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Let's appreciate/discuss today's new releases - ongoing thread
I'm a sucker for characters with their own thing going on, so I like the look of Herlinda's head shape: https://www.daz3d.com/mb-herlinda-hd-for-genesis-9
Going on my wishlist and will probably buy her sooner rather than later. For my own workflow, I've been creating a weight-mapped morph system similar to Meta Mixer, but using existing morphs rather than needing special variants of them. Characters like Herlinda work very well with weight-mapped morphing because you can mix in more of them before reaching a "won't change anything" state. At least, I suspect she'll work well - haven't bought her yet!
Is Magic Brush a new artist? I don't see many products under that name. I picked up Anda recently. I haven't tried her yet, but Herlinda and her appear encouraging.
Genesis 9 to Genesis 8 hair converter?DreamGames said:
crosswind said:
Using auto-fit with Clones really depends on the hair, for instance: 1) if there're custom bones on the hair to which the rigged shapes link, auto-fit will remove them all. 2) strand-based hair, in quite a lot fo cases, you have to re-rig the sub-node / tails / buns, etc. 3) For some hairs, auto fit will transfer wrong weight, as well as destroy corrective morphs on the hair...
So case by case, wisely choose the proper way. If you're not good at tinkering and fixing... better go for direct parenting.
I've never encountered the issue you're talking about, and I say that as someone who creates hundreds of scenes a day, with over 10 characters in total. I'm not saying you're mistaken or that the problem doesn't exist, but it just hasn't been my experience. From what I've seen, everything seems to work fine
Creating "hundreds of scenes a day" (literally I even imagined it could be that you create nearly a thousand of scenes a day, let's say.... ) doesn't mean that you've ever handled all types / cases of hairs as I mentioned above....
As for the well-known issue of keeping custom bones with auto-fitted hairs... if you really have interest, I'll name a couple of hairs, you can convert and show me the results.
Or tell me if you own some hairs from Outoftouch, have one or two hairs with custom bones converted by using clones and show me the results with custom bones kept, no matter G8 > G9 or G9 > G8, or whatever cases or cross Genesis XX...
Genesis 9 to Genesis 8 hair converter?crosswind said:
Using auto-fit with Clones really depends on the hair, for instance: 1) if there're custom bones on the hair to which the rigged shapes link, auto-fit will remove them all. 2) strand-based hair, in quite a lot fo cases, you have to re-rig the sub-node / tails / buns, etc. 3) For some hairs, auto fit will transfer wrong weight, as well as destroy corrective morphs on the hair...
So case by case, wisely choose the proper way. If you're not good at tinkering and fixing... better go for direct parenting.
I've never encountered the issue you're talking about, and I say that as someone who creates hundreds of scenes a day, with over 10 characters in total. I'm not saying you're mistaken or that the problem doesn't exist, but it just hasn't been my experience. From what I've seen, everything seems to work fine
Request: Integrating CC4 celebrity Headshot into Genesis 8/9 CharacterNot possible to literally connect that CC4 exported head to a Genesis character except as a static,parented prop.
Your next best option is to sculpt a morph of the CC4 character head for G8 (if you have the skills)
or perhaps create some hi-res renders of the CC4 characters face in iclone/CC4 and try to use them as the source images for the Daz face transfer2 tool in Daz studio.Let's appreciate/discuss today's new releases - ongoing threadI bought the Sue Yee outfit https://www.daz3d.com/dforce-su-fashion-set-for-genesis-9-81-and-8-female that lou_harper pointed out yesterday. The belt is a separate accessory and it has a shorten morph, which I used to 100% here. I tried going beyond 100% by disabling limits, but the belt kinked.
Face Transfer 2Moving on to step 2, I created a second set of dials. These are not directly Face Transfer characters - they are stock G9s, to which I applied shape dials created from two different FT2 characters.They don't appear to affect each other. I seem to recall running into trouble doing this with the original Face Transfer, but maybe I was just such a noob at the time that I did it wrong.
