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Transfer Utility problem
I forgot to add - Previously I was able to successfully use Transfer Utility to do this (create a different shirt) with a Genesis 8M. So I think I have the steps down correctly. This is why I am perplexed.
Transfer Utility problemI am following a tutorial on how to make a shirt. I used GoZ to send my Ogre HD from DAZ to ZBrush. I then made a shirt by masking off the shirt location on his body and then converted the mask into polygroups, etc.
After doing some detailing on the shirt, I decided to test it on the Ogre in DAZ (using GoZ). At first it look OK though for some reason there were a few poke-throughs on his upper back (which were not there in ZBrush). But when I did the Transfer Utility on the shirt - it blew up. No matter what I did, it blew up.
I don’t know why but the forum won’t upload my picts. So let me describe the blowup. It is like the Ogre jumped from some place high and the air was caught in the shirt ballooning it up over his head and out from his body. The Ogre’s arms dropped below the arm holes and created two new holes.
What am I doing wrong?
What should I expect migrating from Mac to Windows?Thanks. But now I realize that those Daz files are huge...200 plug MG. Too big to email. Is there another way to transfer files from a Mac hard drive to a PC?
G8 male to female morphs and vice versa?In the case of Sasuke for Sakura, you must convert it into a new morph for G8M.
Mechasar's Characters Catalog: Who's next? (commercial)ioonrxoon said:
Mechasar said:
Now your Divory character should show a list of 10 new morphs in the Parameter pane, each of them with the name you assigned to the fingers. Set them to 100% and, if everything went well, you can see her nails getting shorter. Just remember to save this Divory into a new personal scene to keep these morphs available for a next time :)Took me a while to finally get to it, I dread having to work with morph importing. I did a terrible job matching the fingers, but it worked well enough anyway.
Thanks for the clear and easy to follow tutorial; I ended up learning some new things from it.
I'm going to try replacing the hands completely too, might be more fitting for using the morph with human characters.Love the new character too, thanks for continuing to support G8.

My pleasure!
Woooow it seems Talia's put on some muscle ;) Amazing composition and character mixing!
March 2024 - DAZ 3D New User Challenge - Posing and Puppeteer/PowerPoseAgitatedRiot said:
Have you tried the matte setting for the fog? Reflections are due to the material used on the floor. You could go into the surface settings and check the floor settings to reduce reflection and metallic, which will also reflect into the fog.
No I hadn't tried anything for it, I hadn't the slighest clue what might be causing it until you mentioned reflections. So thank you for letting me know, I'll make sure to have a go at it later today to see what I can come up with. :)
Sadly I lost a bet for now though, and this is my second submission for the month. I have consent from the person I used Face Transfer 2 on to use this, both of us agree, it doesn't look like him, so he doesn't care about what I do with it. I owe him a case of brew for losing the bet. Anyway, this is more or less a joke, but very much a real submission since I ended up doing the posing by hand.
I used my laptop and kept a pose loaded that I had, one of the ballet poses for Clare G8.1F, and then posed it on G9M Face Transfer 2 character on my desktop. There's a zipfile in my Google Drive that has around 12 files in it, four renders, and eight screenshots (4 of Claire G8.1F, 4 of G9M), if anyone wants to see the exact pose and how closely mirrored it was or wasn't.
Checksum SHA256: 2c8aaf35b50556a8bc89d5d13cf79080ee56056c03f5cb8ee06df11013036cef
Postwork was done to hide a mesh warping issue since G9M was in G3F clothing that I'm fairly certain wasn't meant for someone of his size...lol. G9M's bounding box got all twisted up doing this, so I kept hitting limiters, but managed to do it up without disabling them. You can see how crooked the bounding box is in the screenshots lol, especially compared to G8.1F - also trying to pose the fingers and hands on G9M when your target is a G8.1F with very very slender hands was much harder than I expected. This was the first time I had tried to mirror a female pose to a male by hand, and it took way longer than the five minutes I spent on the first submission. Maybe somewhere between a half an hour to an hour, on just the hands... moving cameras around for better angles, adjusting, moving, adjusting, lol.
