-
Figure-Specific Morph Not Applying Correctly
When creating a morph for a morphed figure, in morp loader pro you must after you have loaded the file, click the arrow (triangle) to expand, and then set Reverse Deformations to Yes.
Figure-Specific Morph Not Applying CorrectlyI'm trying to apply a morph for a shirt I created so I can dial the shape it more accurately to my figure.
I modeled the original shirt based on the Default G9 figure, imported it into DS, and applied it to my character. This is what it looks like:

It's not bad, but there's a few issues IE the ribbons on the arms are distorted, and it doesn't quite fit the way I want it to on the figure. So I exported the figure from DS and loaded it into Blender, then tweaked the model to the shape I wanted. This is what things look like in Blender:

I export this to OBJ, and then use Morph Loader Pro to apply the morph to the shirt model in DS. However, when I go to actually turn the morph on, it looks like this:

So while it fixes the sleeve length, the ribbons remain distorted, it's making the waist and neck to narrow so now they're clipping into the model, and the hips are much too wide. Is there a step I'm missing, here? Is there a different setting I should be using with the Transfer Utility (I kept the second dropdowns for both the source and target as Default) or Morph Loader?
Copying Bones from Genesis 8 Figure to OBJ importkarlsfriend_f7ccaca9e2 said:
felis said:
I am using transfer rigging frequently without issues.
What are you trying to to, and what is your process?
I created a character in Blender. I built it based on the Genesis 8 Character. I exported it as an OBJ file from Blender. Maybe I'm doing it wrong. I've followed a couple of tutorials but I must be doing it wrong.
I load a base genesis 8 character. Then I imported my obj file. I tried to use the transfer program. but it didn't do anything.
I'm pretty sure I did it wrong, but I don't know.
When you say you're building a character based on G8, do you mean you built a 3D model and want to make it a morph for G8. I think more infomation would be very useful here.
Face Transfer 2Another creation made with Face Transfer 2 on Genesis 9 rendered in super environment of:
https://www.daz3d.com/pin-up-boxes
[Released] RSSY Hair Converter from Genesis 3 to Genesis 9 [Commercial]
Finally, use your favorite Genesis 3 Hair without limitations on your Genesis 9 characters! Automatically convert almost your entire library of Hair items using the new Hair Converter from Genesis 3 Female to Genesis 9 or the Hair Converter from Genesis 3 Male to Genesis 9! The Hair Converter scripts provide batch execution for automatically converting your Genesis 3 Hair to Genesis 9 Hair in your library. Easily select the hair items in your library, select an output directory, and execute the script. Even better, icons and categories are copied from your original Genesis 3 hair to the new Genesis 9 hair items. Your new Genesis 9 hair is completely Smart Content aware! They will show up when you select a Genesis 9 character. Plus, all materials shown in Smart Content for your Genesis 3 item will show for your converted Genesis 9 item.
- Convert Genesis 3 Hair, including multi-part hair such as wearables, for use by Genesis 9 characters.
- Adds new movement bones to converted hair, adding functionality the original products lacked (may not work with all dForce hair)
- Copies icons from Genesis 3 hair to Genesis 9 hair for a professional look
- Copies Smart Content Products! Converted hair will be organized into similar products as the original items. The converted product mirrors the original hair items' products, organizing multiple converted items into one converted product and even using the product image from the original products.
- Converted Hair are Smart Content enabled! All materials shown in Smart Content for your Genesis 3 item will show for your converted Genesis 9 item.
- Automatically convert your entire library of hair with one operation!
Items without metadata can be converted but will not show up in Smart Content. They may also need to be converted using a Force Convert Item(s) button.
The script may not be able to convert all hair items without issues. Mid and high-level ponytails that were originally moved with bones will lose that functionality during the conversion process. In addition, though beards can be converted by the script, because of limitations in the conversion process, open mouth expressions can possibly tear on the facial hair.
The script adds rigged bones to hairs on conversion, but cannot do this with hairs where the entire hair was grown from a cap with dForce (there isn’t enough actual geometry to work with, because dForce strands can’t be seen as geometry by Transfer Utility). It WILL work with hairs like many AprilYSH hairs that have dForce but also have geometry.
Copying Bones from Genesis 8 Figure to OBJ importIf you are creating a character, you shouldn't use transfer rigging. For that you should morph loader pro, as you want it as a morph of the base character.
Transfer rigging is usually for clothing or similar, where you want the object to have the same rigging as the character.
If you want it as a stand alone character, you could use transfer rigging to get the same bone structure, but transfer rigging is based on a donor, and if the target is significantly different from the source your rigging will be off.
