft is conformed to the figure's body mesh, you don't have to worry about issue of seamlessness. Just sculpt on it in Blender as needed, with Mesh Boundary option or Mask(s);
2) If you do need the figure as a reference when sculping on the geo-graft, export the figure + geo-graft to OBJ file by Ctrl + Selecting them in Scene pane (with the settings shown in screenshot 3). But before export, remember to press Alt Shift + G to make the geo-graft floating, otherwise their mesh will be merged...How do I make my characters' clothes distort for specific scenes?luan.yang said:
crosswind said:
Though Mesh Grabber has limitation and is not almighty, there're still quite a few tricks, as per the case you have. For instance, it has no flexible selection function as well as mask, but for "opening a pocket", as long as there're separate surfaces (or you create separate surfaces yourself...), you can quickly make it by using Geometry Editor + Mesh Grabber, as shown in the ss. Only fine-tuning the shape will take some time...
As for making "take-off shapes", only using MG may not bring you 100% good results. Though it depends on the result you want to get, better wisely use the ways of MG, dForce, dFormer + Weight, Transfer Utility, etc, as others mentioned above.
So, if you don't want to learn Blender for the time being, going for using Mesh Grabber may be a good choice. But still, as a Blender user, I strongly suggest you learn it. It's a game changer for DS users...
I actually know a little about Blender, but very little because I don't find the Blender interface very intuitive or very easy to learn. There are so many shortcuts and commands that I get confused and forget them relatively easily. Before I ventured into Daz Studio, I used 3DS Max a lot, which for me has a more "friendly" and easy-to-learn interface compared to Blender. The problem is that I don't have 3DS Max installed on my PC because it's paid software, and unfortunately my student license has expired 2 years ago and I won't be able to get back to using it so quickly without paying a fortune!
Well, about the Mesh Grabber, I'll buy it and test it later on my characters' clothes to see what the result looks like, but I'm going to say right away that for me, Fit Control seems to have a better result for what I want to do, since I looked at the product description and its images on Daz Shop, and the result I saw is exactly what I need in terms of "distortion" and "manipulation" of the meshes of my characters' clothes. It doesn't have to be something very advanced or extremely realistic, but at least it would have a satisfactory result and I really liked what I saw in Fit Control.
Yea, at the end of the day, it'll be always up to you choice. I also own Fit Control, but I have to say it's just limited... to those provided morphs... In quite a few cases, I still had to deform the mesh on wearables with other tools to make them more natural...
But if you find those in-box morphs quite meet what you need, then it would be a good choice.
How do I make my characters' clothes distort for specific scenes?crosswind said:
Though Mesh Grabber has limitation and is not almighty, there're still quite a few tricks, as per the case you have. For instance, it has no flexible selection function as well as mask, but for "opening a pocket", as long as there're separate surfaces (or you create separate surfaces yourself...), you can quickly make it by using Geometry Editor + Mesh Grabber, as shown in the ss. Only fine-tuning the shape will take some time...
As for making "take-off shapes", only using MG may not bring you 100% good results. Though it depends on the result you want to get, better wisely use the ways of MG, dForce, dFormer + Weight, Transfer Utility, etc, as others mentioned above.
So, if you don't want to learn Blender for the time being, going for using Mesh Grabber may be a good choice. But still, as a Blender user, I strongly suggest you learn it. It's a game changer for DS users...
I actually know a little about Blender, but very little because I don't find the Blender interface very intuitive or very easy to learn. There are so many shortcuts and commands that I get confused and forget them relatively easily. Before I ventured into Daz Studio, I used 3DS Max a lot, which for me has a more "friendly" and easy-to-learn interface compared to Blender. The problem is that I don't have 3DS Max installed on my PC because it's paid software, and unfortunately my student license has expired 2 years ago and I won't be able to get back to using it so quickly without paying a fortune!
Well, about the Mesh Grabber, I'll buy it and test it later on my characters' clothes to see what the result looks like, but I'm going to say right away that for me, Fit Control seems to have a better result for what I want to do, since I looked at the product description and its images on Daz Shop, and the result I saw is exactly what I need in terms of "distortion" and "manipulation" of the meshes of my characters' clothes. It doesn't have to be something very advanced or extremely realistic, but at least it would have a satisfactory result and I really liked what I saw in Fit Control.
How do I make my characters' clothes distort for specific scenes?Matt_Castle said:
luan.yang said:
this Mesh Grabber could be useful, since I don't know how to use Blender properly lol.There's two important limitations to bring up with Mesh Grabber:
1) It can only drag around the mesh that's there. It can't, for example, make a character unbutton their trousers if the fly is just painted on on the textures and the clothing is a joined mesh. Mesh Grabber has no capacity to split the mesh.2) It's also proximity based. Separating two surfaces that are very close - even if they're not actually joined in the mesh - will be very difficult.
