-
XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)
...OK I did a pretty stupid thing. . I accidentally transferred a full body and head morph for a G3 character (Rain) that already had a value of 100 set in the slider to G8F. When I opened one of my characters to work on a scene I found that the transferred shape totally messed up the character. I closed that scene and loaded the base G8F figure. I deleted boith fhe full body and head the property but when I went to close the scene again the programme queried me if I waned to save it, the trouble is If I did that it would save the Base G8F to the folder where my other custom characters are located, not the one where it's supposed to be. I thne navigated to the top G8F folder in Daz>Library>People anbd saved it there but the default "G8F" icon was replaced with with one showing the character as it appears in the viewport. The worst part,the sliders I deleted returned again.
ETA:
After a bit I figured out what needed to be done. To remove the unwanted morphs I had to go into the Library>Data folder navigate to the Genesis 8>Female>Mrorphs>XTransfer folder to delete the folder containing the Rain Character morphs . That apparently worked save for I sitll have that odd icon in the content tab for the Base G8F figure andI now get an annoying popup about missing files for Rain character body/head shapes when I open base G8F one of the cahracters based on it or any saved custom characters I created,.
Oh well, I guess I'll have to be stuck with that as the only other way I think will totally fix everything to where it originally was would be to uninstall and reinstall the G8F essentials but that would likely delete all the morphs, settings and shapes that were already transferred.
Dforce Result + MorphYou can try: Clear the simulation result, then import OBJ by MLP... with Reverse Deformations: Yes, Overwrite Existing: Deltas Only.
Also, check if Enable Smoothing is On before exporting to OBJ... sometimes smoothing will bring you subtle change after importing the morph.
Can you transfer just the head from a morph say from G8M to G9?I have a character I have transfered from generation to generation. It all started with M4 when I got started in Daz in 07. But with the last transfer, there is an issue with the nipples not lining up with any textures for G9. I was wondering if there was a way to transfer just the head from G8M to G9. The simpler the better, because I have had many problems transfering morphs in the past.
Dforce Result + MorphWhat state is the model in when you import the morph? Is it posed? Is the simulation still applied?
Character SplitterMike3D Thanks for the reply, that workflow idea helps! /
peace Currently you can't save only the head or the body. However, before closing the script once finished :- go to the last tab : you will notice that the Head, Body & CTRL names are already filled
- press "Find Morph(s)"
- uncheck the morph(s) you want to keep (head or body). For the head, don't forget to also uncheck separate related morphs (Eyelashes, Tear, Eyes, Mouth, Eyebrows)
- press "Delete Morph(s)"
Alternatively :
- go to the last tab
- remove the morph to keep (eg. remove Head name if you want to keep the head)
- press "Find Morph(s)"
- press "Delete Morph(s)"
Dforce Result + MorphWhen a cloth is dforced.
Then we export to 3rd software for a bit of sculpting and imported back,
The result is not exactly as sculpted.Some area that isn't touched/sculpted could also changed.
My question is in the situation I need to sculpt the dforce result, how to import it back without have to deal with the problem?
Tara 9, breaking your heart, stealing your soul.Pax Asteriae said:
Tara makes a pretty cute incubus guy. I set the body to Masculine, used Minjun's body and Fitness 100, applied the head morph and scaled up the head a bit. And yet again I forgot to fix DAZ's weird skin setup...
Very good looking
Tara 9, breaking your heart, stealing your soul.Tara makes a pretty cute incubus guy. I set the body to Masculine, used Minjun's body and Fitness 100, applied the head morph and scaled up the head a bit. And yet again I forgot to fix DAZ's weird skin setup...
Who is this amazing character?Having worked with the guy who made the original 4 arms set for genesis 1, I can attest how much work went into it. Unfortunatly customers want it to have as many morph variations as the base figure, and that is not an easy task. It really becomes much more work than the return would bring, since it is such a niche product on its own anyway.
I have tried a number of times to create various kinds of work-around projects to achieve this 4 armed look.....but they just would never be the quality I (or customers) would expect in the end...there would always be a level of post work required.Plus, like it was pointed out...clothing just would not work with it.
There really is no good way to make this as a viable product...at this point (who knows what tech innovations may come in the future)
Multiple characters sliders activated when I load a G9 charactersThe MGAB artist (not sure where it is sold) didn't save the morph the correct way. I would report it to the store. Beyond that you can edit the default value.
Character SplitterMike3D said:
Version 3 available

Changelog:
- excluding head bones for body morph and body bones for head morphs
- addded tutorials for D-Former creation and 'Reference Vertex' use
- added checks for mandatory plugins on startup
- added checks for D-Former number of vertices matching base figure
- 'normalized' becomes the default mode (previously 'WYSIWYG')
- updated user manual (added plugins page)A great tool and really simple to use, I have converted about 20 characters until now (with v2) and always without problems.

