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It's not V4 customers DAZ needs to capture.
With all of the converters out there to transfer V4's content to every level of Genesis in Studio, my massive V4 Poser runtime is still heavily utilized. I continue to buy heavily discounted, quality V4 content that I can find a use for. Heck, my last two renders have been of good old V4 herself because why not. I can see that the newest users might feel there is little value in V4 content and buying the conversion utilities, but it can certainly open up a massive amount of content for the Genesis lines.
I use V4, G2F, and G3F interchangeably, just depending on my artistic whim at that moment.
Very true, there are simply a wider array of items that were made for the V4 line that you can't find for the newer G2 and G3 figures. While it's oft-times a pain to try and get them to fit, it beats not being able to realize a render because the stuff I needed just wasn't available.
The Little Ones-QuestionDoes anyone know if there are any morphs for "The Little Ones" so we can make different characters either in face or body? It is such a cute figure and would be great if we could morph their facial features to make characters.
Daz3D, Bryce, Hexagon over Carrara?I've not used Carrara much so I can't really review how well it works compared to the Studio/Bryce/Hexagon combination. However, I do use the Bryce/Studio combination regularly, and while it works for what I need there are limitations as the two applications are not completely compatible. A single application that can do everything, if it can do everything, would certainly be preferred. For example you can't pose in Bryce, so you have to pose in Studio then transfer to Bryce, and if you need to make any pose changes later but you have already made material changes in Bryce, you would have to delete the figure and start all over, which could be a lot of work so you have to be careful what you change. Materials don't (always) transfer between the two applications. (procedural materials are completely incompatible. image-based materials mostly work, although there are some issues. There's an option to bake a material onto an object in Bryce to send back to DS, which sometimes works ok, sometimes not so well.) Some Bryce objects such as trees and booleans, haz/fog, etc. cannot be transfer back into Studio, or not in a useful manner, and those that do (terrains for example) you have to know how to do it correctly. Some objects that work in one application will be slightly different in the other. I find DS is pretty much a posing utility to set up figures to send to Bryce to Render, or Bryce is a terrain generator or a sky generator to create a skydome (with the addition of another product) to bring into Studio. Bryce is also a 32-bit application, which limits what you can do with it and requires learning a few minor tricks to get the most effective use out of it.
That said, I intend to keep using the Studio/Bryce combination, but it does have it's limitations and learning curve.
Nice sales - but what about folks who bought those pro packs already.I've not invested in G3 yet as I've too many characters I've built on G2 along with different morph packs for a wide variety of different things and I don't have the genx yet to transfer it all to G3
So it would be nice to get G2 pro sales like we have for G3 where we could get G2 pros for a few dollars :)
V4 Morphs++ not loading properlyGo to the content library you installed to, then inside that \Runtime\LIbraries\!DAZ and run the DzCreateExPFiles-v4.bat file (Windows) or DzCreateExPFiles-v4.command file (Mac). As long as that's also the content library to which the base figure was installed, and it isn't in a protected location like C:\Program Files, that should set things up so that the INJ All pose (or the individual morph injection poses) will work on a nwely loaded figure (not one saved in a scene, unfortunately)..
It's not V4 customers DAZ needs to capture.With all of the converters out there to transfer V4's content to every level of Genesis in Studio, my massive V4 Poser runtime is still heavily utilized. I continue to buy heavily discounted, quality V4 content that I can find a use for. Heck, my last two renders have been of good old V4 herself because why not. I can see that the newest users might feel there is little value in V4 content and buying the conversion utilities, but it can certainly open up a massive amount of content for the Genesis lines.
I use V4, G2F, and G3F interchangeably, just depending on my artistic whim at that moment.
Is It A Secret?What program are you using to make your morphs?
When you export, you will set what scale you export at; it is important that both export and import utilize the same scale (see the image from Tottalou).
It is important that if you work with the base geometry (which is critical) that you do not subdivide or use and tools that add or remove geometry as this will change the vertex order. As Richard mentioned, the Mouth Realism and Navel morphs should be disabled (set to zero). If you're working in ZBrush, you can use most of the brushes. Brushes such as curve brushes will add additional geometry as will working with ZModeler. The numbers you show "Base does not equal target(16828!=67312)" indicate you subdivided.
Take note of the number of polygons in your base. It should be 17K for the female; 16,828 for the male. Occasionally check that the number has not changed.
MLP, Morph Loader Pro, needs you to set the same scale as what you used for export. This is what Richard meant.
