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THANK YOU, Aave Nainen
I like this hair, too. On the Easy Morph now, but the other options look promising.
You sold me on this one! I wasn't too impressed until your image, love it :)
How about that.
Thank you very much. Took me a few tries, but I finally got the knack. I think.Any way to move the part from side to side? I know very few gals that use a middle part these days so that's one strike against my buying this if the part is stationary!
Hey, Wolfman. Good to see you. :-)
THANK YOU, Aave NainenHas anyone had success using this hair on older models?It won't hurt to try, the draped morphs won't match the older character poses exactly but it's well worth working your way through the morph dials to find one that works for any given pose. The hair is actually quite flexible in use that way.
Here's what I did to give this a quick test:
Loading the base hair to Genesis 2 Female I used transfer utility (Unsupported, short hair template)
Do that with each successive strands set then use "Fit To" and fit the strand sets to Free Spirit Hair so that the morphs all dial in at once when one is applied to the base hair.
I haven't tried on other older characters but if it works for Genesis 2 there really isn't any reason for it not to work on Genesis.
GenX2 Update / Genesis 3 Add-On [Commercial]zen3dzen_f7e6e61b4f: Have you installed the updated plugin? Check the version info for "Genesis Generation X2" in "about installed plugins". Only the most recent version 2.1.0.0 is able to read the actual figure definitions.
Cerene: A morph is a relative change of a mesh. So, it is inevitable that the target figure has to be morphed into the shape of the source figure for the transferred morphs to apply correctly. This includes the original "pose", i.e. unposed shape. An alternative is to use one of the V4 legacy shapes available for Genesis 1 or 2. But still, these will have differences in pose.
2nd of nine lives Cat Girrrl render thread prrrIs this the morph you tried to find?
http://www.mzzkiti.com/CatGirl_Kioki.zip
Which creates something like the attached image?
Sincerely,
Bill
Redfern, you are currently my favorite person in the whole universe.
D'aww, shucks! T'weren't nothin'.
Actually, what sells the look probably better than the morph is the texture set Beth Capsces made. Originally sold at Poser Pros and has not been available since that store closed, Capsces created "feline" textures that could be applied to Victoria 3, Michael, shoot, all of the Millenium 3 figures since they all shared the same mapping. She labeled it "Felis Sapiens" and the base pattern along with its variations were derived from photographs she snapped of her favorite cat, Mimi. I used red/orange version for my depiction of Lt. M'Ress.
Beth later modified the set to fit upon Melody (and Micah), repositioning and reshaping the head textures so they would align with Melody's facial features. That set is still available, but the head patterns won't align properly upon Aiko 3's face (or any other Mil' 3 figure).
Sincerely,
Bill
2nd of nine lives Cat Girrrl render thread prrrIs this the morph you tried to find?
http://www.mzzkiti.com/CatGirl_Kioki.zip
Which creates something like the attached image?
Sincerely,
Bill
Redfern, you are currently my favorite person in the whole universe.
HD MorphsAlso because it subdivides in the viewport (instead of at rendertime with HD morphs), you may not want to subdivide past 2 or it may slow poser.Subdivision in the Viewport and Subdivision at Render Time can be set independently similarly to Daz Studio, So you don't have to show subdivision in the viewport if you have a slower computer
But still if you don't have a copy of zbrush, you have can only use the morph brush, and then you have to set the subdivision to do your morph, so you still would not set the level anywhere above subd2.
I didn't have any trouble sculpting at sub d level 3 in Poser, so I'm not sure why it can't be done in poser
AFAIK there's no HD morphs system in Poser.
Actually Poser 11 Pro has a feature to sculpt on subdivided meshes
Well I missed that when P11 was released then.
Yes, but it's not anywhere near what you can do with HD Morphs, so that's why I haven't called their feature that.
But as the origianl poster mentioned - customers can't make HD morphs with Daz Studio - which is why he/she asked if it could be done in Poser
As I said, what Poser has is nowhere near the features of HD morphs in DAZ Studio, so honestly it would still be a no. They aren't HD morphs. Also sculpting in subd 3 requires higher computer requirements, didn't say you couldn't but if your hardware requirements aren't enough your interface will slow down. But using the morph brush on a subd 3 mesh is a waste of polygons as you are only pushing polys.. something that can be done already on a lower poly mesh once you learn how to manipulate a low poly cage.
THANK YOU, Aave NainenI like this hair, too. On the Easy Morph now, but the other options look promising.
You sold me on this one! I wasn't too impressed until your image, love it :)
HD Morphshttp://my.smithmicro.com/poser-whats-new.html
NEW! Subdivision-level morph targets (Creating morphs PRO)
Subdivision-level morph targets (Creating morphs PRO) - In Poser Pro, you can create high-resolution morphs right on the subdivided geometry and use the Export Morph Injection command to share them.
Subdivision-level morph targets
NEW! Improved Subdivision Surfaces
More robust handling of poor geometry. By integrating OpenSubdiv 3, support for meshes that were not originally designed for subdivision is enhanced.
Mind, I still wouldn't buy PP11 ... there is still that Internet connection or deactivation thingie ...
