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Who said Blender was hard?
Hmm Gedd, I wonder if you've noticed this; when creating morphs in Blender, even with all aspects zeroed before exporting from Daz, I'm getting slight movement on the morph everywhere on G3F.
I tested on a figure I didn't alter in Blender; I imported it, then immediately exported. I get the same.
It's something you aren't noticing with G2 or earlier I take it?
I haven't played with morphs recently and not at all with G3. I'll try and test it later. Hmm, wonder what I did the morphs in my sig with?
Not actually tried it for many months until recently; I'm wondering if I've forgotten something when importing and exporting. The morphs work fine it's just the slight adjustment to all parts of the mesh that doesn't make sense; especially as I tested it by just importing and exporting without changing.
Another free face for M4 /Amiroh??
it's a no ++ morph only for m4. pm me if there's an issue with the file please so i can correct it
Oh ok I will try it again and see if it works for me tonight as I need to make a new charactor for my newbie challenge render anyway :D
Who said Blender was hard?Hmm Gedd, I wonder if you've noticed this; when creating morphs in Blender, even with all aspects zeroed before exporting from Daz, I'm getting slight movement on the morph everywhere on G3F.
I tested on a figure I didn't alter in Blender; I imported it, then immediately exported. I get the same.
I haven't played with morphs recently and not at all with G3. I'll try and test it later. It's something you aren't noticing with G2 or earlier I take it?
Arki, You ROCK!!! Welcome All from RDNA!!!BTW, for the women clown/mime and clown/mime textures that I also purchased this morph has one of the most beautiful V4 bodies I have seen:
http://www.daz3d.com/petra_talia
You can't see the original nude promo images here but if you use archive.org you can find the Runtime DNA product page with the nude images.
JeanZ for Genesis 3 [Commercial]Those having issues in 4.8 and looking to keep using the JeanZ I did find a temporary workaround.
You can update the hierarchies/weight maps using the Transfer Tool. The weight maps in the groin area will be off, but it will be useable until I can get the installer updated.
where can I find this transfer tool?
Ahh, it is a little hidden. This image should help. If you have any issues just let me know.
It should also be in the Edit>Figure menu
Who said Blender was hard?Hmm Gedd, I wonder if you've noticed this; when creating morphs in Blender, even with all aspects zeroed before exporting from Daz, I'm getting slight movement on the morph everywhere on G3F.
I tested on a figure I didn't alter in Blender; I imported it, then immediately exported. I get the same.
JeanZ for Genesis 3 [Commercial]Those having issues in 4.8 and looking to keep using the JeanZ I did find a temporary workaround.
You can update the hierarchies/weight maps using the Transfer Tool. The weight maps in the groin area will be off, but it will be useable until I can get the installer updated.
where can I find this transfer tool?
Ahh, it is a little hidden. This image should help. If you have any issues just let me know.
JeanZ for Genesis 3 [Commercial]Those having issues in 4.8 and looking to keep using the JeanZ I did find a temporary workaround. You can update the hierarchies/weight maps using the Transfer Tool. The weight maps in the groin area will be off, but it will be useable until I can get the installer updated.
Thanks very much for checking into this! My request for a refund hasn't gone through yet, so I was able to try your workaround and it works well. I do appreciate the way you're supporting your product & users.
Cosmo, look under the Edit menu, Object --> Transfer Utility.
JeanZ for Genesis 3 [Commercial]Those having issues in 4.8 and looking to keep using the JeanZ I did find a temporary workaround.
You can update the hierarchies/weight maps using the Transfer Tool. The weight maps in the groin area will be off, but it will be useable until I can get the installer updated.
where can I find this transfer tool?
Moving On From HexagonAs far as I can tell there shouldn't be issues, there is a great deal of control over how complex the final model is polygon wise if one desires to go that deep. I haven't done anything but base rendering textures included in the program so far, so I can't speak to its UV mapping capabilities. But it does have extensive sculpting tools, so if one wants to get down to the poly level, it's rather easy, although I find it's not necessary so far. Fusion 360 has plugins to transfer to some 3D renderers livelinked, but it does have its own built in renderer with materials. But if one really needs to texture and has issues, it is fairly easy to break up models into their lesser components, so that one could texture whole sections or areas or 'panels' of a model at once without having to fuss with individual polys.
Moving On From HexagonNurbs modeling with parametric functionality has many advantages over a polygonal modeler. However, if there is a need to export the model to a different rendering application, there are a few issues to deal with.
