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Seals, sea lions
DAZ has a seal that I want. I'm surprised that did a seal before a sea lion. I've seen seals in Iceland and some were like DAZ seal and some were different...but it'd be really nice to have updated Genesis 3 morphable sea lion, seal, manatee...
Wonder if the Genesis Dog that is being worked on can morph into seals and manatees and sea lions...
hey is there anyone who can make this jacket and put it up for sale at dazHi, actually, I’m workin’on Bomber Jacket...HD Morph, wrinkles, and all. Male and female version requires a lot of different JCM‘s and Style Morphs, so it’s gonna take some time...Linday
hi can you also add puffy sleeves and morphing sleeves so they can be rolled up thanks
hey is there anyone who can make this jacket and put it up for sale at dazHi, actually, I’m workin’on Bomber Jacket...HD Morph, wrinkles, and all. Male and female version requires a lot of different JCM‘s and Style Morphs, so it’s gonna take some time...Linday
How to transfer G3M Maps to G2M FiguresAny other artist who want to develop the male version? I really need this tool with urgency! Or at least a tutorial how to develop? I need to transfer G3M Maps to G2&1M with big urgency! Please, someone help me!
OT Is Independence University legit?[sorry for the formatting -- mobile]
The US Dept of Ed has NO Jurisdiction or accreditation powers. There is NO US Gov't accrediting for Education ANYWHERE. The US Gov't is forbidden by the 9th and 10th Amendments from getting involved. All accreditations are done via industry groups or State Agencies. KendallI'm a bit critical of how many of the online "universities" operate. Some are decent, others borderline useless. Many tend to overinflated the consumer's expectations of what can be done with their degrees and credits and will often use dubious statistics to back their claims... Just like the bottle of "Raspberry Juice" is "100% Real Fruit"... Just not 100% real raspberry juice, but a mix of other cheaper juices... It's not really a lie or false advertising as long as you don't directly hide the fact that it's real "some kind of mix of fruit juice" and leave the consumer to figure out what the lable implies... The same kinda goes for accreditation... "Nationally Accedited" is the "100% Real Fruit Juice" of online university claims... Basically, in the U.S., that means it has met a certain level of standards set forth by the Council for Higher Education Accreditation... The CHEA is not a government organization nor is it affiliated with the U.S. Department of Education... For whatever it's worth, It's a self regulated industry board. I'm a very cynical person, so whenever I hear anything is "self regulated" I tend to deduct trust points, but that's just me and not to say that the system does not work.... Anyway... National accreditation and regional accreditation can vary greatly and ultimately the mileage you get from your credits or diploma can vary hugely... Each state has different standards, and for example if the online university operates out of Florida, some of the credits may not transfer if you go to a local university in Wisconsin...
Then there is what employers except or expect... And that all varies greatly...
Regardless, don't just go by their literature or claims... Research them and look for reviews and (reasonable) complaints... BBB reviews are not always accurate either, so I wouldn't go by that.
I found this online, it's not a review, but just something to consider.... http://stevenshenagertruth.blogspot.com and there is this on what what "Accredited" means and how it's determined... https://www.universitylanguage.com/guides/checking-school-accreditation-and-finding-accredited-colleges-in-us/
There is this by the U.S. Department of Education as well... http://ope.ed.gov/accreditation/
If you requested the mailing/information, then that's one thing, but if it was just amongst the general mail like any other "junk mail", it in my opinion puts it with any other company that does broad mailings... They are just looking for customers.
Anyway, good luck and never give up on or be discouraged about furthering your education, if that is something you really want.
Weird morph artifacts when creating a morphGenesis 3 loads with the navel and mouth realism morphs set to 100% by default. Before exporting you need to zero the figure to make sure these are turned off, otherwise they will become part of your morph. Best also to zero the figure you are loading the morph into before running morph loader pro.
