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Star Trek Builders Unite 8: THE REBOOT
Create parents for phaser for each hand (left and right) for G3 and g8. (I’d also parent the phasers for each hip as “holstered.”). Then hand poses for the various equipment. At the very minimum, the parenting and hand poses are the most useful poses you need. Then you can easily use anyone’s full pose sets. If the hand poses get changed, you can easily reapply them again.
For anyone who want to try their hand at full poses, I would definitely look at Mychokha’s free Trek pose sets for mv4 as a guide for what type poses to convert to G3 and G8. I would absolutely ask if she’d give me permission first to do this and properly give her full credit.
To help with this process, TracyandRichard has on ren***city some free scripts to transfer poses to other characters. There are some nice pose converters on DAZ3d too. Be aware, they will be some tweaking needed.
Hope this helps!
Shoe fit issue with Toon Heroes for Genesis 9You can try to dial the body morph out.
Or see if smoothing towards base shape can solve it.
Or the best solution, but that also requires most work, create a dedicated morph for that character as a substitute to the autogenerated morph.
How do you deal with face expressions for your customized characters?Dissendior said:
Okay... just for clarification:
- it's actually the case that the expressions may need morphs for a specific character to really fit his face shape. And many expressions already come with character specific morphs which are activated when I dial in an expression
That's right... Technically, the character specific expressions / corrective morphs can be Zeroed in Parameters pane (some in hidden properties), but that'll be cumbersome. You may leave them there, fix the expressions in blender as needed, and import as a delta morph.
- when I customize a character it's not unusual that I may need to adjust the face for a expression
Fairly usual and common... and that could always the last step of customizing a character. Then save the character's specific expression presets.
- additionally there are different sets of expressions / controls for G8 and G8.1 and I shouldn't mix them. I had a view at the pose controls for my G8.1 figure and found a "Expressions" and a "Expressions 8.1" sub-categorie where the "Expressions" is greyed out, tweaking the controls here has none to just a very little influence on the expressio of the figure. I thik you mean these expressions which are for G8?
- As I used the G8.1 figure in Blender with Diffeomorphic I might have dialed in a G8 expression on this figure, I am not sure
That's correct. "Expressions" path is for G8.0. If you don't remove the "blockers" in data folder, they won't work. Just refer to the attached SS to test...
- the FARC expressions are all just for G8.1?! I can't use them on G8?
Nope... G8.1 can read and load G8.0's morphs / pose controls, but not conversely, which is "backward compatible" only.
Character SplitterBlando Calrissian Sorry you've had a disapointment with it. @DaremoK3 I successfully used it on the first try, splitting both head and body on G9 with a dial spun character with the "normalize" option. It wasn't perfect at the base of the neck (the traps sunk in a little) but I can fix it with more dial spinning - the head morph by itself is fine. Considering this custom character, I think the result was good, and this was just the first try ( I did have to adjust rigging to shape manualy ). Anyway, thank you, thank you, thank you for creating this great product with great doc's and giving it away! I've been waiting for a script like this since G1! I'll definitely be using this a lot, to split dial spun characters that were successful in only the head or body shape.

/peaceTransferring a hand morph from Genesis 8 to Genesis 9?Oh... I remind you of two points:
- when rig G9 Base OBJ on G8.1M (with G9 MMX Clone dialed...) with Transfer Utility, you must use the settings in ss1
- when importing rigged G9 OBJ (with HFS Hands...) to G9 Base figure with Morph Loader Pro, pls use the setting in ss2.AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICI@Imago Non è un fatto di lasciare o no il rig. Semplice classificazione in Daz. Figure è qualsiasi cosa riggata (persone animali, robot, ecc..) mentre prop sono oggetti senza rig (spade, armi, attrezzi, ecc..). I subset scene sono insieme di oggetti e vengono usati per creare cose tipo ambientazioni. Le cartelle data si generano quando salvi l'oggetto.. anche le figures o i prop hanno cartelle data (coi morph e le UV). Inoltre di solito in Daz è sempre meglio salvare i singoli oggetti prima e poi il subset che li contiene tuttiTransferring a hand morph from Genesis 8 to Genesis 9?I don't know what way you're gonna use... with a converter or manually ? I always convert G8 to G9 or vice versa manually with Clones or with FaceForm Wrap.
The way of using Clone is simple. Main steps: Dial G9 Clone on G8, import G9 Base OBJ and rig it on G8 with Transfer Utility, dial an HFS Hand Morph on G8, export rigged G9 to OBJ and import it to G9 Base figure as a Morph.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICI@Crios
Se è riggata ed è un'unico oggetto ti conviene salvarla come figure (perchè ci sono i rig - altrimenti prop senza rig).Subset conviene se ci sono più oggetti singoli a parte (spero che i cassetti non li hai messi a parte..).
Inoltre ti consiglio di usare i morph per aprire/chiudere i cassetti (sono più pratici da usare)Potremmo lavorarci insieme... però prima bisognerebbe stabilire un progetto.
[SOLVED] Morph loader - partial morphI figured that out recently. Trying to figure out how to describe it, but it basically involves adjusting the height of the figure when loading the morph so that it matches the height of the figure the morph was coming from. It's something like that. If I can find the YouTube video, I'll link it.
Transferring a hand morph from Genesis 8 to Genesis 9?I just read the other recent "Morph Loader" thread, but since my question has the potential to derail that conversation, I wanted to start a different thread.
I know how to transfer a full-body shape from Genesis 8 to Genesis 9. I know how to use the head-split deformer to transfer just a head shape. What I'm wondering now is: is there a way to transfer a Genesis 8 hand shape (from, say, HFS Ultimate Shapes for Genesis 8 Male, which I bought on sale last night) so that the morph only messes with the hands on Genesis 9?
I was going to try the same method I used to transfer Genesis 8 full-body morphs, but I figured I would ask if anyone knows of a different way that would work better?
Face Transfer 2Which figure are you using? Face Transfer 2 is for Gensis 9, the original Face Transfer is for Genesis 8 - if you don't have both then the one you lack will still be limited to three free saves.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIhttps://www.daz3d.com/nagalean-for-genesis-9
https://www.daz3d.com/jawsome-quickstrike-hd-shark-for-genesis-9
https://www.daz3d.com/muck-monster-hd-for-genesis-9
Il problema sono i morph correttivi. Sì.