Copying Bones from Genesis 8 Figure to OBJ importScreenshot your settings in the Transfer Utility dialogue.
Copying Bones from Genesis 8 Figure to OBJ importfelis said:
I am using transfer rigging frequently without issues.
What are you trying to to, and what is your process?
I created a character in Blender. I built it based on the Genesis 8 Character. I exported it as an OBJ file from Blender. Maybe I'm doing it wrong. I've followed a couple of tutorials but I must be doing it wrong.
I load a base genesis 8 character. Then I imported my obj file. I tried to use the transfer program. but it didn't do anything.
I'm pretty sure I did it wrong, but I don't know.
Basic Morph Settings Import/Export One More Time?Based on the image it doesn't look like a scale issue.
How does it look if you just activate the morph slightly?
It does look like an issue with vertex order, but I can't see how it should come.
(Neweat cersion of blender have changed the obj exporter, so vertex order is no longer an option (it is always on).)
Basic Morph Settings Import/Export One More Time?Hi,
From Blender, export at scale 1 (not 100)
In morph loader, select use From "Cinema 4d (i unit = 1m)
Should then work OK.
Copying Bones from Genesis 8 Figure to OBJ importI am using transfer rigging frequently without issues.
What are you trying to to, and what is your process?
Face Transfer 2OK, I've gathered a few items so I can share my initial attempts at creating a dial. I'm using Dial Fusion 9 in this example; I already created the dials for two of my Face Transfer 2 characters - the ones I used in the image above of the two women.
Here, I have loaded a stock G9 figure into the scene and applied one of the two shapes from the previous example to 100%. The younger woman is "NPC 159" from my collection of NPC faces, hence her dial name. I just set the main DF-Test-159 dial to 100% and the Body and Head versions followed, but I could twiddle with them independently.
Here I'm showing all of the shapes actually involved with this dial. It's also taking into account the FTS2 "Face Transfer Shapes" main fix, and the Base Feminine settings that were on the original Face Transfer figure that I used to create the dial. Had I gone to the trouble of creating a "real" character, with other morphs, those too would've been saved. One of these days, I'll get back to doing that - that was the real point of my adventures in Daz, after all.
The other "Currently used" item you might have noticed was the NPC159 dial. I am not done testing and thinking about this. Here, I prove that of the dozens of "NPC" characters I have created and used since FT2 came out, there are only two "NPC" dials - corresponding to the two that I used Dial Fusion to create dials for. It appears that Dial Fusion creates and saves an actual dial for the Face Transfer shape. That catches my eye because all that time I spent creating characters with the original Face Transfer, I would save the figure as a Scene Subset so I could load it to use in scenes with other characters, which basically works but I'd often run into naggy Daz errors doing it. Just to note, if you load a stock G9 figure and only use this dial, it doesn't look like the finished figure - you have to apply the Base Masculine/Feminine and Shapes (if you used Face Transfer Shapes) before the shape looks like the original direct-from-FT2 figure.
The other interesting functionality that this adds is that if you're into this sort of thing, now you can use FT2 shapes to modify characters, like RY Tiffany here (an untouched original is on the right). I wouldn't have thought of doing this but my recent experiments with Walter 9, using my shapes converted from the original Face Transfer with ManFriday's G8 -> G9 converter, were successful enough that it gave me the idea to try. I normally buy characters to make use of their textures and shapes ...
Copying Bones from Genesis 8 Figure to OBJ importI tried importing it as a morph but I'm not sure what I'm doing wrong. It only make the character bigger or smaller when I try to adjust it. In the past I copied the bones from the base male to the obj file. Stupidly, I did not save the steps to do it.
Any help would be appreciated. I've tried using the transfer utility and it doesn't seem to be working.
Thank you so much to the community for all your help!
