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  • SimTenero Randomizer Characters Showcase Thread Everyone Welcome

    It does work on most things with a morph although I haven't tried anything but people yet

    By

    IceDragonArt IceDragonArt August 2016 in Art Studio
  • SimTenero Randomizer Characters Showcase Thread Everyone Welcome

    Alright, so this is kind of silly, but I thought I would share.  I wanted to do bubbles in my last render for the New User contest last month.  I was going to make my own bubbles in Blender because I found it's meta ball thing, but discovered it was resource intensive the way I was using it.  Chohole says that Bryce will do meta balls, but I haven't had a chance to check that out.  I ran out of time so I ended up using what I had available in a purchased product.  There are 3 in the store that I know of, but I only had one of them.  I had 3D Bubbles, for V4 and K4, which are bubbles which come with a few morphs.  I couldn't really get the looks that I wanted for the bubbles, though, when I was combining the different morphs by myself so I used the randomizer on them.  I started out with the settings to zero out before each morph and to use limits which basically got me the same type of nondescript bubbles that I was making on my own.  I tried having Randomizer set to NOT zero anything before each morph so it would kind of build up different shapes. I also turned off limits.  That helped some and I did get some interesting shapes.

    I will still have to figure out how to make my own bubbles so they actually look like bubbles with all the really cool, crazy shapes that they can get depending on the wind.  But, until then, using the Randomizer really saved the day with bubbles for my contest entry.  Since I don't usually load those images to my gallery until after the judging, just a personal preference, I made an image which has the 25 different bubble shapes that I made with the Randomizer.

     

    hahah That's cool!I I didn't realize this product works on other things other than people/characters. I'm definitely going to have to get this! :D

    I haven't tried it, but I think @barbult was even using is it on hair for wild hairstyles, too.  It will randomize anything that has a morph that it can find.

    edit: grammar or typo, take your pick.  It was wrong in either case.  wink

    By

    Knittingmommy Knittingmommy August 2016 in Art Studio
  • virtual penny 4 yor carrara thoughts ?

    thanks.  

    i'se totally bafflematized by rara morph channels.   naming parameter sliders , 

    poser parameter dials named 'open door' for instance, dont see it in the carrara list.  been rotating directly with the rotate tool

     

    Some dials (particularly morphs on Prop-type items) are not in the Parameters tab, but in the General tab in the upper tray.

    Some dials don't work at all in Carrara. In those cases, I either just use the rotate tool and select the items separately like that... or (especially if the rotate tool won't work - like when there's nothing to select to turn) I'll open the item in Poser, turn the dials wide open and save it as a new figure, then open that new figure in Carrara. Often the dials will now work, So I dial them all closed again and save it as a CAR file in my browser ;)

    this is my old poser7 render with the procedural "bone" shader i'se tryin to convert to rara,  before next halloween >.<

     

    AWESOME!

    By

    Dartanbeck Dartanbeck August 2016 in Carrara Discussion
  • virtual penny 4 yor carrara thoughts ?

    thanks.  

    i'se totally bafflematized by rara morph channels.   naming parameter sliders , 

    poser parameter dials named 'open door' for instance, dont see it in the carrara list.  been rotating directly with the rotate tool

     

    Some dials (particularly morphs on Prop-type items) are not in the Parameters tab, but in the General tab in the upper tray.

    Some dials don't work at all in Carrara. In those cases, I either just use the rotate tool and select the items separately like that... or (especially if the rotate tool won't work - like when there's nothing to select to turn) I'll open the item in Poser, turn the dials wide open and save it as a new figure, then open that new figure in Carrara. Often the dials will now work, So I dial them all closed again and save it as a CAR file in my browser ;)

    By

    Dartanbeck Dartanbeck August 2016 in Carrara Discussion
  • SimTenero Randomizer Characters Showcase Thread Everyone Welcome

    Alright, so this is kind of silly, but I thought I would share.  I wanted to do bubbles in my last render for the New User contest last month.  I was going to make my own bubbles in Blender because I found it's meta ball thing, but discovered it was resource intensive the way I was using it.  Chohole says that Bryce will do meta balls, but I haven't had a chance to check that out.  I ran out of time so I ended up using what I had available in a purchased product.  There are 3 in the store that I know of, but I only had one of them.  I had 3D Bubbles, for V4 and K4, which are bubbles which come with a few morphs.  I couldn't really get the looks that I wanted for the bubbles, though, when I was combining the different morphs by myself so I used the randomizer on them.  I started out with the settings to zero out before each morph and to use limits which basically got me the same type of nondescript bubbles that I was making on my own.  I tried having Randomizer set to NOT zero anything before each morph so it would kind of build up different shapes. I also turned off limits.  That helped some and I did get some interesting shapes.

