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[Released] ManFriday's Seamster (clothes rigging for Daz Studio) [Commercial]
Hello everybody! It's been a while, but I've been busy working on something big that came out today.
https://www.daz3d.com/seamster
ManFriday's Seamster is a plugin for Daz Studio 4.21 and higher that makes rigging clothes for Daz Studio significantly easier.
Reduce your risk of Repetitive Strain Injury (RSI)!
Making 3D clothing for Daz Studio usually involves the following phases:
- Modeling and UV-mapping the clothing with 3D modeling software (such as Marvelous Designer) and exporting it in the OBJ file format.
- Importing the OBJ onto a Genesis figure in Daz Studio and rigging it (giving it bones and making them work with weightmaps and corrective morphs).
- Texturing.
Seamster helps with step 2, which many consider the most tedious part of making clothes for Daz Studio. It greatly reduces the many clicks that are normally required, reducing the risk of forgetting something along the way, which can otherwise lead to a lot of lost time and frustration. It imports your clothing OBJ and runs Transfer Utility with just two clicks. It helps you with checking and painting the weightmaps for all the bones and with making corrective morphs for certain bone rotations. It can also help with creating rigid follow nodes (RFNs).
Seamster has been developed with the help and support of some of the most respected clothing makers who are publishing in the Daz Store. I sincerely hope that this will make the tedious process of rigging clothes for Daz Studio much easier and produce more and better clothes for our favorite platform.
Attaching the PDF user manual which has an overview of what the product does, an introduction to riggingin in general, and all the details.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICI@Imago Si può esportare in FBX tranquillamente (al momento ho solo un problema con i joint che mi restano tutti orizzontali ma ci sto lavorando.. già ho appena scoperto come rendere la figura compatibile con le pose dei G9). Inoltre potresti usare le figure generate da Void Studio come sola base per creare dei morph tuoi (senza dunque distribuire il file).Problem applying custom eyelashes to figureI made a set of fibermesh eyelashes in Blender, then used the Transfer Utility to transfer the properties of the Genesis 8.1 Female Eyelashes to mine. It works, but when G8.1F's eyes are closed, the lash fibers get deformed. How do I fix this? Is there an alternate way of fitting the eyelashes?
Free Flexion Enhancement for G8/8.1F. Also SWM Flex Vein Controltakezo_3001 said:
Any hope for a G9 version?
G9 SWM Muscularity Morph Add-Ons, Adds Flexions, Bulk and Details - Daz 3D Forums
Requires the SWM muscle package, unfortunately I haven't been able to figure out a way to do the Flexing veins on G9 yet, because the HD morphs available to date don't have individual left and right areas. TD
Diffeomorphic - Animation not quite the same in Blender and DAZAvoid any fancy IK feature as stretchy limbs and tweak bones since that will not transfer to save pose preset, essentially daz animations are limited to bone rotations.
Nor will anything involving pinning hands or feet to a stationary object while the rest of the body is moving
which effectively defeats the entire purpose of creating the animation inside blender with its IK /Fk system in the first place.
On this page: https://www.andre-gaschler.com/rotationconverter/ , enter WXYZ values into Quaternion fields on the left (invert X / Y axis !), then you'll get the conversion result in Euler Degrees XYZ field on the right. (-1*X / Y / Z). The values must be different from what you get in DS while selecting Right Upper Arm joint, at last Keyframe....Then as Padone also suggested, just try the way of "Keep Daz Rig" and "Mute Control Rig" ... Then you'll get the correct value by using the above calculation method. I got it work with no problem.
I attached the calculation results with the way of MHX (ss1 ~ 2) only and the way of "Keep Daz Rig", (ss 3 ~ 5) as….eetc etc.
And after drilling down to that tediously granular level intervention you are still limited to fairly simple bone rotations with your “animated pose” sent back to Daz studio

Honestly it would be SOOOOOOOO much easier to just learn how to light render your Diffeo imports in Blender Cycles or even EEVEE for some things.Stretched fingersIf you have weird posing issues with a custom morph it might be that you need to adjust the rigging to your morph (look for "adjust rigging to shape" command).
