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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.
HD MorphsFrom the Poser 11 Pro blurb.
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.
You can also send the figure to z brush to morph in sub d but I think you have to send the figure back to poser at the same level of subdivison it was sent to zbrush, I haven't used poser 11 pro for a while so haven't test the z brush thing much and the poser help info was a little confusing the last time I read it lol
HD MorphsAFAIK there's no HD morphs system in Poser.
Actually Poser 11 Pro has a feature to sculpt on subdivided meshes, but you have to either use the morph brush or have a copy of zbrush to GoZ it and back. But the implementation and uses is for it is vastly different than HD Morphs in DAZ Studio so you'll have to decide if you have the hardware to run those morphs. Also 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. The subdivided sculpt is based on the figure that you make it against, so you can't interchange morphs like making veins or wrinkles. Also you can't import a subdivided mesh as a morph, so your only choices for morphs are the morph brush or zbrush. (there was method for using the projection brushes to transfer a subd morph made in blender on the SM official forum to get around this, so you can take a look to see if that works for you.)
However, you may want to learn how to sculpt on low poly meshes anyway before doing anything on subdivided mesh as you will may want a bit more control to make your base shape and add details to that. And most importantly if you using Poser to make sculpts, always pull the original obj from the runtime and not export from Poser as what's exported is not the same and you may encounter issues.
THANK YOU, Aave NainenThis hair is ... beautiful, I just load the base hair and it drapes so nicely. I highly recommend adding each peice as needed. Add the base, pose it and if you want more, add another peice, pose and so on. I still think long hair should have bones to help with posing, but I'm very pleased with it. This pic is just the base hair with the wet morph to make it more smooth.
Do you apply each pose morph to each piece of the hair or just "hair all?"
Very big sale on bundles - tremendous, actuallyOh I wish there were some Genesis 3 Bundles on sale as well. I always use the latest figures only.
I can see that being very good practice. I'm still using Generation 4! LOL
I have a lot of Genesis 1 and 2 (M&F) content and a small collection for 3, but in my Carrara animations, I really enjoy the characters I've made, and the content selection availability still hasn't caught up to a point where I can validate a switch. Hair being the main one which is still not available, but I also still don't have the costumes I need either, even though I've bought most of the ones I like - they just don't match up to my heroes yet.
However, 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!
Dragon questionSomehow I didn't realize there was a RawArt morph to turn Dragon 3 into a Wyvern, that's awesome. Glad someone asked the question, gotta grab that for myself :)
Need help using Transfer UtilityI'm sure this has been asked before but I have tried searching the forums and get mostly irrelevant results.
Here is my workflow:
Load Genesis 3 Female base into the scene.
Create a sphere primitive. The primitive is now at "world center" or floor
Position the sphere so it surrounds G3's head
Following the instructions in the DAZ wiki, I select Assets>Transfer Utility
see attachment for options I choose, and I have tried several Follower, Wardrobe, etc etc
Click Accept
the utility runs for a while and when it finishes, the sphere (or any object I have imported from another 3D modeling app) drops back to the initial position it had when created or imported. I can provide a screen shot of the "after" if necessary.
I've tried first making the object a "figure" and a few other guesses as to what the problem is. If someoen could please tell me what the secret is, I'd be appreciative.
GenX2 and Genesis 2 AddOn released! [Commercial]Where do you find the "get values from figure in scene"
Nevermind I found the option in GenX. Another question, sometimes after the conversion I only get values for the body and not the head. Does this have something to do with the morphs of the original figure? For instance, I'm getting no values for the heads of any of the Mirandus-Arts V4 figures for the head but I get for the bodies.
I get "get values from figure in scene" in Gen X, not in DAZ Studio scene. I open a scene with the morphed character, I load G2M with the "source" button and then I choose "get values from figure in scene" in Gen X "Select" button right on Mode: "Create single morph". Then I transfer. I'm not sure but this may work with DAZ and not Poser. If you use Poser figures (for example M4/V4/M3/David/V3), it's better to click on "Load Figure" and you go direct to your Poser directory (Runtime/Librarie/Character) where you have your morphed figure (cr2) you want to transfer. It will load your morphed figure directly in GenX (note that I don't have the Mirandus-Arts V4 so I don't know if it works with it). Then you can transfer in G2M or G2F or Genesis. You can not transfer directly to Genesis 3 Male/Female. You have to transfer first in G2M/F. When you're done, you open this new character in DAZ (in the scene) then open GenX and click on "Source" and choose G2M/F, choose G3M/F as "Target" then you just click on "get values from figure in scene" and transfer, it should work. You should have G3M/G3F with your morph. That what I understood.
Best regards.
Why Are Anime Figures Impossible in DAZ?Forget that...I did a quick try of that morph, and a no-nostril "pointier" nose, and it still does not have that stylized anime look. The lips are wrong, and you would need some good lashes and brows...a lot more work is needed. You would need a model. Another option is touching base with Ken1171 about his Anime Universal Head. You can find him on DeviantArt and other sites... I think the goal of that is to just parent the head on the body of another figure.
What morph do I need to create a new character to sell in the store?I have found Blender fairly easy to use to create various character morphs as for that all you need to use are the sculpting tools - I still can't get my head around modelling even a cup from scratch in Blender so don't be put off trying the character morph even if the rest of Blender is a mystery :)
Thank you. I recently created a chessboard with chessmen on it and it came out descent. My only problem is when I UV mapped and put the material in Blender, it did not show the material in Daz Studio when I exported it as .obj. The material got lost during the transport. I guess the material or texture has to be implemented inside the Daz Studio. Also, the good thing about Blender are the tons of tutorial in Youtube and they are all free.
