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Character in Linday's Classic Wavy Side Bangs Hair
Hi all,
Can someone please help me to identify the custom character morph settings and skin used here ?
https://www.daz3d.com/dforce-classic-wavy-side-bangs-hair-for-genesis-9-8-and-81-female
Daz Studio BETA - version 4.23.0.4! (*UPDATED*)Very odd, yes - it sounds like some highly system-specific quirk, though that isn't much comfort when it is the system you want to use that has the quirk. I am not sure what that .dll is for - it isn't in the plugins folder, where I would expect most add-on (and even core elements) to reside though it does sound related to Face Transfer. Are any of the core elements of the machine customised by/for Fujitsu, as far as you can tell?
Someone, please make an advanced animation tutorial for DAZ Studio.TheMysteryIsThePoint said:
Dartanbeck said:
The problem I'm referring to is that - when someone asks for Help "Animating in Daz Studio", they get hit with all of this crap that you cannot - Do This instead. It's Just Plain Wrong!
I don't think anyone is saying that you cannot. I think people are saying that you can, but shouldn't, as evidenced by the fact that few people do. Because there are much, much better tools that are free or cheap. There is nothing wrong with helping someone to a more informed decision... If someone is asking how to animate in DAZ Studio, they probably don't know what the options are, nor their costs and benefits. That's not wrong. Wrong would be saying something that is not true.
What would be the proper response if someone asked you "Hey, can I put my toaster right here next to the bathtub to more conveniently make toast while I take a bath?" Yes you can, but you probably shouldn't.
I agree here. For years I was a champion of animating in Daz as I was doing it, but I was only using premade aniblocks and the handkey animation I did was strictly arms and stuff like that, easy stuff. Then I started to take classes at animation mentor and told my teacher who is one of the leads on Fortnight that I learned to animate in Daz and he smirked and tried to hold in his laughter. I told him how I'd been getting actual work as a Daz animator and he was surprised and his tone changed. But then when I started to learn how to animate in Maya with an actual animation rig, I saw how animation was supposed to work and how that is nearly impossible in Daz to do. You can do it to an extent through needing various plugins and such, but what takes me ten minutes in Maya or Blender with an actual rig made for animation, would take me hours in Daz and it still won't be perfect. So my tune has changed about animating in Daz. I agree that you can because I was and still do, but it's not my first choice if I can avoid it because to do animation that is not based off of premade aniblocks is incredibly difficult. I remember for the one film I made in Daz before I ever got hired or started learning at AM, I spent five or six hours trying to get the character to step onto a ledge. The foot just kept sliding everywhere and I was putting planes around where the foot should be and painstakingly trying to keep it there frame by frame and I was like is it me or the program that's the problem? I went into blender and in two minutes had an animation of him stepping up onto a ledge and his foot stayed perfectly in place. That was actually the start of my hmmm, maybe I'm wrong on this. Now my biggest problem is getting animations back into Daz from Blender and Maya. Again, you can do that just fine, but some bones like the clavicle won't transfer and the feet slide in Daz still when they don't slide in Blender or Maya.
Believe me, I would love to animate in Daz if they fixed the rig to have proper IK like everybody else because I am so tired of trying to get hair and clothes to simulate in Blender better than they would through dForce in Daz, the characters look perfect because the materials are made for Daz, and I find too that what takes 3 minutes a frame to render in Blender with Cycles would take 45 seconds to a minute for me to render in Daz. But if someone asks me if they can animate in Daz, I tell them they absolutely can, but they have to plan their shots around premade animations as a base to build off of otherwise it will take them way longer than it should to do any personalized ideas for shots. That they're better off learning how to animate on a proper rig in a program like Maya or Blender, shoot reference of what they want to animate, and do it in one of those programs because their life will be so much easier in the long run. It's not ideal to learn on Daz and then have to unlearn it all to animate in a proper animation software. All the power to folks who love animating in Daz, I wish I was still there with ya, but once you learn how to work with a good rig, the problems that are inherent to Daz between the rig and the graph editor (the autoclamped thing as a tangent Dartenbeck found only being in animate2 is ridiculous), it's so hard to go back and animate in Daz.