If you are working with the base Genesis 3 figure, you will not need to use Reverse Deformation (you will if you begin to make morphs for characters such as Victoria 7 or Michael 7, which are morphs of the base).
Where you place the morph depends on the type of morph it is. You can easily leave it with the default which will place it as a morph in a Morph Loader Pro category in the Parameters tab (this is the easiest place to find it). You can change the location later with parameter settings. For testing, the MLP category will suffice.
Smoothing and Deformation brushes pluginThis is a request for the hardcore programmers, since this request would require some serious technical knowhow.
I and many others have asked a number of times for DAZ3d to include a method to smooth and make simple deformations to meshes, but without result. So I would like to turn to the community to ask if anyone could produce a plugin which would make available (within DAZ Studio) brushes for performing direct manipulation of figure, clothing and object meshes.
I envision a Smoothing Brush which would be useful in removing wrinkles and other distortions introduced when various different morphs are applied or when certain poses are applied. Typically this would be used on characters and clothing of characters with more extreme morphs. I know that it is possible to apply a smoothing deformer but whilst that works some of the time, I find there are many situations that the deformer cannot cope or even makes matters worse.
Another useful brush (or maybe 3 brushes) would be a simple Deformation brush which would allow the user to push or pull the mesh in the x, y or z axis.
It would be important that these brushes would work on the fly within DS, so that for example if you conform a clothing item to figure with an extreme morph, you can then make immediated changes to the mesh to solve distortions and poke through issues, especially when changing from one pose to another. Brushes would need to be scaleable and variable strength, of course.
I realise that in an ideal world, the DS software would be able to avoid such problems in the first place, but since we are not there yet, a plugin to deal with these issues directly within DS would be a great benefit.
I would imagine that such a plugin would easily command a $30 or more price tag. With a few thousand sales (less DAZ3d's share, of course) that could be a nice little earner!
Anyone up for the task?
For the rest, please say if you are interested in such a plugin.
Non-photorealistic Renders (NPR)This is one of mine using a new piece of software I found while surfing the net.. The images were put through Pastello for the drawn look and the page was done with Comiclife 3.. The vampire morph was made by me with Sculptris.. :D
Is It A Secret?Set the Mesh Resolution to base and make sure that only your morphs are set - no posing, nor other morphs (such as the Mouth Realism or Navel morphs).
Export as OBJ, making a note of the preset used.
Edit>Figure>Morph Loader Pro
Click the Choose Morph Files button and select the exported OBJ
Pick the same preset as used when exporting the OBJ underConvert to DAZ Studio From
Expand the morph's entry in the lower half of the dialogue
Righ-click on the property Group and change it to the correct location (presumably somewhere under Actor).
Click Accept
Test the moprh, if it works File>Save as>Support Assets>Morph Asset - in the options dialogue the Author and product names determine the subfolders of the figures Morphs folder in the Data folder that holds the asset files, you want to know this for packaging and back-up.
Thanks so much for this!
Okay, please excuse my noodishness and ignorance, but I'm still not getting it to work correctly. So I'll try to be as spacific as I can with your post..
Set the Mesh Resolution to base and make sure that only your morphs are set - no posing, nor other morphs (such as the Mouth Realism or Navel morphs). Check
Export as OBJ, making a note of the preset used. Ok, what preset? The file type I'm exporting it in? The only choices I have as an OBJ is Wavefront, which isn't a choice under Convert To Daz Sudio From: So I chose Custom. (?)
Edit>Figure>Morph Loader Pro Check.
Click the Choose Morph Files button and select the exported OBJ Check.
Pick the same preset as used when exporting the OBJ underConvert to DAZ Studio From Not possible, Wavefront is not on the list. I tired saving one as a poser preset, but when I did the morph loader thing, the file wouldn't even show up where I presume I saved it When I chose Daz Studio I got this: (daz is not one of the choices when exporting)
Loading morph Jayce...
Error: Facet count mismatch Base does not equal target(16828!=67312)
Error: Error matching facets
Warning: Geometry did not match, failed to create morph.Expand the morph's entry in the lower half of the dialogue Check, I think. I assume you mean clicking the arrow and dropping down the menu and clicking on a default, Property Group: Morphs/Morph Loader
Righ-click on the property Group and change it to the correct location (presumably somewhere under Actor). Check. Again, I think.
Click Accept
Test the moprh, if it works File>Save as>Support Assets>Morph Asset - in the options dialogue the Author and product names determine the subfolders of the figures Morphs folder in the Data folder that holds the asset files, you want to know this for packaging and back-up.