Blender - while it still has to follow some rules to keep changes you make compatible with the original - can make such changes.
By chance with this Mesh Grabber could I, say, make the clothes distort if I pose my character by taking off her clothes?Characters taking off their clothes is very difficult to achieve well; with an exception of maybe products that provide specific pose/morph sets for specific items of clothing (and even then it's rough around the edges), this is advanced stuff, and you can't expect any one product to handle it magically.
I discovered that Fit Control can apparently facilitate this process of manipulating and distorting clothes, and the result I saw in the images on Daz Shop is very close to what I'm looking for at the moment. I don't know if Mesh Grabber can achieve the same result because I didn't used it first, but if the result is better with Fit Control, I will definitely use it instead of Mesh Grabber or the native option that comes with Daz.
Analogue jcm for Anatomical Elements?Hi all
I want to create jcm an analogue only for genitals. Tell me the right path to take.
How do I imagine it:
1 way
-I import the model into BLEDNER(diffeomorphic).
-I do "Merge Geografts" .
-I can create new ones "shape keys". Everything is good and beautiful, but since the model mesh has changed I can't take it all back to Daz studio.
2 way
-I import the model into BLEDNER(diffeomorphic)
-I do "Merge Geografts - geometry nodes".
-Now I have 2 meshes.I can return a body with a ready-made morph back in DAZ the form *.obj.
-Genitals can also be returned back daz studio (obj), but the sculpting process itself is terrible since we already have 2 meshes and the seam is constantly visible.
3 way
-Change the number of polygons in the standard model daz (sew the genitals to the body).
-I import the model into BLEDNER(diffeomorphic).
-Сreating new morphs and bringing the whole body back daz.
-There are probably many risks here that I don’t know anything about yet.
Please tell me in what direction to move.
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]jtdekoning said:
Here's an updated head comparison. I used the Convert Scene Character to run the conversion While now it looks like the converter put up the sliders for the converted G8, it doesn't lool like they were actually applied. I've also attached a copy of the log file fromafter letting the process run.
From the log, it looks like you did a bunch of conversions. At least the first one looked like it ran ok. If you dial in each of the converted morphs separately one by one, which ones seem to be not close to the original morph?
Cloth get messed up when I morph loader the figuremorph the hijab too then
How do I make my characters' clothes distort for specific scenes?Though Mesh Grabber has limitation and is not almighty, there're still quite a few tricks, as per the case you have. For instance, it has no flexible selection function as well as mask, but for "opening a pocket", as long as there're separate surfaces (or you create separate surfaces yourself...), you can quickly make it by using Geometry Editor + Mesh Grabber, as shown in the ss. Only fine-tuning the shape will take some time...
As for making "take-off shapes", only using MG may not bring you 100% good results. Though it depends on the result you want to get, better wisely use the ways of MG, dForce, dFormer + Weight, Transfer Utility, etc, as others mentioned above.
So, if you don't want to learn Blender for the time being, going for using Mesh Grabber may be a good choice. But still, as a Blender user, I strongly suggest you learn it. It's a game changer for DS users...
Cloth get messed up when I morph loader the figure...and Reverse + Delta Only set in MLP should not bring your wrong result of projected morph on Wearables. Yes, better post some screenshots ~~
Yet Another Figure IDGhostofMacbeth said:
I think it might be https://www.daz3d.com/wolfgang-81 with a bit of a broken nose added
Yes, that's what I was thinking as well, but the nose through me off. I wonder if that's a morph available somewhere... Thanks for confirming!
How do I make my characters' clothes distort for specific scenes?luan.yang said:
this Mesh Grabber could be useful, since I don't know how to use Blender properly lol.There's two important limitations to bring up with Mesh Grabber:
1) It can only drag around the mesh that's there. It can't, for example, make a character unbutton their trousers if the fly is just painted on on the textures and the clothing is a joined mesh. Mesh Grabber has no capacity to split the mesh.2) It's also proximity based. Separating two surfaces that are very close - even if they're not actually joined in the mesh - will be very difficult.
Blender - while it still has to follow some rules to keep changes you make compatible with the original - can make such changes.
By chance with this Mesh Grabber could I, say, make the clothes distort if I pose my character by taking off her clothes?Characters taking off their clothes is very difficult to achieve well; with an exception of maybe products that provide specific pose/morph sets for specific items of clothing (and even then it's rough around the edges), this is advanced stuff, and you can't expect any one product to handle it magically.