- Triangulation (also known as tesellation) from nurbs models commonly produces long, spikey triangles which are prone to rendering artifacts. There's only one nurbs modeler that I am aware of that can export triangulated models with control over the ratio of the edges.
- Materials or textures and UV coordinates don't transfer from the nurbs modeling app to a triangulated model. Unless there is a need to do any rendering in the nurbs modeling application, materials, textures and UVs should only be added in the rendering application to avoid doing it twice.
Some nurbs modelers have a plugin or bridge to transfer to a specific rendering application, so it may be possible in that case to use the texturing tools in the modeling app. It's probably a good idea to compare the texturing functions between the two applications to see if theres an advantage of using one over the other.
JeanZ for Genesis 3 [Commercial]Those having issues in 4.8 and looking to keep using the JeanZ I did find a temporary workaround.
You can update the hierarchies/weight maps using the Transfer Tool. The weight maps in the groin area will be off, but it will be useable until I can get the installer updated.
Sickleyield Rigging and Morphing System projection template problemSo I'm on a Mac, got the SRMS, tried rigging something with it. None of the projection templates appear in the drop down menues of the transfer utility dialouge box as shown in the pdf, just the standard projection templates. Checked the folders in my library and everything seems to be where it should be. Any ideas? Thanks.
JeanZ for Genesis 3 [Commercial]Have bought all JeanZ since the original ones for original Victoria apart from the Freak ones, and am pleased to see versions for Genesis 3. I suppose I will be gettig them, though a little concerned by ColinFrench's problem as I also use DS 4.8.
Is the mesh vertex compatible with e.g. the Genesis version, so morphs can be just passed from one to the other (like your new ones)?
I am, though, very sad you never made a Genesis 2 - especially a G2F - version. I need jeans for a G2F female character for a lengthy story that have to fit a lot of criteria (pose, style - they need to be loose and mid waisted, and almost all other jeans produced by others are tight skinny very low-rise types - and open type morphs, pllus good bending on thigh side-to-side and bend right up to the G2F bend limits), After going through all the G2F, G2M and Genesis jeans I had (life's too short to consider all the V4, M4, S3 etc ones as well), I ended up with a shortlist of 6 jeans by assorted PAs, none useable 'out of the box' due to wrong styles, poor bends, needing converting from G2M or Genesis etc, and eventually settled on the JeanZ - the Genesis version, but having to convert them myself to G2F as you never made Genesis 2 ones, despite my constant hope that you woiuld. I used Autofit to start, but the results were not useable as is, mesh ,horribly scrunched up and self-intersecting at the crotch, distorted at the mid back and leg hems, very poor thigh side-to-side and bend bending so then had to (1) clumsily and painstakingly fix the base converted mesh shape, vertex by vertex in Hexagon right through the crotch area up to the middle of the back, plus bottom of both legs; (2) vertex by vertex fix the weight maps for the thigh side-to-side (without ever fully understanding the tools!); and (3) vertex by vertex fixing the bend weight maps for the thighs. Unfortunately I'm clumsy at it, and it has taken many, many hours. Even more unfortunately, since becoming disabled, computer work causes rapidly rising pain, I can't work for long, and I also can't work often. I've been slowly doing this JeanZ conversion off and on since last December, with long breaks when I just can't face more of that precision type work that causes pain to rise fastest, and I STILL haven't finished, so still haven't been able to start rendering the story I need them for. Done the base converted shape, both thigh side to side weightmapping and the left thigh bend, but STILL have the right thigh bend to do (the weightmap symmetry function doesn't work on it). I have so been hoping a G2F version from you would appear - I'd happily buy in an instant, and the relief at not having to do the rest of my conversion would far outweigh any annoyance at wasted work if one came out from you. But I suppose the appearance of a Genesis 3 version means the end of any hope for a G2F one.
(I am sticking with G2F for the character. though, so slapping these G3F JeanZ on a G3F version of the character is not a solution. I've repeatedly tested and retested G3F as an alternative base figure to use, but G2F has several significant advantages over G3F in morphing everywhere but the head and also bending - as does triax over general weightmapping, IMO - and I'd lose too much going from a G2F to G3F verrsion of the character. The 'advances' in G3F appear to be all about improving things for people using a 'production environment' where they send the figures out of DS into some other industry standard software as sonme 'pipeline' mumbo jumbo, but at the price of loss of utility within DS itself; as I'm only using DS, those 'advantages' mean nothing to me, only the loss of utility within DS. The worse thing about the Genesis 3 is the lower resolution mesh on the body and limbs, with the loss of edgeloops outlining the main sub-skin muscle, tendon and bone structures. This has meant - among other things - that the 'genepool' has effectively been 'drained'.' With DAZ and PAs having to use HD morphs and normal maps, but with no basic outlines of the structures in the base mesh to tell different DAZ workers and PAs where the structures actually are, different SD and HD morphs and Normal maps don't align with each other and interfere with each other, so just cannot be mixed and combined the way they can with Genesis and the Genesis 2s. Everything's fine if you just want to use one -7 figure, but when I start trying to combine low levels of more than one -7 character morph, some DAZ body morphs,some normal maps etc. bad things happen, JCMs conflict with each other over where the edges of joint details are, breast morphs (usualy to shrink them for realism) don't assume the edge of the breast mesh is the same as the -7 morphs do, etce etc, and it's just a horrible mess, especially when posing.)