To zero, select G3 in the scene tab, then right click on the parameters tab and choose zero-figure. I hope this helps. When G3 first launched, many people, even PAs got caught out by this, so you're in good company :)
Weird morph artifacts when creating a morphFirst, I am a newbie with Daz3d, so please bear this in mind if my question seems stupid. I have tried google, so please bear that in mind too :)
I'm trying to create a morph of a Genesis 3 Female mesh in Blender. So to do that, I load the Genesis 3 female body mesh into Daz, I then set the mesh subdivision and SubD level to 0 and the mesh resolution to Base in the properties. I export it as OBJ, and I import it into Blender, making sure to keep vertex order. I modify it in Blender using a sculpting tool, working on the face, and then I export it as OBJ, and add it as a morph target to the Daz3D mesh using Morph Loader Advanced. I then test it and the part that I modified changes exactly as I want it to change. Only problem is that along with the part that I morphed, the navel vertices change their positions as well. Nothing else changes and I haven't touched the navel vertices at all. WTH is going on? Can someone enlighten me, please?
Dynamic Cloth SolutionsI own this product so I'll give you my impressions.
The product works as an external dynamics simulator, by taking poser-based obj files and simulating the draping of the dynamic object over a static object/figure. The resultant file can be re-imported back into DAZ as a morph.
The simulation itself may take a bit of time depending on your system since it's a draping calculation, but the results are fairly acceptable.
Like other 3rd party 'dynamic' products on the market, it suffers from the same buttons and seam limitations, in that any unwelded components will separate and/or fall off.
The main advantage of this product is that you don't have to start in T-pose for the simulation to work. It can generally work with any pose and orientation.
Thank you so much for the detailed analysis. Have you ever had occasion to use it in a case where folds/creases were created because of limbs bending?
Not exactly. I experimented with it a while ago with a "bending horizontally" pose, which created acceptable wrinkles and dangling/draping cloth... but also revealed that the clothing item in question was not seamed where I expected it to be :/
I could do a test again tonight, if I can remember to do so :) Feel free to send me a PM to remind me if I don't have something up by tonight or tomorrow.
Well, shoot. I was all set to put this on my wishlist, but it's Windows only. :/
Guess I'll just have to work with DynCreator...
Are you on OSX? Not sure if you want to Parallels just for Wrinkle3D but that's always an option...
Might work with CrossOver also. Currently they have a 66% discount offer for both the Mac and Linux versions, but only one more day left:
https://deals.macappware.com/sales/crossover-for-linux-free-phone-support
first rigg in dazTemplate? For what? The only thing I would consider a template there is using Transfer Utility when making clothes. However when creating a standalone object - you don't use Transfer Utility...
Look - first go to "Window -> Panes(Tabs) -> Tool Settings". You will need to have this open to access certain settings from the Geometry Editor, Node Weight Map brush and Joint Editor. Yes - you need these 3 tools to create a functioning rig.
In Tool Seetings, you can select your tool or simply go to "Tools -> Joint Editor" or other required tool.
Geometry Editor will let you assign Face groups, Surfaces, Selection sets, etc. You will need to assign Face Groups that are the polygons you want to move.
Joint Editor will let you create bones, adjust them and memorize figure rigging once its done.
Node Weight Map Brush will let you paint weight maps. You have different options for weight maps there. Remember that every weight map is specific to each chosen bone.
....to be honest, describing this process requires a whole guide and not just a forum post.
Saving posesMotion Method is the translation, rotation and/or scaling of joints along the x, y and z axis... so that's what you want to store - none of the things that deal with morphs.
So... yes... we need to scroll through that long list of check boxes and find the ones that are used for Morphs, and deselect them.
Selecting only those is a handy way to store the morph tweaks for transferring from one figure to a fresh one of the same type. For example, when we save a Genesis figure to our Carrara browser, and then later we buy another morph product for Genesis, unlike in DS, our saved Genesis in Carrara will NOT automatically adopt those new morph dials - we'd have to load in a fresh one from the DS library. A clip (Master Pose) of the original CAR version will allow us to quickly transfer all of the work we put into making the character just right onto the fresh figure.
For Genesis (it's been a little while for me...) I believe it's a simple, single check box called Body Morphs. Just deselect that one when storing a pose to clip.
Also, the M4 and V4 shapes applied to a Genesis figure won't really help it to accept M4 or V4 pose collections any easier or better, because it's the actual Genesis rigging that holds the differences between the two figure versions - pose wise. Especially noticeable in the lower half, from the hip down, Genesis' legs and feet are moddeled in a different pose at its default shape. Genesis is improved compared to Generation 4, whose feet are modeled to point downward. Both ways work great, but the difference causes data from one rig to look a bit wierd on the other.
That's not to say that they don't help, though. We can still use poses for M4 and/or V4 on Genesis... we just need to correct a few things if we want them to look natural.