EDIT -> The bounding box got messed up because I was sending my friend renders of "his character" wearing and doing really absurd things on the Z Belina Bike.- so I had manually posed him several times already to use that and do some various other things before I started doing the dance studio scene. Never did create a new scene, lol, my usual bad habits still applying.
Challenge: Intermediate
Title: I Feel Pretty
Software: Daz Studio Beta Public 4.22.1.99, Gimp 2.10.36, Caesium Image Compressor
...jpg...
(There is also a no bloom version. This shot needs a little context to understand, it was taken using depth of field on a mirror)

He thought he was alone. But he never was. *queue omnious music, the Among Us theme* Indeed. The Daz House Cat sees all.
He felt left out last month. *shrugs*

Anyway, here was the original pose.

Hope this all amuses someone out there, have a great day. :)
Mechasar's Characters Catalog: Who's next? (commercial)Mechasar said:
Now your Divory character should show a list of 10 new morphs in the Parameter pane, each of them with the name you assigned to the fingers. Set them to 100% and, if everything went well, you can see her nails getting shorter. Just remember to save this Divory into a new personal scene to keep these morphs available for a next time :)Took me a while to finally get to it, I dread having to work with morph importing. I did a terrible job matching the fingers, but it worked well enough anyway.
Thanks for the clear and easy to follow tutorial; I ended up learning some new things from it.
I'm going to try replacing the hands completely too, might be more fitting for using the morph with human characters.Love the new character too, thanks for continuing to support G8.
Can anyone identify the hair used in the TMA Kade Genesis 9 promo images?deepred6502 said:
Speaking of promos, can anyone identify this clothing set?
Thanks to outside help, it's Hot Cowgirl Outfit G8F by Matteoio at RH.
Omni Shader Hair Threadpaulawp (marahzen) said:
AlmightyQUEST said:
I know that earlier in the thread people talked about upgrading to the latest version of Studio to have the new shader work. Does anyone know, should it be working in the latest Public Beta version as well? And is there a trick to have it available in the beta? For a few reasons I'm trying to keep my main install on the previous version while I sort some things out, but I'd love to be able to try out the shader myself in the beta until I upgrade the main version. I installed the necessary basics file and see the shader in my hard drive in the data folder, but none of the presets are loading the shader.
I've been testing successfully in the beta version while staying on 4.21 for my main instance. I did have to upgrade the beta version from an earlier 4.22 version I had installed a while back to test Face Transfer 2.
I also have a 4.21 General Release and the 4.22.1.99 Public Build. The OmniHair Shader works fine in that Public Build.
Omni Shader Hair ThreadAlmightyQUEST said:
I know that earlier in the thread people talked about upgrading to the latest version of Studio to have the new shader work. Does anyone know, should it be working in the latest Public Beta version as well? And is there a trick to have it available in the beta? For a few reasons I'm trying to keep my main install on the previous version while I sort some things out, but I'd love to be able to try out the shader myself in the beta until I upgrade the main version. I installed the necessary basics file and see the shader in my hard drive in the data folder, but none of the presets are loading the shader.
I've been testing successfully in the beta version while staying on 4.21 for my main instance. I did have to upgrade the beta version from an earlier 4.22 version I had installed a while back to test Face Transfer 2.
Can anyone identify the hair used in the TMA Kade Genesis 9 promo images?Bake Joint Rotations problem with Genesis 9crosswind said:
You dialed a character morph or sth. before Baking joint rotations ? Try doing it on G9 Base figure before dialing any character morph.
That did it! Once I set the generic shape and applied the "Bake rotations" to that, everything else worked great. Thank you!
Diffeomorphic - persist current JCM value to keyframe?Within Diffeomorphic I have the following settings enabled:
- Make Hidden sliders
- Show Final Morph Values
My figure has JCMs loaded and when I pose it in pose mode, the JCM shapekeys get updated, but not the driver, which is the only thing that can be animated:
As you can see in the image, the JCM (shapekey) value is 0.756 but the driver is at 0, which means I cannot add it to the timeline.
Ultimately I wish to create an animation in Blender and export it as FBX and include appropriate JCMs. This works with non-JCM morphs as I manually apply them.