But it seems, there is a small issue with Genesis 8.1 - function SetRefVert() doesn't have a conditions for the 8.1 base. If you convert a character based on 8.1, the Vertex field on Body tab remains empty. Your lines in the script:
else if (n.lastIndexOf('Genesis3F') === 0 || n.lastIndexOf('Genesis8F') === 0) v = '3127';
else if (n.lastIndexOf('Genesis3M') === 0 || n.lastIndexOf('Genesis8M') === 0) v = '2926';I added G8.1
else if (n.lastIndexOf('Genesis3F') === 0 || n.lastIndexOf('Genesis8F') === 0 || n.lastIndexOf('Genesis8_1F') === 0) v = '3127';
else if (n.lastIndexOf('Genesis3M') === 0 || n.lastIndexOf('Genesis8M') === 0 || n.lastIndexOf('Genesis8_1M') === 0) v = '2926';And now G8.1 also works without issues.
Character SplitterCurrently you can't save only the head or the body. However, before closing the script once finished :
- go to the last tab : you will notice that the Head, Body & CTRL names are already filled
- press "Find Morph(s)"
- uncheck the morph(s) you want to keep (head or body). For the head, don't forget to also uncheck separate related morphs (Eyelashes, Tear, Eyes, Mouth, Eyebrows)
- press "Delete Morph(s)"
Alternatively :
- go to the last tab
- remove the morph to keep (eg. remove Head name if you want to keep the head)
- press "Find Morph(s)"
- press "Delete Morph(s)"
Blender 4.0 obj import/export.As I said before, I just doubted the problematic morph you dialed was not the one you'd imported in such a way... otherwise it didn't make sense.
Some tests can simply prove that...And as per my exp., that sort of distortion you posted usually comes from applied Modifier(s)...
Character SplitterMike3D Thanks for the tutorial! QUOTE: Note that if you've applied unsaved morphs, for example using MLP, they can't be saved as they only exist temporarily. That info could really help to avoid some confusion! And that very important point about how you can "break" the base (etc.) by saving the default value to anything other than zero - and how to fix it. 'Pretty sure that's how I messed up G1. And as I recall, it's also important to choose "modified" when you have that option (saving as a morph asset? I haven't done it right yet). I've saved things that wound up being huge, like 2 gig, probably cause they include every one of the installed morphs for the figure.
I did have a question: In one session, can you use the script to save only the head or body?(like when you have a good head but need to redo the body). That would create less unwanted files to delete, and avoid file naming confusion. Thanks very much for your support / Happy
Day ... Happy
Day everyone! / peaceAniblocks and Animations Export - DazToBlender Bridgehabibsoufi said:
benniewoodell said:
Check out the diffeomorphic plug-in, you can import animated sequences in as a pose preset. Just have to go to poses and then import action, have your animation saved as a pose preset and it'll be brought in. And there's sliders for viseme and expressions in diffeomorphic as well. Right now facial expressions do not transfer over, but in another thread it was mentioned Thomas is working on that right now, so hopefully soon. The materials have some differences between Daz to Blender Bridge and Diffeomorphic, if you prefer the DTB Bridge, just save the character as it's own file, bring it in with diffeomorphic and then append the materials from the other file and just switch the materials out. That's still way faster than importing pose by pose. For me it's really hit or miss, some characters look fantastic in diffeo and meh in DTB and vice versa, so it's just a matter of playing around with it.
A whole freaking day I was looking for a solution to this with no success until I found this, thank you sir.
You are very welcome, glad I could help!
What is your favourite G8F character?Zelara 8 for her skin as a hands down favourite, which looks great regardless of the underlying morph. Millawa 8 as a character, but the shading at her nostrils forces me to use at least 40% of her morph with her skin or the shading shows. Kala 8 as a character because she renders like a photograph out the box, but she's a bit too masculine with 100% of her morph, and I've found it difficult to retain the photorealism after altering her skin or morph.
Crossing GenerationsIf you don't want to buy any converters, try these videos. I used to use GenX, but it stopped working on my computer. I do use the Zevo converter from G3 to G8, but for other conversions, this method works well: https://youtu.be/ak6Nlfid5CQ?si=c0peS9UpjfOYcB_U
If you have a character dialed in, it may be less work to convert it into a single morph, then transfer it to the other generation: https://youtu.be/mZ1TOAqIzeU?si=eJjAWX4OHUAsW5wK
I've used these methods without any problems.
No nipples on G9 ?felis said:
You are not allowed to show barebreasted females. Not sure if ok, if you removed textures.
That would be OK
But essentially that is what you get with the base implementation.
You could get something like https://www.daz3d.com/genesis-9-body-shapes
that has some more, and then charcters might have a nipple morph.
The issue with G9 is that although G9 overall has a higher mesh density, then it is more homogenious, meaning that in base resolution there is not enough mesh to shape nipples, so they require a HD morph, which is only avaioable for Daz PAs.
No nipples on G9 ?You are not allowed to show barebreasted females. Not sure if ok, if you removed textures.
But essentially that is what you get with the base implementation.
You could get something like https://www.daz3d.com/genesis-9-body-shapes
that has some more, and then charcters might have a nipple morph.
The issue with G9 is that although G9 overall has a higher mesh density, then it is more homogenious, meaning that in base resolution there is not enough mesh to shape nipples, so they require a HD morph, which is only avaioable for Daz PAs.
Clothes disappear in the figureYou appear to have a morph applied to the figure - by design or because something isntalled was not set yup correctly - and that is not being projected into the fitted items - which generally any morph should be, certainly suggesting this is a badly done character shape from somewhere.