Hm. I suppose these Genesis 3 JeanZ will actually convert better to G2F than the Genesis ones did in that the base shape may fit without needing fixing at all if I used transfer utility and just retained the base mesh shape instead of letting Autofit mangle the crotch. OTOH they'd probably still need the thigh side-to-side and bends completely redoing, and I can't face that again. So I guess I'd better get on with the right thigh bend in my conversion of the Genesis version.

First, thanks for your support, it is truly appreciated! Yes the two versions of the JeanZ are vertex compatiable.
Sorry to hear of your struggles. I sent you an message on G2.
Cheers!
JeanZ for Genesis 3 [Commercial]Quite a bit I'm afraid. Lots of smaller ones from various packs but this is the primary ones
Gianni 7
Michael 7
Bodybuilder
Fitness
Oh, figured it would be simple, J/K. So Gianni, Michael 7 and Bodybuilder have custom morphs so they shouldn't be a problem. I just checked them and they are fine. I don't have the fitness one in my list. Does the belt reappear when you turn off smoothing? Sometimes a lot of smoothing will cause things to disapear like that.
I if you want I am willing to try and whip up a custom JeanZ morph for you. Zero the pose on the male. Zero Gianni, Michael 7 and Bodybuilder. Set the Mesh resolution on the JeanZ to base and export it out of DS as an obj at DAZ scale of 100%. I will message you with where to send it. Can't guarantee that it will be 100% accurate since I will be doing it without the reference morphs.
Cheers!
JeanZ for Genesis 3 [Commercial]Have bought all JeanZ since the original ones for original Victoria apart from the Freak ones, and am pleased to see versions for Genesis 3. I suppose I will be gettig them, though a little concerned by ColinFrench's problem as I also use DS 4.8.
Is the mesh vertex compatible with e.g. the Genesis version, so morphs can be just passed from one to the other (like your new ones)?
I am, though, very sad you never made a Genesis 2 - especially a G2F - version. I need jeans for a G2F female character for a lengthy story that have to fit a lot of criteria (pose, style - they need to be loose and mid waisted, and almost all other jeans produced by others are tight skinny very low-rise types - and open type morphs, pllus good bending on thigh side-to-side and bend right up to the G2F bend limits), After going through all the G2F, G2M and Genesis jeans I had (life's too short to consider all the V4, M4, S3 etc ones as well), I ended up with a shortlist of 6 jeans by assorted PAs, none useable 'out of the box' due to wrong styles, poor bends, needing converting from G2M or Genesis etc, and eventually settled on the JeanZ - the Genesis version, but having to convert them myself to G2F as you never made Genesis 2 ones, despite my constant hope that you woiuld. I used Autofit to start, but the results were not useable as is, mesh ,horribly scrunched up and self-intersecting at the crotch, distorted at the mid back and leg hems, very poor thigh side-to-side and bend bending so then had to (1) clumsily and painstakingly fix the base converted mesh shape, vertex by vertex in Hexagon right through the crotch area up to the middle of the back, plus bottom of both legs; (2) vertex by vertex fix the weight maps for the thigh side-to-side (without ever fully understanding the tools!); and (3) vertex by vertex fixing the bend weight maps for the thighs. Unfortunately I'm clumsy at it, and it has taken many, many hours. Even more unfortunately, since becoming disabled, computer work causes rapidly rising pain, I can't work for long, and I also can't work often. I've been slowly doing this JeanZ conversion off and on since last December, with long breaks when I just can't face more of that precision type work that causes pain to rise fastest, and I STILL haven't finished, so still haven't been able to start rendering the story I need them for. Done the base converted shape, both thigh side to side weightmapping and the left thigh bend, but STILL have the right thigh bend to do (the weightmap symmetry function doesn't work on it). I have so been hoping a G2F version from you would appear - I'd happily buy in an instant, and the relief at not having to do the rest of my conversion would far outweigh any annoyance at wasted work if one came out from you. But I suppose the appearance of a Genesis 3 version means the end of any hope for a G2F one.
