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Diffeomorphic: How did I get all these custom morphs into Blender?
I just realized that one of my characters that I have imported from daz to Blender with Diffeomorphic has a very helpful large set of custom morphs - all of them are expressions. But the funny detail is: I have not a clue how these expression morphs found their way into Blender. I absolutely have no idea what I did with this character in another way as I usually do it at the moment

I checked how to import custom morphs with diffeomorphic but all I found was to go to the the location where the custom morph file is stored and choose this file but as you may see from the screenshot there are many morphs from different products and I am absolutely sure that I did not move to all these files and added them manually. Another way may be favorite morphs (?) but then I have no idea how I defined them as favorite morphs . Can somebody give me a hint?
Where did these G9 Male and Female Actor installations come from ?felis said:
To my knowledge, there is no "character" for G9M and G9F. They are both obtained by loading G9 base and then apply the male or female morph. Those can of course be saved as "characters".
I can't explain how my newer PC has the Actors for the Male and Female got installed, but anyway, but yeah, I just slid the dial for the Masculaine Shape setting to 100% for my purposes.
Where did these G9 Male and Female Actor installations come from ?To my knowledge, there is no "character" for G9M and G9F. They are both obtained by loading G9 base and then apply the male or female morph. Those can of course be saved as "characters".
FBX doesn't match in other software - HELPhugoboesch said:
Unfortunatly that doesn't fix the issue. the bicep is still not the same between daz and the exported fbx. Is it due to some morph ? thanks
I'm afraint it's the best result that you can get with the current version of DTC bridge... esp. when you use HD morphs in DS.
On the contrary, if you export these stuff + HD mesh to Blender with Diffeomorphic Daz Importer, you'll get much better result even approaching to 100% accuracy.
FBX doesn't match in other software - HELPUnfortunatly that doesn't fix the issue. the bicep is still not the same between daz and the exported fbx. Is it due to some morph ? thanks
waist bulgesLeana said:
crosswind said:
You can transfer the morph targets of Skin Folds 'n Creases from G8 to G9 with Transfer Utility, by using G8's Clone on G9. (no HD mesh...)
These are HD morphs.
Yes, I just meant no HD mesh could be transferred... unless OP uses "that dhdm add-on".... Then use Jay's "suit method" to converte rather than using TU.
Actually just transfer Base mesh to G9 first, then doing some sculpting work + that add-on will be also fine enough...
waist bulgescrosswind said:
You can transfer the morph targets of Skin Folds 'n Creases from G8 to G9 with Transfer Utility, by using G8's Clone on G9. (no HD mesh...)
These are HD morphs.
Converting V4 textures to Genesis 3,8,9 MethodologyOh, that is a great tip about hiding mouth parts and eyes! I was thinking that might have been worth a try, since I'm not really worried about converting those textures - the iris textures I can do easily enough in Photoshop - but I wasn't sure if it was going to spit out errors. It will be easy enough to move and hide the parts I don't want, rather than trying to figure out how to replicate the helper morph that explodes the model into different non-overlapping pieces.
Thank you for the tip!
I'll give this a try as soon as I can. Things are crazy here at the moment, juggling too many things at once, but I might be able to attempt this the day after tomorrow.
Thanks for the help and the patience! It's really appreciated!
Daz Studio BETA - version 4.23.0.4! (*UPDATED*)Richard Haseltine said:
When you first use a morph, or bend a joint that triggers a corrective morph, the morph deltas (the shape change) have to be loaded from disc. Also, every time you make a change DS has to trace through the links to and from the changed bone/shape to look for links that may be affected by the change and so need updating.
Hi Richard;
Thanks for the knowledge. I already knew most of this. But I would like to point to the problem that "it happens all the time". So, not when first used.
Yesterday, I did something very drastic. Deleted almost all of my content, started by first uninstalling all connect items from the studio itself. And moved everything to the content directory by reinstalling everything from DIM. While doing this, at certain point I barely had any 3rd party plug-ins, only had genesis 3/8 and a few vanilla morphs give or take. Also my ssd drive was almost %90 empty. At this point, I opened a genesis figure, did the same test. UI froze again.
Unfortunately, I couldn't be able to identify root cause yet. However, this only occurs in Daz studio and during character movement.
waist bulgesYou can transfer the morph targets of Skin Folds 'n Creases from G8 to G9 with Transfer Utility, by using G8's Clone on G9. (no HD mesh...)
waist bulgesAn image of what you are after is usually better to get people to understand.
For tools there is D-former, but I think it would be hard to use.
There might be some morphs packages that can do that.
Or you can do it in an extern modeller and import as a morph.
How to remove gap between eyelash and eyeMore likely the issue came from character head morph(s) that you dialed on this figure. If you zero the head morph dial(s) and the issue's gone, that's it...
Then it'll be a bit cumbersome to make a fix... You just check if that's the culprit as above-mentioned first of all...
Roll back to 4.21 ?? Too many bugs in 4.22!Taisan6_70c3968caa said:
57331.fury said:
I`m having major issues with importing into Daz 4.22
The GoZ bridge no longer works. It sends the object to ZBrush, but when trying to send the item back to Daz, nothing happens.
If you try to manually load a morph through Morphloader Pro, the morph it creates is approximately 9500% smaller than the object that was used to create the morph.