What morph do I need to create a new character to sell in the store?Results are important not the tool
Blender, Hexagon and Zbrush all have the tools, as do many others.
I don't like Hexagon, although it can be useful for creating a quick morph, and some PAs use it. Zbrush is a decent amount of cash - I wasn't keen when I tried it out, but the results possible with it are seriously tough to argue against. Blender is free; I found it easy to learn; it made sense to me - at least since they updated the UI from what was 2.49. It's free to try, all you'll waste is time, but that will be the same with any.
It isn't a waste deciding you can't handle its style.
All will take a lot of time to learn; find one that suites you, so start with free or very low priced.
Thank you and I'll go for Blender for now until I get some cash for the Zbrush. I heard good things about it and most sales pages in Daz Store mentioned about using Zbrush to create those particular products.
Dragon questionHere is daz's old Wyvern http://www.daz3d.com/wyvern-2-0
Or a morph for the new dragon to make into wyvern http://www.daz3d.com/wyverdreki-the-wyvern
Rawn
Why Are Anime Figures Impossible in DAZ?Have you seen Anime Doll for Genesis 2 Female on Renderosity. It's a rather nice morph (actually GeoGraft).
Yeah I've used it, and mentioned it above. It's a decent figure, but it doesn't play nice with a number of morphs (specifically the Growing Up morphs) so any attempts to change the base body outside of the usual morph sliders causes the neck to freak out and elongate. If I could find a way to get around this issue Anime Doll would work great.
Is there another (non purchased) morph that does this? I can take a look, and maybe figure out what happens. Maybe it's a scaling conflict, which can be fixed by showing the hidden properties and tweaking back a few dials?
Tofusan made an Anime Head morph for G3F available on Pixiv (very nsfw)...but it's not Comipo-ish, unless you maybe add a nose morph to sharpen and remove nostrils (I made one of those for Keiko at one point), and then use the VSS shaders.
Morph Parameter Settings HelpDeltaAdd is a type of ERC link - it's called the same in Poser. It's not the same as the morph deltas, though in both cases dleta refers to a change in value.
Consider the hand - if a morph scales it to make pianist hands, with extra long fingers, then when the fingers are bent the hinbge points will be in the wrong place. Using Adjust Rigging to Shape or by manual editing those points can be moved so that they line up with the morphed knuckles, then ERC Freze is sued to link the changes in the hinge points to the shape so that they move as the morph is set.
THANK YOU, Aave NainenThis hair is ... beautiful, I just load the base hair and it drapes so nicely. I highly recommend adding each peice as needed. Add the base, pose it and if you want more, add another peice, pose and so on. I still think long hair should have bones to help with posing, but I'm very pleased with it. This pic is just the base hair with the wet morph to make it more smooth.
Adding body parts to M3Without going into creating new geometry, the easiest way would be load 2 M3s, parenting the second to the body of the first. you would then go the Heiarchy Editor and toggle off the visibility of everything for the second M3s one except the pinkie
You would then apply the same materials and pose to each M3, then pose the second M3's pinkie. It would be a bit cumbersome...
...I gave it a go; I unhid the dials for the first M3's first pinkie jount and translated it 0.175" in Z , and pulled the outside of the second M3's hand a bit with the morph brush after dialing in some side to side. (edit; I should add I increased the x scale of the actors of the first M3's pinkie by about 35% to lenghen it.) It's not great, but it's sextidigital and it only took a few minutes.
What morph do I need to create a new character to sell in the store?I have found Blender fairly easy to use to create various character morphs as for that all you need to use are the sculpting tools - I still can't get my head around modelling even a cup from scratch in Blender so don't be put off trying the character morph even if the rest of Blender is a mystery :)
Morph Parameter Settings HelpThanks for the reply. I tried to attach the image now. Hope it works...
I really try to understand the rig and morph system used in Daz in general and used with Genesis 3 in detail. Freeze ERC delivers a list of [DeltaAdd] and I really like to understand how this works. I'm coming from Poser and I'm relatively new to Daz. I like Genesis 3 a lot and the quaternion weighting, as this is exactly the same system that is used in Cinema 4D spherical weighting. I miss some detailed technical explanation of the MCM and JCM system, as well as other things.The documentation at Daz seems to be a bit outdated or WIP.
So the Origin and End thing is not a change of the position in absolute coordinates in space? If you say relative to the changed shape, what does that mean? The shape are polygons or vertices, or am I wrong here?
What morph do I need to create a new character to sell in the store?Results are important not the tool
Blender, Hexagon and Zbrush all have the tools, as do many others.
I don't like Hexagon, although it can be useful for creating a quick morph, and some PAs use it. Zbrush is a decent amount of cash - I wasn't keen when I tried it out, but the results possible with it are seriously tough to argue against. Blender is free; I found it easy to learn; it made sense to me - at least since they updated the UI from what was 2.49. It's free to try, all you'll waste is time, but that will be the same with any.
It isn't a waste deciding you can't handle its style.
All will take a lot of time to learn; find one that suites you, so start with free or very low priced.