Looking for this hair (used in promos for HID Carolina for Genesis 9)I searched through all the hair on Daz and I found a couple that this could be but I'm not sure. I am looking for the short hair in the main promo of HID Carolina for Genesis 9. I found one or two that are very close but did not have the behind the ear morph seen in the full body shots.
Can somone help with identification?
https://www.daz3d.com/hid-carolina-for-genesis-9
Let's appreciate/discuss today's new releases - ongoing threadCalliope23 said:
While I appreciate the attempt at realisim with this US Civil War uniform, I cannot figure out why in the promo images the human figure and the shirt seem to have the shape of female breasts. Weren't (most?) Civil War soldiers in uniform male?
https://www.daz3d.com/dforce-usa-civil-war-outfit-for-genesis-9
Because it's the base Genesis 9 shape, without any other morph dialed in.
I would not worry about that: the main render shows how the uniform look on a man, and 'Base Masculine' is among the supported shapes.
Let's appreciate/discuss today's new releases - ongoing threadCalliope23 said:
While I appreciate the attempt at realisim with this US Civil War uniform, I cannot figure out why in the promo images the human figure and the shirt seem to have the shape of female breasts.
Because all of the promos with the grey figure, or with the clothing in plain grey are clearly showing base shapes, or morphs from the base shape.
Even if the intention that an outfit is intended to specifically fit a specific final shape (we've seen a lot of clothing marketed as "For Victoria 7" or the like over the years), the way that morph following tech works means that by default clothes take the Genesis base's shape and are then morphed to fit. If a vendor shaped the clothing specifically for a male G9 shape, it *would not work* because that's not G9's standard shape.
Daz Studio BETA - version 4.23.0.4! (*UPDATED*)Richard Haseltine said:
huelya_keskin said:
Flipmode environment set update was probably a remedy for "magenta-renders" with windows7, which at least has disappeared with windows10 upgrade. G9 essentails is probably most up to date, which is downloaded recently in January and I have also downloaded pro beta 4.22.1.54 and I get still an immediate crash after genesis 9 is loaded and when I will generate a face with FT2. To generate a new face from scratch and select G9 takes a short time and it crashes again when the step has approached shapes and textures. Attached is log file, whee "xxxxx" is the location before facetransfer 2 is selected.I will be glad, if You will have a hint to overcome this curious crash with G9.
It may be worth uninstalling and reinstalling the Genesis 9 Starter essentials, though I don't think it would hurt to have older files in this case. The last entry in the log is projecting morphs into the clothing - do you get a crash with a nude, hairless figure? Might be as well to remove the eyes, mouth and other add-ons too (or use the DevLoad version of the figure).