Can you sell figures created with the Face Transfer 2 feature in Daz Studio?The skin textures, no. Those are derivatives from Daz3D's figures. You can swap into their place your own or merchant resources IF the set-up is similar to that of the original Face Transfer program. {I have a tutorial for that over at Renderosity, PetuniaPetals}.
The morphs, if all of them are completely your own work {i.e. not with any fix-it morphs or other morphs created by anybody else unless they are merchant resources {each have their own set of useage guidelines}, should be {as far as I know} okay to redistribute as you please. [n.b. if the character is actually of somebody recognizable, rules change of course. Fanart is fanart and generally speaking, not to be sold.]
Disclaimer: I am a customer like everybody else in here, not a lawyer and not affiliated with Daz3D, etc. {just read a lot of forum threads}. Information is presented "as is" - hopefully still accurate, etc. When in doubt, ask the creator of the original works and/or consult with a lawyer ;-)
Selling and/or sharing charactersI have a question....I created a character using the face Transfer 2 plugin. The full body morph for the figure was created in Blender for the model. It works completely off the Genesis 8 male base textures. The only texture that it\s using is the face texture created in Transfer 2. If the user doesn;t have the Genesis base male installed with the base textures, the model won't load with textures except for the created face texture. Naturally, if the user HAS the Genesis male, they will also have the base textures for it as well....so, it should load correctly. My question is, could I sell that figure?
Request much improved G9 nasolabial curve controlSome people, in all age groups, races, and genders, have a more vertical nasolabial curve. And at the mouth corners, sometimes called smile lines, they have a continuation of that mostly vertical line - an extension of the nasolabial curve. It's been difficult to equate that with previous generations, but G9 seems to be the hardest case (possibly cause of a lack of purchased morphs, or trying to deal with the new face rig. But I do have the Daz head morphs and the 200 plus and that really isn't sufficient). So, lacking in modeling skills, I look for PA characters that have narrower mouths, then I look closely hoping they included a more vertical nasolabial curve to the face. But you can't really tell from a promo the underlying shape. Although, when the PA shows the face smiling, it's usually obvious that the nasolabial is still default (noticably more horizontal). Anyway, actual face morphs would be most appreciated, and also characters. If anyone has purchased a morph package that does this, I'd much appreciate your heads up.
/ peace //disclaimer: I'm using the term nasolabial curve only because that's what the original Daz morph was called that seems to be related to the issue.(I'm not a doctor
) I've typically used many different mouth width morphs also, that help in this endeavor. / Have a great 3D day!Can you sell figures created with the Face Transfer 2 feature in Daz Studio?When I create a figure using the tranfer 2 plugin, the body textures are auto generated. Of course I take them to photshop and do some work on them using the face detailer. My question is this....if you create a figure using this pugin, is it possible to sell the figure? I'm not new at using the Saz Studio program, but I am a bit new and somewhat confused as to making what I create available to the public. I need some help here and any assistance would be greatly appreciated.
Head and Body morph being applied to all my G8F's and I have no idea how or why. - Solvedcrosswind said:
1st, it's odd... In the screenshot you posted, why was Sue's morph saved under your Vendor Name folder rather than Goanna, the original vendor ? You ever intentionally saved it with your Vendor Name? (...in ss 1)
Anyway, firstly delete Sue's morph in the folder with your Vendor Name (strip6499). Reload G8F, see if you can retrieve Gonna's original morphs. (Sue Product works with no issue on my side). If the morphs are still wrong, you either re-install the product or try fixing as per ss2.
Ok... will try that
Head and Body morph being applied to all my G8F's and I have no idea how or why. - Solved1st, it's odd... In the screenshot you posted, why was Sue's morph saved under your Vendor Name folder rather than Goanna, the original vendor ? You ever intentionally saved it with your Vendor Name? (...in ss 1)
Anyway, firstly delete Sue's morph in the folder with your Vendor Name (strip6499). Reload G8F, see if you can retrieve Gonna's original morphs. (Sue Product works with no issue on my side). If the morphs are still wrong, you either re-install the product or try fixing as per ss2.