(I am sticking with G2F for the character. though, so slapping these G3F JeanZ on a G3F version of the character is not a solution. I've repeatedly tested and retested G3F as an alternative base figure to use, but G2F has several significant advantages over G3F in morphing everywhere but the head and also bending - as does triax over general weightmapping, IMO - and I'd lose too much going from a G2F to G3F verrsion of the character. The 'advances' in G3F appear to be all about improving things for people using a 'production environment' where they send the figures out of DS into some other industry standard software as sonme 'pipeline' mumbo jumbo, but at the price of loss of utility within DS itself; as I'm only using DS, those 'advantages' mean nothing to me, only the loss of utility within DS. The worse thing about the Genesis 3 is the lower resolution mesh on the body and limbs, with the loss of edgeloops outlining the main sub-skin muscle, tendon and bone structures. This has meant - among other things - that the 'genepool' has effectively been 'drained'.' With DAZ and PAs having to use HD morphs and normal maps, but with no basic outlines of the structures in the base mesh to tell different DAZ workers and PAs where the structures actually are, different SD and HD morphs and Normal maps don't align with each other and interfere with each other, so just cannot be mixed and combined the way they can with Genesis and the Genesis 2s. Everything's fine if you just want to use one -7 figure, but when I start trying to combine low levels of more than one -7 character morph, some DAZ body morphs,some normal maps etc. bad things happen, JCMs conflict with each other over where the edges of joint details are, breast morphs (usualy to shrink them for realism) don't assume the edge of the breast mesh is the same as the -7 morphs do, etce etc, and it's just a horrible mess, especially when posing.)
Hm. I suppose these Genesis 3 JeanZ will actually convert better to G2F than the Genesis ones did in that the base shape may fit without needing fixing at all if I used transfer utility and just retained the base mesh shape instead of letting Autofit mangle the crotch. OTOH they'd probably still need the thigh side-to-side and bends completely redoing, and I can't face that again. So I guess I'd better get on with the right thigh bend in my conversion of the Genesis version.
Script for setting Morph and ParentYou should start a sticky with API Examples when you or someone comes up with them! For example, you had a nice visibility example here:
Found it via google. I am not sure these are all in the API samples, but a Forum sticky about it, with basic user examples would be cool (unless there is something similar I missed already).
Here is the end result for me, made general for others benefit:
//This part gets selected item and adjusts transforms with goal of replacing part of another figure
var node1 = Scene.getPrimarySelection();
var ctl = node1.getScaleControl();
ctl.setValue(0.87);
ctl = node1.getYPosControl();
ctl.setValue(6.5);
ctl = node1.getZPosControl();
ctl.setValue(-2);//This part finds a Morph on the Node, and sets its value (change morphname of course)
var object = node1.getObject();
var mod1 = object.findModifier("morphname");
mod1.getValueChannel().setValue( 1 );//This part finds another figure in the scene, and the bone to parent the selected object
var node2 = Scene.findNodeByLabel( "figurename" ).findBone("bonename1");
node2.addNodeChild( node1 )//Then turn off the visibility of stuff the selected item is replacing
node2.setVisible( false );
var node3 = Scene.findNodeByLabel( "figurename" ).findBone("bonename2");
var node4 = Scene.findNodeByLabel( "figurename" ).findBone("bonename3");
node3.setVisible( false );
node4.setVisible( false );I am not a programmer...lol
Why I chose this character, over that one...Yeah, I admit, I do wonder about that Butch. Some people are all hairy all over. Do you have to airbrush the hair out just above the pelvis. Seems odd to me. I've seen the happy trail hair morph used, and that clearly doesn't stop at the pelvis. So is it more of a question of keeping the groin area covered or do you have to just avoid any hair near that area?
Another free face for M4 /Amiroh??
it's a no ++ morph only for m4. pm me if there's an issue with the file please so i can correct it
Third Party Plug-In suggestions/requestsThese are the ones I would find very useful:
1. PBR shading (lighting) model (who in the world uses PHONG these days?)
2. New SSS shader (similar to one in VUE, for example)
3. Skin shader (do I even need to explain need for this?)
4. Blurred reflection shader (well, we all know how speedy Carrara's one is...)
5. Blurred refraction shader (was never implemented)
6. Weight transfer tool (very useful for clothing)
Cheers