Se riescono a fare degli obrobri come questi perfettamente funzionanti, quale forza superiore gli impedisce di realizzare dei morph "anime" un pò più sensati e belli da vedere?
Gli occhi, come dicevo, si risolvono facile senza dover per forza fare delle forme differenti dalle sfere. E da quel che vedo, anche con forme diverse si posso ottenere degli occhi funzionanti, bastano un paio di Morph collegati alle ossa. Perfino io li ho realizzati in passato...
E' solo che gli americani NON sanno come si realizzi un personaggio Anime come si deve e gli store esteri dove trovarne qualcuno decente sono tutti in lingue a me sconosciute e con metodi di pagamento abbastanza cervellotici o non supportati in europa.
Il mio guaio è che non sono molto bravo con la modellazione o il rigging... Sto pensando di commissionare a qualcuno un bel modellino grazioso come base e farmelo riggare come si deve, tanto poi i morph li realizzo io dopo e poi gli converto un pò di abiti per G1/2/3/8/9 che tanto ci vuole un attimo.
[SOLVED] Morph loader - partial morphThe geometry belongs to the figure, not the bones. If your OBJ has chnaged other parts it will affect them, if not it won't - morphs stack (they just move the vertices along a line between the bse location and shape's location) so having a don-nothing morph on the unchanged parts is harmless. You can use various attenuation options in Morph Loader Pro to limit the effect of the morph, Genesis 8 (or 3, I can't recall) and later have a special "Head Split" dForm set up for just that purpose for separating head and body effects (but watch the transition - if the morph scales the figure up splitting will do weird things to the neck).
[SOLVED] Morph loader - partial morphMorph loader only works on whole geometry, so if your created morph covers multiple body parts, you'll have to either attenuate the morph or use the head split deformer, but I have no experience doing either of those myself, so you can try Googling, or hopefully someone else will pop in to give you more detail.
[SOLVED] Morph loader - partial morphHello,
I try to load my morph for head but it keeps loading morph for the whole body. I've selected the node "head" both for my character and the loader but with no avail. Any tips? I don't really have the possibility to "reset" the body part in my .obj... Should I just... "bebody" my .obj? XD
I don't really mind if it is tedious, I wish to know how it works.
Looking for a 3d moldel of a maypoleAttached is a product file, included the simulation morph.
If you want to simulate yourself, I used 2 helper objects, which essetially were spheres, one for the outer ribbons and one for the inner.
I then animated the spheres along the timeline, and the ribbons would follow as part of them was trapped in the spheres.
Let me know if there is issues.
Looking for a 3d moldel of a maypoleI tried to make it so the ribbons could be simulated.
Attached is unsimulated and simulated images.
It is a bit tricky to simulate it, but I can include the simulation as a morph.

Wonky TeethNinefold said:
Have you tried turning Mouth Realism down to a negative value (you may have to go into the settings of the dial and set its lower limiit to -100 or -300 or whatever) to see if that evens the teeth out? Because Mouth Realism is at 100% by default, I've noticed it sometimes gets accidentally baked into other morphs. If the morph creator reexports their morphed character for more modifications, it can even be baked in multiple times. Turning the dial down to -100 or even -200 on your character can offset this.
Unfortunately this does not fix the problem.
Face Transfer 2Hello community,
I am at odds why my face transfer 2 is still water marking when I have put in the key for the plugin after I purtchased it. I have rebooted my sytem not just Daz. Anyone have any suggestions? Your hjelp would be gladly appreciated so I thank anyone with a response in advance.
Outoftouch Hair - Bending/Fit Problemcrosswind said:
MrRogerSmith said:
crosswind said:
The issue on 2021-11 Hair has been fixed, dated Aug, 2022 - http://docs.daz3d.com/doku.php/public/read_me/index/81555/start Update the product via DIM.
I found no issue with Bendine Hair.
Thanks Crosswind! I reinstalled the 2021-11 Hair and it did fix that issue.
I tried reinstalling the Bendine hair as well but that didn't fix the problem I'm having with that one. Heres some renders of the issue I'm talking about, which effects the hair whether it's the head or neck that is bent. As you can see the back of the hair stays where it is and the top of the hair stretches out and shrinks as the head moves.
Am I the only one having this issue?
Ah, I got it ~~ I never checked the bending pose with this hair before and didn't think it was an issue to me last night... Sorry! I checked the corrective morph... it's triggered after bending the head. However, in its DSF file, there's no delta data in terms of vertex positions change. Better submit a ticket.
Thanks Crosswind, I appreciate the response.