Regarding pose presets in general: if you hold ctrl when clicking on a pose preset it should display a dialog where you can select which nodes it will apply the pose to, so you can apply a partial pose by selecting only some nodes.
Blender 4.0 obj import/export.Blender 4.0 doesn't have the "legacy" OBJ importer/exporter, which has a switch for "Keep Vert Order". Is there a workaround? It exports all the vertices but they're in the wrong order and you end up with a mess when you apply the morph.
Stretched fingersHello,
Sometimes, when I apply poses, characters fingers are stretched. And I meet the problem with the body morph I've created though I haven't changed anything on the hand. The rest pose is fine. Is there any way to prevent this behavior?
Problem with Anatomical Elements ending up partly inside the G9 & G8 bodyThanks. That was it! Mesh Grabber was selected. I didn't expect that tool would alter the character on initial load into a blank scene like that. The previous scene I did a morph for a clothing item and must have left Mesh Grabber selected.
Diffeomorphic - Animation not quite the same in Blender and DAZThe simple IK rig needs revision as noted at bitbucket. For MHX and rigify you can use the "keep daz rig" option then mute/unmute for baking. Avoid any fancy IK feature as stretchy limbs and tweak bones since that will not transfer to save pose preset, essentially daz animations are limited to bone rotations.
Character SplitterYes, Properties preset is what suits your workflow. It's a combination of :
- a Shaping preset, which saves the value (in range 0 to 1 or 0% to 100%) of the morph targets that have been applied. Note that if you've applied unsaved morphs, for example using MLP, they can't be saved as they only exist temporarily
- a Pose preset, which saves the transforms (location, rotation and scale) that have been applied
- a Material preset, which saves the surfaces that have been applied
You can "break" a base figure by saving any of its properties (morph, transform, material, render setting...) default value to something different than the base figure. For example, if you save a morph with a default value of 100% (or 1 if not using percent), it will be applied whenever you're loading the base figure. If you do this inadvertently, you can easily fix it by checking "Currently Used" properties in the Parameters panel to find the culprits, change their default to 0 and save them. This will permanently reset their default value to zero.
Character SplitterMike3D Just a quick update. I posted that question and got a reply from crosswind. When testing, crosswind didn't replicate my issue with loading in the MLP, however, did clarify the use of the shaping preset. And to my surprise, it doesn't save manual scaling. QUOTE: As for Shaping Preset issue, Scale belongs to Pose rather than Shaping..., so Shaping Preset won't work. You should save it as a Properties Preset with both Shaping and Pose (Hip + General nodes at least) checked. I would need more info before saving as a property preset. I made G1 unusable for a while by saving a character as a morph asset incorrectly. Which reminds me how great it is to have the clear instructions for saving in your script - knowing I can't mess things up and how to easily delete unwanted morphs - thanks for making it so user friendly!
/ peaceIs it normal for it to be this frustrating?SilverGirl said:
Richard Haseltine said:
You shouldn't need to adjust the rigging for store morphs - they should do all that themselves, and the effects just get stacked. If you can figure out which shapes are causing the problem, and if they come from Daz (or another store) I would report them (to Daz Tech Suport for anything bought here, usually to the artist for other stores).
Morph proction is pretty simple-minded - it just looks at how the adjacent area of the figure has moved and moes thata rea of the fitted figure accordingly. That does mean that enlarging or shrinking the breasts can look poor, especially if the artist had made some attempt to bridge the cleavage since the actual sternum area won't move and so the bridging section will be left behind as the areas over the breasts move. dForms and Push Modifiers can help, as can applying a Smoothing Modifier in Generic mode (the default, base Shape matching, tends to flatten out the effect of the morphs) but ideally you want clothing that has a custom morph to match the morphs you are applying to the figure.