Manual scaling gone when loading obj in MLP and in saved shaping presetHi all, For various reasons, I've exported a dial spun and manually scaled (everything but the head and extremities) character as an obj, with the default Daz options. If I load it into a scene just as a regular obj, it looks identical to the original heavily morphed, and manually heavily scaled figure. But if I successfully load it into a fresh base figure using morph loader pro (with the Daz defaults) at 100%, at least some of the manual scaling will be missing, everything else is okay. The characters in question are shorter than the base, and, I'm finding that if I scale up the whole character so that the shoulders are about the same height as the base, the manual scaling is, somehow, preserved. This same issue (and approximate fix) is also there when saving the same characters as a shaping preset. This seems like a D/S error. Is there an explanation of what's wrong with this picture? (so to speak)
thanks very much! / peaceRibs MorphHi m4dara, I'm another advocate for rib morphs! But much more normal than the SY ones, I've been reluctant to say it but IMO, that seems mostly like monster stuff - I only use the 1-4 ribs and then usually have to narrow the sternum. ( but many, many thanks to SY for all the free morphs and tutorials ) Sometimes I use the spine morph, but I like the free SY one better. But being such a fan of ribs or noticable bone structure, I'm glad to have purchased it! So, yes, someone please make a REALISTIC rib morph product for G9 (or G8) with lots of individual bone control so one could use it more exactly. Like the 1-4 ribs would be more functional if they were 4 seperate morphs. IMO, every rib should be separate with the option of some full morphs also. RE: Lexi, I purchased that, because of a previous forum rib discussion that suggested it. I was hoping that it would have a separate HD morph that was mostly the ribs, so I could use it with other totally different characters, but I don't think it was good for that - I'll check it out again to make sure I'm not misleading anyone. I've been using the normal map method for ribs. 3D universe, London character for G8F has a good ribs/torso normal that, of course, also works on G3. It does have a little other detail in it, but I put it in GIMP and got a sense of the normals color scheme ( what was depth and what was height ) and duplicated the background and essentially copied over everything except the ribs then carefully tapering off the edges. It's all I usually need to get some rib effect. And for G9, using the same reworked normal, I somehow raised the active part up so that the normal was in the right vertical position in the body parameter. It's a lot of messing around and not perfect, but you can also use it with negative values to line it up better sometimes. Let's hear it for ribs!

/peaceCharacter SplitterMike3D Hey, thanks very much for trying to replicate my issue! I'll definitely try your suggested trouble shooting approach. I'm also gonna post my question about the unexpected difference from the original morph when saving as a shaping preset or loading an exported obj.( the exact copy, including the manual scaling) into MLP and then the manual scaling is not there. To me, that seems like the initial problem. Anyway, have a great day!
/ peaceDiffeomorphic - Animation not quite the same in Blender and DAZJames said:
g9
@James
While I do not use Diffeo to send Blender animation back to Daz studio ( never found it reliable)
I do work with applying external animation data to G9 from outside sources.
such as Mixamo, Iclone and Endorphin
My experience has been that you do not have to perform any turning off of limits or unlocking of bones etc. with G9 as we have to with G8 before applying external animation data.
But as Padone mentioned ,Any animation using Blender IK system will not transfer
to Daz studio with 100% accuracy because baked IK to FK position data does not transfer well into Daz studio
IMHO Particulary as Daz .duf "pose" files coming from an MHX control rig going to a base FK skeleton in Daz studioEven the old BVH FK format handles this better as my BVH files from Iclone are flawless in Daz studio.
Face Transfer 2Thanks a lot, nonesuch00
I really like these Pinup Boxes, so below is another Face Transfer creation on Genesis 8 Female
River 8.1 Morph...why does she look familiar?Anyone know the source image for her....she looks Reeeaaaalll familiar.
Need help with Small Breasts Morphs (vol 1-4) for G8F by AnagordMatt_Castle said:
Yeah, that's a common problem with more petite breasts, and one of the main things I'm expecting to need to fix with this tool.
...looking forward to this.
Apparently a portion of newer female clothing is including a "smoother" built into the chest area mesh to mitigate the "saran wrap" look but in only few instances is there a control to reduce it. What I find odd is there is a centre chest smoother in 3DU's Message Magic clothing (which has no slider) as it is primarily intended for young characters. Not sure if dForce takes it out (the clothing is listed as being dForce but also works as conforming) as I have recently been experiencing display driver crashes when running sims.
Richard Haseltine said:
That is because morph projection essentially matches the changes to the nearby parts of the base mesh - and the sternum isn't changing as the breasts are reduced.
..I would think the eternum bone is separate from the breasts as I have Zev0's Breast Control (and a couple other breast shaping utilities) which doesn't deal with the sternum, just cleavage. I've only seen this happen more recently with clothing content when I try to fit is to more petite or younger characters. It doesn't whow up in the unclothed character (which of course I cannot post an attachment of) just wshen the clothing is fitted.
For example, one clothing set, the Boho Dress for G3F (which I converted to G8) does have a slider for the centre smoother. Meanwhile the Basicwear Tank Top and Sports Bra for G8F doesn't, and actually deforms pretty badly when fitted to a character with a smaller bust circumference (worse than the example I attached above)
There needs to be some type of universal tool that can be used to reduce the smoother since it is apparently a permanant part of the clothing mesh and does not have a sepaate slider.