Poser 11 & Poser Pro 11 Activation System
You have a choice between online and offline activation.
You will have a 7 day grace period before both initial and activation refresh become mandatory.
Feature set is limited to standard version during the initial (first) grace period if activation has not occured.
We offer activation on 3 machines/OS installations concurrently.
We still have our 'like a book' policy. If you purchase one seat, one person can use the software at one time. What is different now is that you can install and activate on up to three machines or OS installations.
Need a fourth activation? Deactivate one of the first three through the P&G License Manager here: pgportal.smithmicro.com (currently read-only, managing active clients coming soon)
You may request permanent activation capability for your license through the P&G License Manager here: pgportal.smithmicro.com (currently read-only, license editing coming soon)
If you'd like to reset your permanent activation, you can do so through Smith Micro technical support here: support.smithmicro.com
We have a contingency plan to allow you to continue using your copy of Poser, regardless of Smith Micro management, employee or ownership changes.
By the way: the portal works now, so you can get a "permanent" activation - but only on this Computer. If you buy a new computer, you have to do it again.
Same as encrypted content here at Daz ... sigh.
HD MorphsAlso because it subdivides in the viewport (instead of at rendertime with HD morphs), you may not want to subdivide past 2 or it may slow poser.Subdivision in the Viewport and Subdivision at Render Time can be set independently similarly to Daz Studio, So you don't have to show subdivision in the viewport if you have a slower computer
But still if you don't have a copy of zbrush, you have can only use the morph brush, and then you have to set the subdivision to do your morph, so you still would not set the level anywhere above subd2.
I didn't have any trouble sculpting at sub d level 3 in Poser, so I'm not sure why it can't be done in poser
AFAIK there's no HD morphs system in Poser.
Actually Poser 11 Pro has a feature to sculpt on subdivided meshes
Well I missed that when P11 was released then.
Yes, but it's not anywhere near what you can do with HD Morphs, so that's why I haven't called their feature that.
But as the origianl poster mentioned - customers can't make HD morphs with Daz Studio - which is why he/she asked if it could be done in Poser
Albane and Ali II (Albino skins) [commercial]Albane is freaking hawt. Dang!
Yay!!
Yeah.....I am very pleased with how his morph turned out :)
Rawn
THANK YOU, Aave NainenI like this hair, too. On the Easy Morph now, but the other options look promising.
HD MorphsAlso because it subdivides in the viewport (instead of at rendertime with HD morphs), you may not want to subdivide past 2 or it may slow poser.Subdivision in the Viewport and Subdivision at Render Time can be set independently similarly to Daz Studio, So you don't have to show subdivision in the viewport if you have a slower computer
But still if you don't have a copy of zbrush, you have can only use the morph brush, and then you have to set the subdivision to do your morph, so you still would not set the level anywhere above subd2.
AFAIK there's no HD morphs system in Poser.
Actually Poser 11 Pro has a feature to sculpt on subdivided meshes
Well I missed that when P11 was released then.
Yes, but it's not anywhere near what you can do with HD Morphs, so that's why I haven't called their feature that.
Microsoft Announces Monthly Fee on Win 10 Enterprise EditionI also find that people when making arguments are disregarding the youngster's attitudes towards copyright. They are growing up in a world where everything is free on the internet and they're unwilling to pay for it.
I was showing a student animation and game making software and offered to spend a day with her showing her the software. She arrived with a portable hard drive assuming I was going to transfer everything I own onto her harddrive for her - she also had a pirated version of windows on her computer. It didn't occur to her that I wouldn't give her everything I had paid for or that people were losing money because of this and that there were license fees. It wasn't that she didn't care - it was more a case of she didn't know, didn't realise.
My computer was stolen some time ago - they broke into the house while we were sleeping - and I wished I had a button to push that would disable all the content on the computer. I could contact some companies and tell them to disable the licenses that were installed - but unfortunately in most cases it meant that all the software and graphics I had was stolen along with my computer. That's why I fully support encryption and the move that Daz is making - because I would want to lock someone else out of my content and the reality is that crime is out of control in my country - I've had 3 computers stolen and there's ever the chance that it will happen again. I want software to dial home so that I can block them. In fact I'd like a feature to activate that when your computer is stolen you can go onto the internet and disable your password and then when the person using the computer 'dials home' it blows up the computer ... I'll keep dreaming about that one!
iRay only I'm tired of it.On faking - yes I agree re 'difference usage'. Also arguably PBR is not completely physical real or 100% correct. Fake-ability has its pluses in creativity and allows for effects and greater scope for manilpulation. Guess my point is 3delight and its related products will continue to be relevant in spite of fast & easy iRay.
As an animation creator I do wish for a better openGL or 3Delight main viewport Draw setting: particularly the highly optimized AoA ambient occlusion showing in realtime to help anchoring objects and actors when animating. Some textured draw mode occlusion - or even low res shadow - will help guide where things are spatially when the ground is procedurally shaded/ non-textured.
Like, Textured: AO or Smooth Shaded: AO or Toon: OpenGL Intermediate Shadow kind of viewport draw style with some Draw: tweak settings.