Thank you for the detailed response. Prior to getting Daz in in November I'd wanted to try ditgital art for years but never had a box that could handle it, so I'm walking in clueless and it all kind of looks like magic to me. Can I ask - when you say "custom morph to match the morphs you are applying to the figure" - does this mean you're just using store-bought characters and sliding the percentages (like, 25/25/50% of three different pre-bought characters) works, but sliding the separate body-part adjuster dials invalidates that? (Sorry, I'm still trying to learn the lingo. I'll get there!)
A custom morph means that the clothing has been taken into a modeling or sculpting application (or adjusted with dForms and Push modifiers in Daz Studio, but that is trickier to bring off) to give a more considered match for the shape on the figure than the automatic match, then that is loaded as a morph with the same name (not label - you need to click the gear icon on the morph's slider and select Parameter Settings to see the name) so that when the figure is put in X% of Such-and-such morph the custom morph in the clothing will automatically take the same value. Without a custom morph of the same name Daz Studio just "projects" the shape, so that the clothing or other fitted item keeps the same offset relative to the new shape as it has relative to the base shape; that is why breasts frequently look vacuum wrapped, or every striation in a muscular morph is showing in the character's shirt. Unfortunately even restricting yourself to the base Body Morph set there are still so many shapes that clothing makers can't provide a custom shape for each.
The only shape I used was the Caucasian woman who comes with Daz Studio, all alterations done with the Daz G9 expansion pack (can't remember the name) with all the sliders that was mentioned in the tutorials that came in my welcome email. (Except the ears were mesh grabber, but I don't see why that ought to impact anything else.) She's not *drastically* different in build -- more athletic, scaled to 5' tall, and smaller-breasted (I'd say maybe a B-cup?), with a few other minor tweaks. That 'adjust rigging' trick fixed the hands problem entirely; her arms still don't go the right spots for a few of the poses I've tried (they tend to be tucked unnaturally through her body) but I can compensate for that, even if I'd rather not have to. The hands part was what did me in the most, I think, especially since nothing I did seemed to really fix it (understandably, since her joints were apparently in the wrong places).
It sounds as if the height adjustment is causing the issue - when you adjust the shape in a way that moves the modelled joints (the elbow, wrist etc.) the joints of the figure (the points about which it bends) need to move to match, otherwise you get really weird stretching. Adjust rigging to Shape looks at where the bending points are relative to the base shape and moves them so that they are in the same relative position in the morphed shape. How are you doing the height adjustment - using the Proportion controls?
Position coordinate transferIs there an easier way to transfer the pose and the position all at once? I've tried a few things and gone hunting on the forums/google and cant seem to find an answer.
Right now I copy the orgional character -> paste pose to new character -> Manually set the location translations and rotations to match the origional, delete the origional.
Apologies if there is a simple answer to this adn I have been too dense to find it
RRRR "As the story goes" Render Contest *CLOSED*Block #2 Pull #2
How Irina Met Sergei
When Sergei showed up in his Remus Rover and strode confidently to the stage, Irina forgot her lines, overwhelmed by his smile and manly shoulders, and the aroma of his roast beef sandwich.
Kept from pull #1:
2937 i13 SandwichesPull #2:
2718 H&C Weekend Casual Suit for Genesis 8 Male
5003 Rustic Theatre
4765 REMUS 02Also Used
Vladimir 8/M3D Igor morph + Edward 8 texture
The Business Hair for Genesis 3 Male and Female (Rendo)
Time Soldier Outfit Textures
Time Soldier Outfit for Genesis 8 Male(s)
Russian Hats for Genesis 3 Male(s)
Infinity Cove 3.0 with All New Morphing Terrain!