If we're using animated poses, like aniBlocks, Carrara's graph editor makes short work towards correcting these things along the entire animation! That's where we go into Mothion Method, rotation, and then tweak the x axis (commonly most noticeable problem on feet) to appear more proper where we're currently looking along the timeline (but we have all keyframes selected) by dragging up or down along the graph, and our correction will be applied across all keyframes! Then go back and correct the y axis - a much more subtle correction. Next we'd likely want to checkout the thighs and see if those need some tweaking along various axis... it's likely that at least a little tweak will make everything look much better!
Saving posesWhat seems to be working is unchecking the "Actor" level of the dropdown tree on pose creation and/or NLA track parameters... looking for confirmation that this is standard practice! Makes sense as that reflects the hierarchy of where you make the changes in the instances tab.
So in principle I'm transferring all the information from the *Genesis* except any changes made at Actor level... so, all skeletal body positioning from the hip down, right?
I note however that in my pose transfer test, once detail comes out not quite the same. It's a simple handgrasp I set via the sliders while a hand was selected. This doesn't seem to have translated accurately even to a same body shape figure. Changing sliders on the face eg mouth open works fine.
Any tidbits I should be aware of here? :D
OT Is Independence University legit?I'm a bit critical of how many of the online "universities" operate. Some are decent, others borderline useless. Many tend to overinflated the consumer's expectations of what can be done with their degrees and credits and will often use dubious statistics to back their claims... Just like the bottle of "Raspberry Juice" is "100% Real Fruit"... Just not 100% real raspberry juice, but a mix of other cheaper juices... It's not really a lie or false advertising as long as you don't directly hide the fact that it's real "some kind of mix of fruit juice" and leave the consumer to figure out what the lable implies... The same kinda goes for accreditation... "Nationally Accedited" is the "100% Real Fruit Juice" of online university claims... Basically, in the U.S., that means it has met a certain level of standards set forth by the Council for Higher Education Accreditation... The CHEA is not a government organization nor is it affiliated with the U.S. Department of Education... For whatever it's worth, It's a self regulated industry board. I'm a very cynical person, so whenever I hear anything is "self regulated" I tend to deduct trust points, but that's just me and not to say that the system does not work.... Anyway... National accreditation and regional accreditation can vary greatly and ultimately the mileage you get from your credits or diploma can vary hugely... Each state has different standards, and for example if the online university operates out of Florida, some of the credits may not transfer if you go to a local university in Wisconsin...
Then there is what employers except or expect... And that all varies greatly...
Regardless, don't just go by their literature or claims... Research them and look for reviews and (reasonable) complaints... BBB reviews are not always accurate either, so I wouldn't go by that.
I found this online, it's not a review, but just something to consider.... http://stevenshenagertruth.blogspot.com and there is this on what what "Accredited" means and how it's determined... https://www.universitylanguage.com/guides/checking-school-accreditation-and-finding-accredited-colleges-in-us/
There is this by the U.S. Department of Education as well... http://ope.ed.gov/accreditation/
If you requested the mailing/information, then that's one thing, but if it was just amongst the general mail like any other "junk mail", it in my opinion puts it with any other company that does broad mailings... They are just looking for customers.
Anyway, good luck and never give up on or be discouraged about furthering your education, if that is something you really want.
Morph WIP: Christopher Reeve for GenesisHopefully you can see some of the difference in the angle on the face and where the top of the forehead is and how much longer your lower face is. Don't forget the ears.
didn't want to go off topic, but gotta ask . . how did you do that Cris ?
I took the image of Gregorius' morph into Photoshop with a desaturated image of Chris Reeve. I overlayed one over the other and lowered the opacity so you can see how they line up.
License for Daz3D Toon charactersNormal renders and animations are indeed covered by the EULA both Commercial and non Commercial
The Games Dev Licenses are only needed for games .
This is the clause in the EULA which answers your query. The last part means that you cannot sell anything from which any part of the original purchased product can be extracted, This normally means the actual mesh or copies of the textures used which could then be re-used, if you see what I mean. So if you used the original texture or mat and put it on a plane primitive and sold it as a tablecloth, then that is not allowed.