On rendering Transmapped Hair/ Fibermesh obj in either engine:
Overall hair quality already suffers from lack of dynamics and last gen morph workarounds. All the iRay anisotropic glory is wasted if Daz spline hair looks as stiff and thick as undercooked spaghetti!

DS hair fidelity is a few years behind skin quality. Almost every hottest SSS skin + superb normal displacement pores + pro quality texturing is compromised by skin-hair visual DISCONNECT.
(when aiming for realism (photoreal or kinda-real), the biggest giveaway of "not from a pro" or "definitely prefab products" creation is Hair and Skin Quality Mismatch)
Not saying dynamic, iRay-friendly LAMH hair will suddenly advanced DS fiber hair to DS skin level, that is still subject to craft and artistry. But it would help reduce mismatch/disconnect eye sore!
Anyway... after playing with iRay for a few weeks now, I've decided animating LONG Photoreal fibermesh MESH hair in Daz, though can be done, is still not worth the time. Back to toon style lumpy hair mesh like the recent Daz Original one on Aiko 7... or perhaps other game style hacks.
Problem when importing FBX (via/Blender)I was trying to transfer a car from Blender to DAZ, and when I tried to use different FBX versions, when importing into DAZ, I get this error that says
Transform differences: non uniform scale detected. Results will likely be different
When I imported as usual, then the car parts came FLYING out of place!
I don't know why it's doing it to me....or a bug in the FBX import or something.....? I can't use OBJ as it has a flaw in DAZ that has LACK of seprating objects when importing. it only comes as one when importing OBJ. I attached images of the different export settings within of Blender..
THANK YOU, Aave NainenYes, you can pose each piece separately and the poses are nicely grouped and well labeled. All the peices "fit to" the main hair, the base is fitted to GF3. All you need to do is highlight the main hair if you want to affect all the parts at once. If you want to fine tune it you can select the individual parts and pose it separately.
Thank you.

If you load the base hair and then individual strand sets you'll need to apply the morphs to each one, loading FSHair All you will still need to apply morphs to each separately but offset and placement of the strands front to back are set up to work well together. If you load FSHair All-Easy Morph the strand sets are all "Fit To" the FSHair base so all of the pose matching morphs (and some of the shaping morphs where it made sense) will apply to all at once. Just be sure to select the Free Spirit Hair in the scene tab so that the morphs show up in Parameters tab for you to dial in. When you use the FSHair All-Easy Morph I have it set up so that on the strand sets the morphs that you can dial in separately will show up and all others will be hidden.
This "complex" set of guidelines will make much more sense when you are actually using the hair....lol......I get a little "wordy" so I hope you'll excuse me for that!
So this hair calls for a little imagination. :-) No problem with the words. I think I'm getting the general idea.
The All Easy Morphs are great; I like the draping and noticed that the hair fit the pose.
Thanks!
FBX Export Animation Expression to Unity3D?exporting morph animations works via fbx for g2 but in unity these blendhsape aniamtions are out of any range , there for they are destroyed ..ranges -200,200
THANK YOU, Aave NainenDo you apply each pose morph to each piece of the hair or just "hair all?"
If you load the base hair and then individual strand sets you'll need to apply the morphs to each one, loading FSHair All you will still need to apply morphs to each separately but offset and placement of the strands front to back are set up to work well together. If you load FSHair All-Easy Morph the strand sets are all "Fit To" the FSHair base so all of the pose matching morphs (and some of the shaping morphs where it made sense) will apply to all at once. Just be sure to select the Free Spirit Hair in the scene tab so that the morphs show up in Parameters tab for you to dial in. When you use the FSHair All-Easy Morph I have it set up so that on the strand sets the morphs that you can dial in separately will show up and all others will be hidden.
This "complex" set of guidelines will make much more sense when you are actually using the hair....lol......I get a little "wordy" so I hope you'll excuse me for that!
How do you Export FullBody Morph in FBX export rules?You know how you can put a rule "0 head Export" and so on. And it exports head blend shapes. So you can even see them acting in unity.
How would you create body and fullbodymorph rules?
Very big sale on bundles - tremendous, actuallyHowever, if I do decide to make the switch, the major benefit I have is that the CCTs in D|S are so wonderful and powerful that I could make my own content. I've done enough practice on Genesis 2 Male and Female so far to know that Carrara is insanely wonderful at modeling for Genesis! I'm surprised that more content artists aren't using Carrara.
Other modelers - artists have to import various exports of the figure mesh to create special JCMs, morph support, etc.,
Carrara - after exporting the base mesh, simply crank up the needed morph or make the appropriate joint rotation, model the morph, and export - repeat!!! It's just cool!
Since I'm engaged currently in a painstaking process of creating Genesis1 versions of all my clothing, and saving it as Carrara content (so it will be more stable, load faster, and already be textured the way I want) I've lately had a lot of practice at doing some modeling tweaks to various outfits lately, and I've got to say I completely agree. The way you can model in the assembly room on top of multiple other clothes and the figure itself, morphed however you need it, strikes me as invaluable, and I'm bewildered that Carrara isn't more of a mainstay choice of clothing creators, as it seems like the most ideal tool for this imaginable.