Pixel HD for Genesis 8 Female
Bernedette Hair for Genesis 8 Female(s)
Colors for Bernedette Hair
dForce Renaissance Dress for Genesis 8 Female(s) + Renaissance Dress: Milady
Skies of Sylva - 20 Forest Themed 8K HDRIs for Iray
Lawn Ornaments bench
Wagner Ponytail
Char Hair
Pure Hair: Charming
Pure Hair: Bubblegum for Genesis
Reinoa Hair
Pure Hair: Crazy
Pure Hair: Classic
Mathew Hair for Genesis 3 Male(s) and Genesis 2 Male(s)
Eliot Hair for Genesis 3 Male(s) & Female(s)Is it normal for it to be this frustrating?Richard Haseltine said:
You shouldn't need to adjust the rigging for store morphs - they should do all that themselves, and the effects just get stacked. If you can figure out which shapes are causing the problem, and if they come from Daz (or another store) I would report them (to Daz Tech Suport for anything bought here, usually to the artist for other stores).
Morph proction is pretty simple-minded - it just looks at how the adjacent area of the figure has moved and moes thata rea of the fitted figure accordingly. That does mean that enlarging or shrinking the breasts can look poor, especially if the artist had made some attempt to bridge the cleavage since the actual sternum area won't move and so the bridging section will be left behind as the areas over the breasts move. dForms and Push Modifiers can help, as can applying a Smoothing Modifier in Generic mode (the default, base Shape matching, tends to flatten out the effect of the morphs) but ideally you want clothing that has a custom morph to match the morphs you are applying to the figure.
Thank you for the detailed response. Prior to getting Daz in in November I'd wanted to try ditgital art for years but never had a box that could handle it, so I'm walking in clueless and it all kind of looks like magic to me. Can I ask - when you say "custom morph to match the morphs you are applying to the figure" - does this mean you're just using store-bought characters and sliding the percentages (like, 25/25/50% of three different pre-bought characters) works, but sliding the separate body-part adjuster dials invalidates that? (Sorry, I'm still trying to learn the lingo. I'll get there!)
The only shape I used was the Caucasian woman who comes with Daz Studio, all alterations done with the Daz G9 expansion pack (can't remember the name) with all the sliders that was mentioned in the tutorials that came in my welcome email. (Except the ears were mesh grabber, but I don't see why that ought to impact anything else.) She's not *drastically* different in build -- more athletic, scaled to 5' tall, and smaller-breasted (I'd say maybe a B-cup?), with a few other minor tweaks. That 'adjust rigging' trick fixed the hands problem entirely; her arms still don't go the right spots for a few of the poses I've tried (they tend to be tucked unnaturally through her body) but I can compensate for that, even if I'd rather not have to. The hands part was what did me in the most, I think, especially since nothing I did seemed to really fix it (understandably, since her joints were apparently in the wrong places).
I have done it. Female Draenei have been made!I did not make a draenei character for use by others. BUT have the recipie to make them.
1. Genesis 8 character (no other will work)
2. Succubus pack for Genesis 8 (https://www.daz3d.com/succubus-pack-for-genesis-8)
3. Tara for Genesis 8 or any other horn pack
4. Bone shaders (any will do)
5. Skin builder for Genesis 8 (https://www.daz3d.com/skin-builder-8-for-genesis-8-females)
6. EJ Fantasy Races Creator and Morphs for Genesis 8 Female(s) and Male(s) (I cannot find this on the store anymore, the succubus hooves will work, just not as well and not as customizable)
Step 1: Add a Genesis 8 Body, I recommend the plain one, you can morph it later
Step 2: Add the Succubus tail
Step 3: Add horns of your choosing
Step 4: If have have EJ Fantasy Races Creator and Morphs for Genesis 8 Female(s) and Male(s), Morph the legs into hooves shape 1
Step 5: With Geometery Editor, select ONLY the hooves from what is morphed and create a new surface named "Hooves"
Step 6: Apply the Bone shader of your choice (you will color this later to match your asthetic
Step 7: With Skin builder. apply the color skin you would like, (white, blue, purple, etc)
Step 8: Make any adustments you want to the tone before closing Skin builder
Step 9: In the Surfaces tab for your Genesis 8 character, select the pupils, sclara, eye moisture, irises, and cornea.