I have tried to completely remove Daz Studiorelated environment on the newly win10 upgraded computer and deleted basic library and did run registery cleaner so all DS entries are gone. A fresh manual instalation of 4.22.0.15 directly onto C:/DAZ 3D... (and not in Program Files...) and only Genesis 8 and Genesis 9 starter essentials (newest versions...) as working library without any other library makes exactly the same sort of crash when the step "generating shapes and textures for G9 will start. I have selected nude grey G9 genderless body, deleted eyelashes, tear, eyes, mouth, eyebrows, loaded a stock female face photo, select gender-female and base-auto, face transfer askes replace on selected, and after a few seconds it crashes.The reason of fatal error to cloase is mentioned as... DAZStudio.exe caused ILLEGAL_INSTRUCTION in module "C:\DAZ 3D\DAZStudio4\avatar_sdk_metaperson_daz3d.dll" at 0033:00000000D83E76BB, avatar_sdk_metaperson_daz3d::setLoggingFile()+211515 byte(s)... Textured nude character Amala G9 without eyelashes, tear, eyes, mouth, eyebrows crashes with exactly the same error... Although I have assumed, I have deleted everything from the computer (incl DAZ 3D folder in user and public and documents etc...) it was curious the frest start of newly installed DS did still know the previous content tabs locations. (The external HDD was off, so these contents were not loaded...) Thus will mean, DS remembers some details of the previous installations perhaps from an INI file...? This problem happens on a Fujitsu desktop workstation. Identical steps were done on another laptop wokstation and it creates faces without a problem (but of course with watermark...) ??? Highly curious, isn't it...:)
The "Animators Assemble!" thread for Daz animation WIPs, clips, and tipsI discovered something that's a gamechanger for me, maybe not others
it's painfull to do the first time but after that is mindblowingly easy
I created a Dforce2Morph animated walk cycle oin the Morphing Fantasy dress to match the basic Poser Walk Designer walk
I had to save 30 morphs and then keyframe an animation
it took all day a few months ago
BUT
I can fit any dress to the MFD instead of the figure and thanks to Skin Weights it will follow the animation AND morphs just make sure the smoothing collisiuon is set to the figue NOT the MFD
Capes work too
is it as good as a discrete Dforce simulation, well yes and no
NO explosions, No pokethrough but it is tad stiff as morph based but does at least interpolate if more frames per second
bonus I used the genesis 1 MFD and it works on Autofits to other generations too as long as you convert the walk cycle too
Can I get the cloth specific JCM morphs into blender with diffeomorphic?By default the vendor morphs are transferred if there's any, unless you specify otherwise. If there's no vendor morphs then a "autofit" by nearest vertex is used, similar to what daz studio does.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Transfer Shapekeys
Creating custom charactersG3Renderworks said:
- Check the individual terms for merchant resources but so far what I've seen is that you have to rename any textures you use and stuff like eyebrows/eyelashes have to be morphed, exported, and brought back in so it doesn't contain any of the morphs used to create it. Then you use the transfer utility to apply them to the figure.
One thing to keep in mind, most if not all the merchant resource3s i have seen for skin textures require heavy editing /modification in order to be used for a commercial product (most don't allow for free products). So any user that uses your method can't just take a merchant resource skin and apply it as is and sell it.
Bone Minion not workingThe limits on V4 are quite tight compared to many other characters, and matching G8F's default pose takes you close to those limits without any pose on top of that. Some poses really don't transfer well to V4, and I'm not too sure why. They should... I find it hard to believe that there's a problem with the Riversoft script. However, to check, it might be worth trying an alternative script, and as you've paid for RiverSoft's one, can I recommend that you try a freebie so you're not put to any further expense. I have done one here, but there are other freebies in the 'Freestuff' forum (some digging may be needed). Then you could see if you get a similar result. If you get the same result as with the RiverSoft script, it really suggests that limits are the problem. If the result is the expected pose, then the RiverSoft script may be having an issue applying the pose to V4 - unlikely , I think, but if it happened with my script Id start investigating rotation lock where two rotations seem to work against each other somehow. The can occasionally be cured by switching the order of application of the rotations to a bone. Anyway, hope some of this waffle is useful. Regards, Richard.Daz Studio BETA - version 4.23.0.4! (*UPDATED*)Richard Haseltine said:
huelya_keskin said:
Until 4,21 I have worked with Windows 7 on a desktop worktation and when I installed 4.22.0.15 I suddenly have got purple renders.
Update your Flipmode environent sets.
Another installation on a Windows 10 laptop did work nice but the facetransfer 2 had warning message ... "failed to load the base material preset. the image will still transfer but with reduced quality"... but did continue to create the face transfer at the end with watermark.