    I will still have to figure out how to make my own bubbles so they actually look like bubbles with all the really cool, crazy shapes that they can get depending on the wind.  But, until then, using the Randomizer really saved the day with bubbles for my contest entry.  Since I don't usually load those images to my gallery until after the judging, just a personal preference, I made an image which has the 25 different bubble shapes that I made with the Randomizer.

     

    hahah That's cool!I I didn't realize this product works on other things other than people/characters. I'm definitely going to have to get this! :D

    By

    3Diva 3Diva August 2016 in Art Studio
  • Mixamo & CMU mocaps working with DAZ Studio - solutions in thread

    Arnold C, would you please give more detailed info? I got V6 to upload to Mixamo (G2F kept giving me an error), but so far I'm not having any luck exporting a file that would work. At this point, I'm feeling a bit dense and would appreciate any help! :) Can you specify exactly your settings for exporting from Mixamo and importing to DAZ?


    I'm using almost exact the same settings Mixamo recommends, except I don't tag "Embed Textures" for I'm using an untextured figure applying Vaskania's Genesis 2 Female Neutral Grey first. For motion-transfer-purposes I don't need a textured figure anyway, it keeps the fbx small and the upload will be fast.

    I found out that the Mixamo website maybe has a problem with closing the Upload Window by clicking on the "X" on the upper right. (When you then change to your assets and try to select your previously uploaded figure you'll get an error message in the previewer window. Don't know if this is browser-dependent. I'm using IE 11).

    Better click on "MAKE THIS MY CURRENT CHARACTER", and the message "GENERATING ASSETS..." will appear in the previewer window, followed by "LOADING..." after some time. Only if the page seems to hang, you can reload it by pressing the "F5" key on your keyboard (or clicking the reload icon on your browser). Give it some minutes, depending on the traffic at Mixamo and the size of you file it might need some...

    For the FBX I'm using the default Mixamo export options.

    Import into Studio: click on "Import", browse to your FBX file containing the motion and choose the "mixamo.com" import option. When all done correctly the animated figure will load into your scene flawlessly and ready to serve as a donor figure for mcasuals script.

    When creating an aniBlock from the receiver figure, use the default "Direct Copy" option, with "Transform to Object's POV" you might get some weird finger offsets.


    When I tried using BVHs from Mixamo from that big download direclty from them into DAZ some worked OK and some do not. 'bashful' did not. 2hand_idle did. Try several to make sure that method is valid and not just a quirk of choosing a nice animation without translation problems. 

    For the FBX animations from Mixamo, DAZ Studio probably could and should fix that in a future version of DAZ Studio. It is a bug in DAZ Studio the way it is working now.

    I didn't download the complete hunk and tried only a few, unfortunately didn't keep the names. All those I tried unfortunately failed to work even on Genesis. So I scrapped that thing. It might be a faster way to get all those motions, but even if you can get them all to work somehow it will most likely take a good amount of work and time.

    By

    Arnold C Arnold C August 2016 in The Commons
  • 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)

    1. Click on the cog icon (top left of the morph box)
    2. choose Parameters
    3. 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. 

    By

    dracorn dracorn August 2016 in The Commons
  • virtual penny 4 yor carrara thoughts ?

    thanks.  

    i'se totally bafflematized by rara morph channels.   naming parameter sliders , 

    poser parameter dials named 'open door' for instance, dont see it in the carrara list.  been rotating directly with the rotate tool

     

    By

    Mistara Mistara August 2016 in Carrara Discussion
  • 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)

    1. Click on the cog icon (top left of the morph box)
    2. choose Parameters
    3. 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.

    By

    Etrigan Etrigan August 2016 in The Commons
  • 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)

    1. Click on the cog icon (top left of the morph box)
    2. choose Parameters
    3. 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.

    By

    nemesis10 nemesis10 August 2016 in The Commons
  • Unwanted effect of shrink-wrapping. Any fix?