I have no clue how to test the morph since I can't seem to find it once saved. I even opened the files on my computer in Daz looking for it. I get two choices where to save it, /Documents/DAZ 3D/Studio/My Library or C:/Users/Public/Documents/My DAZ 3D Library. Then there's a list of all the Genesis parts below. Which ones do I select? Just the head as a head morph, the Genesis 3 Male (which I assume chooses everything) or just tick them all?
I know, I'm a pain in the ass, but if someone would make friggin' updated tutorials for these things...
Thanks for any advice, if you don't want to mess with me, I don't blame you.
mcjManchon - Fence-net prop with many morphs - Ready !!IT's READY !!
https://sites.google.com/site/mcasualsdazscripts7/mcjmanchon
so you have 2 manchon props and a torus with 2 morphs, one to change the minor radius, one to change the major radius
i though the i could morph between manchonA and manchonB, but it doesnt give the effect i wanted
so i made 2 props and gave them the same 10 morphs
Read the instructions they're short but give you an important info
It's not V4 customers DAZ needs to capture.That's very good work. I was at my wits end trying to get rid of the uncanny valley appearance of K4 characters, glad to know there are some options out there.
Thanks :D
It's easy to make young boys once the initial morph is done. And since I usually use dynamic clothes, it doesn't really matter if I make V4 male or female. It means most of my hair models will conform to the young V4's, too. If you'd like the product links, send me a PM.
*Edited to correct spelling and add ...
It's also handy that all of the V4 materials I have can be used on kids this way, too.
Orphaned Soul's OlaI believe rigging transfer is only for triax weight mapped figures (not 100% on that though) just load the ola object, go to edit -> rigging -> convert prop to figure and select triax weight map
Then load a g2 figure and select edit -> figure -> transfer utility
on the left dropdown for source, select your g2 figure and on the right side under target, select the ola object.
That's pretty much it
You don't have to turn the clothing into a figure first, just run transfer utility.
Orphaned Soul's OlaI believe rigging transfer is only for triax weight mapped figures (not 100% on that though) just load the ola object, go to edit -> rigging -> convert prop to figure and select triax weight map
Then load a g2 figure and select edit -> figure -> transfer utility
on the left dropdown for source, select your g2 figure and on the right side under target, select the ola object.
That's pretty much it
Orphaned Soul's OlaI have no idea how to do a rigging transfer. Wouldn't even know where to start...
Orphaned Soul's OlaI was just thinking about this product today as 2 freebies that just came over from RDNA (the dogtag materials and the other material freebie) both fail to install through DIM.
While you can still use Ola by importing the .obj files included in the package, then doing a rigging transfer to make them conforming clothes, it still is a bit disconcerning that it has been this long and has not been fixed yet :( (there is a ticket submitted for this and they did say they were working on it 2 months ago. Not sure what happened)
GenX - Clone, Legacy, Shape. What's the difference?You know, I did my own research russian style - don't read, just do it with your hands and eyes the obvious way. I converted 1 character with each option, turned on "wire texture shaded", applied each morph one by one and made close-up screenshots. And you know what? No any difference between all of them. Not even smallest one. Exact copies.
Vicky Arms Behind BackWhich is why it seems so odd that Vicky's limits don't allow it.
just as an fyi it's not a real world limitation, it's a limitation due to the construction and rigging of the victoria 4 model.
As shown in the example by nicstt, the joints deform in strange ways. this is called Mesh Break.
in a lot of cases this can't be overcome without breaking out the deformers or with post work(blech).
a solution available at the renderosity site is called Prefect v4, it creates custom morphs that correct a lot of the joint problems inherent in v4.
While it works within the limits of rotation it's a bit iffy when you exceed those limits.
Also clothing has a major GTH when using it, so you'll probably have to spend time adjusting morph dials, or using smothing modifiers.
Worst case scenario you wind up posing the clothing seperate from the character. It's weird but works.
Transfer Utility distortionYou could load the original mesh as a custom morph - the trouble would be that, as I recall, V5 Supermodel is at least two morphs (V5 and the supermodel) applied together so you might have to allow DS to auto-generate the V5 and then load the OBJ as a morph with the Supermodel name (which you can get by clicking the gear icon on the morph's slider and selecting Parameter Settings) and then checking Reverse Deformations in the options to keep only the differences between the V5 shape and the combined shape.
Transfer Utility distortionThanks Richard, as always!
I get it now! So this balls are conforming to the breats morphs.
Hmm, is there a solution to this? If I understand correctly, any object using the Transfer Utility, even using the base Genesis as the source, would end up with this problem if using a female shaping morph.