Update Genesis 9 Starter Essentials
I decided to upgradefrom Windows 7 pro 64bit to Windows 10 pro 64bit and it did took its time and it was frustrating to see, how Studio crashes immedately when a face-picture is loaded on a Genesis 9 figurre, (Genesis 8 is still working well...) Searching forums and installing 4.22.1.41 beta crashes also immediately with male and female faces. XEON W3580, RTX 3060, Nvidia driver 546.33 and here is only a few warning messages on start up, which are probably not causing the crash with Genesisi 9 figure... Is there a remedy... (crash-report attached...)
Do I have to install all essentials into the same directory nearest to Studio 4 folder...? Now I have especially sorted all genesis starters into a seperate directory and added this into the studio. Some other clothing and figures are somewhere else on a different HDD... This is pobably not the problem, as all locations will be seen from the Studio content library...
Can I get the cloth specific JCM morphs into blender with diffeomorphic?I know that you can use "Transfer shapekeys" in blender when you have imported the jcm for the character / body - but cloth creators can define their own morphs for their specific cloth item. I believe copying the shapekeys from body to cloth will just copy the body morphs to the cloth mesh?! But if there are customized JCM for the clothing it would be much better to use them in blender as well... is this possible?
Diffeomorphic: body morph "fist" not working after rig is coverted to rigifyI find the bodymorph which makes the hand a fist very useful as it makes it so much easier - at least I did not find another easy way to make a fist with the rigify rig. But as soon as I turn the daz rig into a rigify rig this morph is not working anymore. Is there something I need to turn on / of in the rigify rig?
Unexpected Clothing Change After Transfer Utilityfelis said:
If it isn't the default G9 base character, you must use 'current' in shape and tick 'reverse source shape from target' in options.
Or bake the rotations before doing transfer, and then after transfer adjust to original pose, and rebake the pants.
If there is any best method I don't know.
You are a gentleman and a scholar. Worked like an absolute charm! Thanks a ton!
Saving a Single Frame in a TimelineMelissaGT said:
benniewoodell said:
Just go to the frame you want and save as a pose preset and save current frame (I believe that's the option). If not, save it as an animation and put the frame range as that frame.
There's way more to the scene than that. Lights. Environments. Clothing that has been simulated. Everything has been moved and shuffled throughout the timeline to get to the end which is what I want to keep. I know I can save each piece of clothing out as a morph (pain). And I know I can save a pose preset for each individual object in the scene...but why? There should just be a way to cut all the other frames out like if you go back to frame 0 and save it off.
Gotcha, from the post I thought it was a figure on a specific frame that you wanted to pull the pose to put in another scene or something.
Face Transfer 2Face Transfer 2 rocks...
Saving a Single Frame in a Timelinebenniewoodell said:
Just go to the frame you want and save as a pose preset and save current frame (I believe that's the option). If not, save it as an animation and put the frame range as that frame.
There's way more to the scene than that. Lights. Environments. Clothing that has been simulated. Everything has been moved and shuffled throughout the timeline to get to the end which is what I want to keep. I know I can save each piece of clothing out as a morph (pain). And I know I can save a pose preset for each individual object in the scene...but why? There should just be a way to cut all the other frames out like if you go back to frame 0 and save it off.
Face Transfer 2I am glad to confirm that new Daz Studio beta (4.22.1.54)

still works on my computer with Face Transfer 2.
Autofit ClonesLyrra Madril said:
an autofit clones is a morph saved a special way. it ends up in the data folder of the figure it is converting TO.
So if I have say a v4 to g8f autofit clone it will be in the G8f data folder probably named something like 'Vicrtoria 4' and with special settings so DS knows its a clone and not another type of morph
So you can have however many clones you like FOR any figure TO any figure as long as the file names dont conflict on the figure they convert two. so you could have Victoria4clone and victo4ia4dressclone on g8f and be fine.
Clone morphs are that thing that gives you the list when you apply clothing to the figure and it satys ' what figure was this made for' Add autofit clones, see more options in your list.
LM
Thank you!