    The elf ears fix is done by opening the scene tab (or shaping) locating the morph (i.e. elf ears)

    1. Click on the cog icon (top left of the morph box or slider)
    2. choose Parameters
    3. 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 dial  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. I haven't seen where you can select Right Thumb and disable autofollow. 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.

    By

    Etrigan Etrigan August 2016 in The Commons
  • virtual penny 4 yor carrara thoughts ?

    I think the issue is that you need to specify a morph zone to create a new morph in Carrara.  If you want to morph his nose, then you can select the head, or face, or whatever the appropriate area is, and morph away no problem. But what if you want to create a morph across multiple body zones? Using existing areas, you would have to morph each area separately, and then have an endless job in order to make them match across zone boundaries - or create a new morph area that is "whole body" and this simplifies the task immensely.

    The meshes in Carrara are no different than in Poser - they are all single meshes.  Poser does not use a group of meshes, and the swapping of body parts is just parenting an object to a bone and hiding the original area (which is only a part of the whole mesh) associated with that bone. You can easily do that in Carrara if that gives you the effect you want.

    I hope this helps.

    By

    PhilW PhilW August 2016 in Carrara Discussion
  • Dynamic Cloth Solutions

    I 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...

    By

    mtl1 mtl1 August 2016 in The Commons
  • virtual penny 4 yor carrara thoughts ?

    thinkin, the best place to end an inkychain on a human figure.  

    thinkin like, a body handle after the hand?  don't think a target helper can be part of a rigged figure.

    don't comprehend all the ramifications of the single mesh concept.  
    with the single mesh, need the entire body to create a nose morph, 
    in poser is a group of meshes, can do a swap body part thing. need just his head to create a nose morph.

    but what does carrara do?  is it a single mesh or mesh grouped together in bodyparts?

    By

    Mistara Mistara August 2016 in Carrara Discussion
  • FYI - Ultimate Natural Bend Morphs for V7 - HALF of features not working

    First -

    I have already opened a helpdesk support ticket on this. I am posting in the forum as an FYI to people who have bought this product that there are problems with it and they should expect DAZ to address them; and to people who are thiking about buying it that they may want to wait for DAZ to fix things.

    Second -

    I know I already started a thread on the initial problem I found, but I have a good (to me, anyway) reason for starting this separate thread (see Note 1 below).

    Third -

    I am referring to the product as downloaded with DIM. I do not know if the same applies to it supplied by Connect. Someone who has bought it and used Connect to obtain and install it should check. All the detail needed to check is below.

    To business:

    There is a considerable problem with this product not working as advertised, at least as supplied by DIM. Only around half of what is listed on the store page actually works. The problem with this product is so much more extensive than I realised when originally posting about it. It's not just the elbows.

    On the store product page, it lists the product as supplying morphs that improve the following joint rotations (copied and pasted from the product page):

     Ultimate Collar Bend L
     Ultimate Collar Bend R
     Ultimate Collar Front Back L
     Ultimate Collar Front Back R
     Ultimate Collar Twist L
     Ultimate Collar Twist R
     Ultimate Elbow Bend L
     Ultimate Elbow Bend R
     Ultimate Forearm Twist L
     Ultimate Forearm Twist R
     Ultimate Neck Head Bend
     Ultimate Neck Head Side Side
     Ultimate Neck Head Twist
     Ultimate Shin L
     Ultimate Shin R
     Ultimate Shoulder Twist L
     Ultimate Shoulder Twist R
     Ultimate Thigh Bend L
     Ultimate Thigh Bend R
     Ultimate Thigh Side Side L
     Ultimate Thigh Side Side R
     Ultimate Thigh Twist L
     Ultimate Thigh Twist R
     
    Each of those is actually the label of one of the control dials visible to the user, and each then controls a number of actual morphs (dials visible in /Hidden/People/Victoria 7/ if setting Show Hidden), from 1 to 5 per joint rotation, with most controlling two morphs, one for positive and one for negative rotation.
     
    (The entries I've removed from the list copied from the store product page - Ultimate Natural Bend Morphs for Victoria 7, Ultimate Leg Out L, Ultimate Leg Out R, Ultimate Thigh L, Ultimate Thigh R - are master controllers that control all or subsets of the others.)

    Of those 23 joint rotations listed above the morphs for the following DO NOT WORK. AT ALL. They don't just do the wrong thing; they do NOTHING.