Terms of Use. Two Dimensional Works. Subject to the terms and conditions of this Agreement, User may (i) access, use, copy and modify the Content in the creation and presentation of two-dimensional animations and renderings, (ii) incorporate two dimensional images (including two dimensional images that simulate motion of three dimensional objects) derived by User from the Content in User’s other works, and (iii) publish, market, distribute, transfer, sell or sublicense User’s two-dimensional animations, renderings and other works; provided that User may not in any case publish, market, distribute, transfer, sell or sublicense any renderings, animations, software applications, data or any other product from which any Content, or any part thereof, or any substantially similar version of the Content can be separately exported, extracted or de-compiled into any re-distributable form or format.Unwanted effect of shrink-wrapping. Any fix?File > Export (make sure it is .obj)
It says convert from; select say Daz (just select the same when re-importing).
File > Import (chose file)
Convert to Daz Studio: (chose the same as you exported).
Select the item.
Edit > Object > Transfer Utility
Source is the G3F ( or whatever you're using)
Target is the item you just imported.
You can show options; for example, I then deselt fit to, then I fit it to the figure once I'm ready.
There is a Edit > Object > Rigging > Convert Prop to Figure; I've seen some mention to do that, but I've not had to myself. But it is something to consider.
(Maybe Richard will stop by and tell us why we should, or shouldn't use it.
)You should be able to apply materials and shaders without issue. If not, apply the IRAY uber, then copy and paste from original - presuming you're using IRAY; you would do this under the Surfaces Tab.
Unwanted effect of shrink-wrapping. Any fix?I've found good success in exporting/re-importing clothing as OBJs then fitting as unsupported items with no projection template. Loss of morphs and rigging can be transferred back in through the transfer utility too.
I'd love to see a tutorial for newbies like me on how to do this! :D
Aging Morphs for Genesis 3 Female(s) and Male(s) (Commercial)You're welcome:) And thank you all for the support.Hi, have a question to one of the morphs. What does the aging skin base morph do? Have turned my character into catmark and all other morphs are clear to me but what does this morphs for itself do without all other morphs?
Unwanted effect of shrink-wrapping. Any fix?I've found good success in exporting/re-importing clothing as OBJs then fitting as unsupported items with no projection template. Loss of morphs and rigging can be transferred back in through the transfer utility too.
Unwanted effect of shrink-wrapping. Any fix?The elf ears fix is done by opening the scene pane (or shaping) locating the morph (elf ears)
- Click on the cog icon (top left of the morph box)
- choose Parameters
- A dialog will open. Autofollow (I believe) may be checked, if so uncheck and click accept.
The hair won''t follow the ears.
Note: You must do this for each morph you use (i.e. Long elf ears, twisted elf ears, ridiculous elf ears, etc.)
This isn't always an option when you aren't morphing. The distance affecting the collision of clothes and body can be adjusted but I'll have to edit this when I get home and look at my D|S.
Alternatively, you can click on the cog, show hidden properties, go to Actor and find the troublesome morph such as elf ears and set it to zero.
True, but that eliminates the morph entirely so... no elf ears.
You don't do it on the elf ears, you do it on the hair. The hair warps because it tries to auto follow the ears. Go to Hidden Properties on the hair, then Actor, and find the ear morphs. Set those to zero, and you will watch the hair flatten again.
Ohhh NICE!
The elf ears fix is done by opening the scene pane (or shaping) locating the morph (elf ears)
- Click on the cog icon (top left of the morph box)
- choose Parameters
- A dialog will open. Autofollow (I believe) may be checked, if so uncheck and click accept.
The hair won''t follow the ears.
Note: You must do this for each morph you use (i.e. Long elf ears, twisted elf ears, ridiculous elf ears, etc.)
This isn't always an option when you aren't morphing. The distance affecting the collision of clothes and body can be adjusted but I'll have to edit this when I get home and look at my D|S.
Alternatively, you can click on the cog, show hidden properties, go to Actor and find the troublesome morph such as elf ears and set it to zero.
That sounds really helpful.
Thanks you two!!
Comparing landscape productsI will point out that Mcasual's Elevate free script can also do a great job.
Make a plane with a high mesh density, grab a heightmap (random or from USGS or wherever), apply script. Either use as is or, once you set the elvation morph how you want, export as obj.
The biggest thing lacking in Daz Studio are good elevation shaders, at least in Iray; this is one area where 3DL might be more helpful (I don't know of a specific elevation thing, but it seems doable)