Head and Body morph being applied to all my G8F's and I have no idea how or why. - SolvedAhah! Now I think I have the issue isolated. Each of the items is attached to a full figure morph, set at 100% default. I have reset the defaults to 0%, done the memorize and save modified asset, deleted the figure, cleared the cache, loaded the figure and lo... the full figure morphs are back at 100%. So I'm sure that's where the fault is, they won't stay zero'd. Is this an actual bug? Or is it still likely something stupid I have done?
Figure Metrics works not correctlyYou need to select a node (usually the body for morphs, or a bone for transforms) by clicking the button, then once you have a node click the Select a Property button and pick a morph or transform. Be careful not to pick properties for the measures you wish to adjust that will compete, otherwise the process will just go in circles and not achieve anytbing useful.
Face Transfer 2echristopherclark said:
paulawp (marahzen) said:
I'm experimenting with creating shape dials with FT2. I had gotten accustomed to the convenience of just being able to dial in my FT1 -> ManFriday shapes that I created in the latter half of last year.
This one is fantastic. Almost makes me want to buy FT2 and the shapes to play around with them (though I'm neck-deep in other projects and probably shouldn't let myself get distracted).
Thanks! I have been slowly refining my Face Transfer workflow for a while. There's something new I was trying here, and I need to do some more testing to see if it's viable, but I was pleased with this test.
Linday's Classic Long Side Bangs Hair G9 going through objectsMost of Linday's hairs were made with Tubes rather than Hair Cards / Hair Lines. Tubes (esp. low base poly) can easily be intersected with the geometory of other objects.... Like the draping result on a G9, you can see the hair also penetrates into the head and body of the figure... Of course you can tweak the properties on dynamic surfaces, however, as long as it drapes, the penetration can not be 100% prevented, unless you set high stiffness, as well as low dynamic strength, etc...But if go for that way, simulation will be meaningless...
So, my experience is: in your case, after simulation, if really needed, just push the back hair up with Mesh Grabber or in Blender, then import OBJ as a corrective morph.
Genesis 9 to Genesis 8 hair converter?Using auto-fit with Clones really depends on the hair, for instance: 1) if there're custom bones on the hair to which the rigged shapes link, auto-fit will remove them all. 2) strand-based hair, in quite a lot fo cases, you have to re-rig the sub-node / tails / buns, etc. 3) For some hairs, auto fit will transfer wrong weight, as well as destroy corrective morphs on the hair...
So case by case, wisely choose the proper way. If you're not good at tinkering and fixing... better go for direct parenting.
Head and Body morph being applied to all my G8F's and I have no idea how or why. - SolvedSofaCitizen said:
Yes, sorry, I meant G8F dev load.
That should fix it but perhaps those morphs are loaded as dependancies by a separate morph which is still dialled in by default? After loading the G8F dev load, go to currently used in the shaping tab and look to see what is there. If there is nothing "unexpected" then use the corner menu to show hidden properties. There should be something odd that you can dial back to zero which will return the G8F back to normal. You can then do the other two steps to save this.
Still no luck. Here's a screenshot of what the base G8F Dev Load looks like. with the Currently Used Tab showing. I've tried zeroing out all the shapes, memorizing the figure, and then saving it as a modified asset. This screenshot is after doing all that. ~scratches head~ I also checked the Hidden properties and there's nothing I can see in there.
Head and Body morph being applied to all my G8F's and I have no idea how or why. - SolvedAlso you have to check if there's any Control morph, e.g. Maddy... if the Control morph is set as 100% as default, you have to zero it rather than zeroing Maddy body morph... Then in the list of save modified assets, make sure the wrongly-set morphs are listed.
Head and Body morph being applied to all my G8F's and I have no idea how or why. - SolvedYes, sorry, I meant G8F dev load.
That should fix it but perhaps those morphs are loaded as dependancies by a separate morph which is still dialled in by default? After loading the G8F dev load, go to currently used in the shaping tab and look to see what is there. If there is nothing "unexpected" then use the corner menu to show hidden properties. There should be something odd that you can dial back to zero which will return the G8F back to normal. You can then do the other two steps to save this.