     Ultimate Collar Twist L (2 morphs: 1 pos 1 neg)
     Ultimate Collar Twist R (2 morphs: 1 pos 1 neg)
     Ultimate Elbow Bend L (1 morph)
     Ultimate Elbow Bend R (1 morph)
     Ultimate Forearm Twist L (2 morphs: 1 pos 1 neg)
     Ultimate Forearm Twist R (2 morphs: 1 pos 1 neg)
     Ultimate Shoulder Twist L (2 morphs: 1 pos 1 neg)
     Ultimate Shoulder Twist R (2 morphs: 1 pos 1 neg)
     Ultimate Thigh Twist L (2 morphs: 1 pos 1 neg)
     Ultimate Thigh Twist R (2 morphs: 1 pos 1 neg)
     
     That is TEN of the 23 advertised improved joint rotations for which the product actually does nothing - NOTHING - at all. And to cap that, two of the other remaining 13 only HALF work.
     
     Ultimate Thigh Bend L (2 morphs: 1 Forward 1 Back)
     Ultimate Thigh Bend R (2 morphs: 1 Forward 1 Back)
     
     For these two, the morphs to improve forward bends of the thighs work; the morphs for bends backwards do NOT.
     
     For those with a techie mind - or who want to develop one - I will explain the reason. In each of the 10 cases that do nothing, and for the missing correction for the thigh bend back, the situation and fault is exactly the same. In data\DAZ 3D\Genesis 3\Female\Morphs\K.H. Image Studio\Ultimate Natural Bend Morphs for Victoria 7\ all of the .dsf files that should be there are there. The ones for the visible-to-the-user control channels are all correct and can be dialled on a loaded G3F. The ones for all of the actual morphs do contain all the information to create the 'hidden' morph channels, and also contain the ERC formulae to link them to the control channels and the appropriate joint rotation channels, so on posing the figure one can see the actual morph channels dialling appropriately if you have Show Hidden set in the parameter pane. But for the collar twists, elbow bends, Forearm twists, shoulder twists and Thigh twists, and for thigh bend backs, the spinnning morph dials have NO EFFECT. NONE. And that is because all of those morph data .dsf files for those bends, all TWENTY of those morph data 'dsf files, contain:
     
                 "morph" : {
                     "vertex_count" : 17418,
                     "deltas" : {
                         "count" : 0,
                         "values" : [
                         ]
                     }
                 }

    ABSOLUTELY NO MORPH DELTAS.

    For those who don't but would like to understand - the number after 'count' is the number of G3F vertices affected by the morph; between the open and close square brackets after 'values' should be lines of numbers, one line per G3F vertex affectd by the morph, first number in the line the identifying number of an affected vertex, followed by three numbers that are the x, y and z 'deltas' ... the distances that vertex should be moved by to change the shape when the morph is applied at 1. That is what a morph is as supplied: a .dsf DSON file for the morph that includes a section as above, but with a 'count' showing the number of G3F vertices affected by the morph, and a list of the x, y and z amounts each affected vertex is moved by when the morph is dialled to 1.

    But all the morphs to reshape and improve the joints when those 10 joint rotations listed on the product page - plus the 'back' rotation of the thigh - are used contain that same snippet.

    "count" : 0,

    so the morphs affect NO vertices. And no "values", no deltas to say how much any vertices should be moved on morphing.

    So those 'morphs' do NOTHING.

    The product page (and some of it is specifically in the description, not just the content list) says the product provides JCM and MCM morphs to improve 23 different joint rotations. But actually it only provides the morphs for 11 of the listed joint rotations, plus half of the morphs it's supposed to for two of the other 12.

    Which works out to the product, as supplied to me via DIM, actually only containing HALF of what it is supposed to in a functional state. And what's especially annoying is that the most common mistake in DAZ products I get is faulty ERC formulae, but I can diagnose and fix those myself in minutes; but missing MORPH DELTAS I can't.

    I find it hard to imagine how this happened. Either the missing morphs existed and are supposed to be in the product as sold, but someone - the PA or someone at DAZ - somehow accidentally deleted the morph deltas but not the channels; or it was decided - by the PA or someone at DAZ - to remove those morphs (sub-standard, problematic or whatever), but whoever did it accidentally deleted the morph deltas but not the channels, so the dials still appear in a loaded G3F but do nothing, AND forgot to amend the product page to remove the mentions of the joint rotations no longer improved. Well, there's a third possibility, but I really don't want to even think that might be true.