If you do it manually with the morph loader you have to set the Export Scale in Zbrush . Default is 1 , For me it works when i set it to 100.
Hope that helps.
In effect the GoZ bridge uses the settings from the modo preset, so use that when importing a morph (or an object) from ZBrush created against geometry sent over the bridge.
Daz Studio BETA - version 4.23.0.4! (*UPDATED*)Dolce Saito said:
Richard Haseltine said:
Dolce Saito said:
I have some sort of instability with the latest beta update.
During powerposing (or *maybe* anything else requiring you to hold your mouse button in viewport) PBR or OpenGL, There are occasional freezes occuring. It unfreezes itself after around 3-5 seconds. Another way to unfreeze is to right click to somewhere else other than daz studio (like taskbar).
If I make this foreplay enough times, then daz studio crashes to desktop saying an access violation in qt4.dll or something. In the list of the stack, It caught my attention that it mentions "undo stack".
(Nothing in the log, rest of the system seems stable.)
Do you have the HEAT plug-in installed? if so is it the updated version or the original?
I don't have it. I've 551.86 studio drivers installed. I've yet to identify root cause of this problem, if it is a plug-in (I haven't installed any in a considerable amount of time) or something else. I also confirmed that there are no event log entries for any systematic problem or any other constant freezes occuring in the system. Only in the Daz Studio, and only during viewport operations.
Edit: I created a camera and did some orbit, zoom, fly operations with/without mouse. It IS stable. So, I've isolated it down to figure posing operations for now.
Edit 2: During posing, not only powerposing via mouse in the viewport, but also moving parameter sliders cause the same freezes if I hold any parameter slider and drag left-right for enough duration.
Edit 3: Did some random figure animations. And if I move frame slider, it can cause this freezes again. Playing a timeline which includes figure movements can also cause this. In general, I isolated this to the figure movement in the viewport for now.
When you first use a morph, or bend a joint that triggers a corrective morph, the morph deltas (the shape change) have to be loaded from disc. Also, every time you make a change DS has to trace through the links to and from the changed bone/shape to look for links that may be affected by the change and so need updating.
A simple triangular plane for Daz?Just for the fun, I spent a little while creating a morphing triangle prop. The apex of the triangle (behind the character) can be moved in X and Z. The movement is 1cm = 1% morph at 100% scale. Morph "Corner X Movement" = +/-86.6% to make the triangle into a rightangle triangle. Yep, I know the number is horrible, but with an eqilateral triangle, some numbers always will be. The triangle is UV mapped from above, scene X axis the image horizontal axis, though no texture is included. The texture will distort as the triangle apex moves.
Anyway, please find below a Floor Triangle prop library item with two morphs, tex mapping, a duf file, .duf.png and .tip.png & data files. I cannot imagine it's possible to have a prop with fewer than the 1 facet and 3 vertices this prop has...

I hope it's worth the effort!
Regards,
Richard
Converting V4 textures to Genesis 3,8,9 MethodologyI personally use Ultimate Unwrap3d or Zbrush to transfer textures and mostly use genesis1 to get to the other figures
I do obj export collapse UV tiles for UUW3D
Zbrush trickier, I use a UDIM version of Genesis 1 no longer available
Converting V4 textures to Genesis 3,8,9 MethodologyThanks for the input, WendyLuvsCatz!
I know about the figures needing to match up with the same zero pose, so that's at least one thing that's clear for doing the texture transfer! Everything after that gets a bit foggy.
As mentioned in the previous posts, I'm having some trouble getting the clone shapes or the V4 UV sets to hold when I'm exporting the G8 figure. But I'll be giving the FBX export a try tonight and also giving G3 a whirl, see if I have more luck with that. I might even drop back to G1 and see if I can get that to export out correctly. I think if I can at least get my V4 textures converted to one of the Genesis figures, it will make it much easier to transfer them across to other generations. I'll be focusing on G3 and G8 for my V4 textures, so I'm not looking to transfer them a dozen times... getting them to transfer once seems to be the trick.
Converting V4 textures to Genesis 3,8,9 Methodologyas long as both figures are the same shape, you should be able to transfer baked textures
you don't need geografts just clone shapes
each generation has one for the previous one and G1 has V4 UVs
the clones are not exact, for example G9 legs need reposing to match G8
so make sure you match them up, the shrinkwrap modifier in Blender might help
Certain object can't be imported using morph loader.Yes, I did tick the selected object only. But still not working.
If I just imported the object NOT through morph loader
https://prnt.sc/7Xek86Q8iDm5the scene info shows the same number between the original and the one from blender. The differences only the name of the object and class.
Could class differences causes the problem?yet it still throws error when through the morph loader.
can you import it through the morph loader?
The right way to export Victoria 4 into, and out of Daz?Oh... how does that result came from.. by importing a morph or sth. ?
As for Blender / "No delta" issue, I'm sorry that I forgot to mention..., AFAIK, you have to first of all convert V4 to Weight Mapping - General Weight. Then when exporting V4 to OBJ, uncheck "Ignore Invisible Nodes" as there's a hidden node "eyeBrow" on V4 (or unhide it)... otherwise you'll get geometry mismatch error when importing OBJ from Blender to V4 with MLP...