Step 10: Click the Shaders drop down, locate "Emissive" and apply it
Step 11: Chose your base color and emissive color. You will need to play with the level. I find lm/cm2 and 100 lumens works fairly well for most applications, Also the Tempurature will vary. I find higher for purple eyes, colder for bluer eyes and for yellows whiteish, use around 6000-7000K
Step 12: Select Genesis 8 character, go back to the surfaces tab and select the "Legs" surface
Step 13: Copy the Base color
Step 14: Select the "Legs" subsurface of the "SB Tail G8" surface
Step 15: Paste the Base color you copied from step 13. This will copy over all of the other required settings as well
Step 16: Go into Geometry Editor and delete the tail blade. Fun fact I found... if you doulbe-click a section it will select all the surfaces on that plane. SOO MUCH FASTER.
Step 17: Add hair if desired
Step 18: Select the Shaping tab > Ears section (if you have EJ Fantasy Races Creator and Morphs for Genesis 8 Female(s) and Male(s) or any elf character or similar)
Step 19: Alter the ears to match your asthetic.
Steo 20: Go into "Hands" section and use the "Longer Nails" and other nail morphs as needed to elongate the nails into claws.
Step 21: color the hooves and horns to desired look.
Step 22: (Optional): Go into the facial riggings and play with the nose, cheek and chin, resize them and/or move them as needed for you look. Also make use of the EJ Fantasy Races Creator and Morphs for Genesis 8 Female(s) and Male(s) and other morphs for the head in the settings
Step 23 (Optional): Add Nail, and Makeup materials and shaders as required.
If all goes well you have a Draenei.Daz to Cinema 4D Bridge - the mouth opens askewI hadn't bridged a character in quite a while, so I forgot about this issue. It's still there for me, and installing directly not only doesn't completely solve the problem, but makes some things worse. What makes the biggest difference is disabling the XPresso tag on the morph controller group and just controlling morphs through the pose morph tag on the figure mesh. The culprit appears to be some of the math nodes in the morph controller XPresso soup, because if you disable that XPresso tag and activate, for example, jaw open on the figure's pose morph tag, it works as expected.
Here's the jaw open morph as controlled from the morph controller:

And with the morph controller disabled, driven from the figure's pose morph tag:

You can also see the skeleton not aligned with the mesh, which is a problem I wasn't having before.
Face Transfer 2Yet another creation made with Face Transfer 2.
Let's appreciate/discuss today's new releases - ongoing threadbarbult said:
FenixPhoenix said:
barbult said:
ainm.sloinneadh said:
I'm a sucker for characters with their own thing going on, so I like the look of Herlinda's head shape: https://www.daz3d.com/mb-herlinda-hd-for-genesis-9
Going on my wishlist and will probably buy her sooner rather than later. For my own workflow, I've been creating a weight-mapped morph system similar to Meta Mixer, but using existing morphs rather than needing special variants of them. Characters like Herlinda work very well with weight-mapped morphing because you can mix in more of them before reaching a "won't change anything" state. At least, I suspect she'll work well - haven't bought her yet!
Is Magic Brush a new artist? I don't see many products under that name. I picked up Anda recently. I haven't tried her yet, but Herlinda and her appear encouraging.
Here's a render of Herlinda.
I don't own the product, but it almost looks like the normal map involving the button sewing was exported as Direct X rather than Open GL. If that holds, the fix would be to select the area for that and flip the green channel in a 2D Editor.
The buttonhole normal on the inside of the lapel digs into the cloth. The buttonhole normal on the outside of the coat cloth protrudes out. I don't think flipping the green channel will be a "fix". That would just make the ones on the lapel protrude and the ones on the coat indent. My main objection to the normal is the diagonal texture that doesn't look anything like keyhole buttonhole thread stitches. This is what a buttonhole looks like.
Normals start from the geometry normal, so if this is a dForce item with only single-sdided mesh you would probably need a double-sided shader so that the back could have the normals inverted.