    But that's it. Basically, as packaged for DIM anyway, the product only contains about half of what is claimed on the product page, plus creates a load of visible and hidden channels on loading G3F that do absolutely nothing.

    DAZ needs to do one of two things, and PDQ.

    Either:

    If those missing morph deltas do exist and the improvers for those joint rotations listed above ARE supposed to be in the product, get hold of the proper morph .dsf files thaat actually do contain the morph deltas and produce an update.

    Or:

    If those missing morph deltas either do not exist or those morphs were intentionally dropped, then issue an update that REMOVES all the useless control and empty morph .dsf data files, and REWRITE the store page, removing the references in both 'Details' and 'What's Included and Features' to the non-existent/dropped morphs. And then, seeing as the customer would actually be getting about half the number of joint rotation corrections DAZ and the PA thought were worth 28.95 USD full price, 20.27 USD sale price, cut both full and sale price by about half and refund the difference to people who have already bought it on the basis of the original store product page specifications.

    I am hoping the situation is the first of those, and we can get a properly working product as originally advertised with all the joint corrections.

    But one thing is clear. DAZ need to have a REALLY LONG LOOK at their QA procedures. They have put out to paying customers a product HALF of which is faulty/missing. When I thought it was just the elbow morphs, I thought that was sloppy work from QA but just about understandable. But to miss the fact that, out of 23 joint rotation improvers advertised, TEN DO NOTHING (which is a lot easier to spot than something doing the WRONG thing - I noticed the missing elbow correctors about 30 seconds after G3F finished loading after instaalling the product) and TWO only half work, leaving only 11 that do what they should beggars belief. DAZ QA procedures - and staff - really need serious review. I've been a DAZ customer since 2004, and there has been a regular pattern of QA failures, but this one is on a whole new level and really takes the biscuit. If their QA people are overworked, they need to get more. This just is not acceptable.


    Note 1:

    I have created a new topic rather than added to the pervious one because I effectively derailed my own topic with the other one, writing a lot more about what was intended to be constructive criticism, arguing the product would have been better and more widely useful if it had been designed differently from how it was advertised on the store page. I'm starting a new topic because of the far more serious failures of the product to operate AS ADVERTISED than I had discovered when starting the other topic, and I would like to stay focused on that, not on whether it would have been better different anyway.

    Note 2:

    I believe that everythinng I have written in this post is accurate, fair, verifiable, balanced and justified. If any moderators somehow diasgree, I'd appreciate a discussion of edits rather then summary deletion. This is a real, significant failure of a product to deliver what is on the store page, and I have provided the detail that you can check yourself either or both testing with a G3F in DS, or just perusing the data /dsf files in a text editor. 20 morphs with no deltas; 10 promo specified joint rotations receiving no morphing despite every file and everything else but the deltas being present, and 2 other joint rotations only receiving bend forward morphing where the store page says it should have bend backward morphing too. Especially given the price of the product this is not good and should be aired.

    By

    DavidGB DavidGB August 2016 in The Commons
  • Dynamic Cloth Solutions

    I 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?

    By

    xyer0 xyer0 August 2016 in The Commons
  • Dynamic Cloth Solutions

    I 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.

    By

    mtl1 mtl1 August 2016 in The Commons
  • Hows Millennium Dog Bundle and Iray

    Thanks, looking forward to it!

    You're welcome, and I'm very happy to hear you liked the indian one!

    I don't have it yet as I never had a need for an indian elephant (big difference physically and not as majestic and menacing looking as the African ones), but followed the promo thread and it looked brilliant. Knowing the African one will be a morph only, I'll definitely be picking it up

    By

    FSMCDesigns FSMCDesigns August 2016 in The Commons
  • Hows Millennium Dog Bundle and Iray

    Slightly OT, any chance of an African elephant AM, your indian one looked fantastic.

    Yes I'm definitely going to do a morph for it soon, and for the baby too.

    By

    Alessandro Mastronardi Alessandro Mastronardi August 2016 in The Commons
  • Converting Genesis 3 Female clothing to Genesis 2 Female?

    there is also a genesis 3 morph dial in the perimeters  tab  to help you fine tune the fits, this helpful if your having trouble with fitting certain parts of the clothes..  its not perfect for all clothing. and I have had some issues with Fat people morphs  but i have been using it for a couple months with pretty good success ,  its the best options using genesis 3 with gen2 until something better comes along.

    By

    Ivy Ivy August 2016 in The Commons
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