Is there a setting/workflow that would let me save the currently applid JCM to the timeline? Or even just a way to sync the drivers to the current value so I could than manually add keyframes?AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICICrios said:
https://www.daz3d.com/the-hammerhead-x7a-explorer-starship
Molto bello, l'astronave, gli interni, props per il carico e un mezzo terrestre. PErò, sono tutti props, non c'è nulla di riggato. Ne i motori laterali dell'astronave, che sono 2 prop e ll tutto si carica tramite una subset scene; ne le porte degli interni, tutti morph; ne altro. Non c'è un solo ossicino in tutta la struttura. COme dicevo molto bello, bellissimo, ma almeno le ruote che giravano, le potevano fare.... E non costa neanche poco, io l'ho preso con il codice a 5.99 della march madness.
A proposito: avete idea di dove trovare un'astronave grande almeno come l'Enterprise, ma non tratta da qualche serie tv?
Ho tanti ponti comando ma nessuna astronave adatta alle riprese esterne.
Bake Joint Rotations problem with Genesis 9You dialed a character morph or sth. before Baking joint rotations ? Try doing it on G9 Base figure before dialing any character morph.
Merchant Resources and DerivativesThe zeroed base is OK, sicne it doesn't embed any morphs - when you sculpt that and create a morph from it all you are sharing is your changes. If you want to include other morphs then the way to do that is sculpt on top of them, then when you create the morph use the reverse deformations option (with the morphs still applied) to separate your changes as a new morph. You can create a master slider to set mutliple morphs at once, if you want people to be able to use the result in varying degrees. Aside from its being a derivative, a compound morph made by exporting and reimporting will lose all the automatic adjustments that make it work with other shapes (e.g making sure that the eyes and lips close properly, without gaps or overlaps) and which adjust the shape when the figure is posed so that the bones line up and the bends don't leave odd gaps or push the msh into itself.
Merchant Resources and DerivativesCris Palomino said:
If the intention is to share, it has to be the type of file that requires the user to have the files needed to load the file on their computer. In that case the file you provide becomes like a recipe for the user having all the same ingredients you used. So they'd need the base you're using plus any of the shape files (whether they are ones that come with the base or they have purchased the same morphs as you used). If you create your own morphs from scratch on the base in ZBrush, then they just need to have those morphs. If for instance, you create the figure by loading a character first, like Michael, then they would also need to own that character. Morph merchant resources would also, in most instances, require that the user have purchased those morphs. Read the eula for the MR for what requirements to which you must adhere for sharing or sale. Some MR's, for instance, prohibit the use of their morphs in free characters.
Thanks, this clears up some for me. I have read the agreements for the MR's I picked up, and am good with those. :)
So exporting a base into an external program to work with would be the way for me to go to ensure I'm not using anyone else's works. I wasn't even sure if I was allowed to use the starter essential base or not since it's a Daz3d creation. This is all a ways off for me anyway, but it's good to know for planning.
Merchant Resources and DerivativesIf the intention is to share, it has to be the type of file that requires the user to have the files needed to load the file on their computer. In that case the file you provide becomes like a recipe for the user having all the same ingredients you used. So they'd need the base you're using plus any of the shape files (whether they are ones that come with the base or they have purchased the same morphs as you used). If you create your own morphs from scratch on the base in ZBrush, then they just need to have those morphs. If for instance, you create the figure by loading a character first, like Michael, then they would also need to own that character. Morph merchant resources would also, in most instances, require that the user have purchased those morphs. Read the eula for the MR for what requirements to which you must adhere for sharing or sale. Some MR's, for instance, prohibit the use of their morphs in free characters.
Merchant Resources and DerivativesI've been picking up some merchant resources here lately in the hopes I can produce a few completely unique characters of my own, had a bit of a dumb question.
If I start with a Genesis 8 (or 9 I guess), base character from starter essentials, head over to shaping and start combining lots of sliders until I find a good unique look, and then combine all those morphs to be a single morph.. is that considered a derivative work? If so, what are the sliders I am supposed to use to make unique characters that I could give to friends, or maybe one day if I ever get good enough at it to sell?
I've seen zbrush mentioned a few times, am I not supposed to be using any of the sliders in Daz Studio at all and supposed to say export a base character into something like Blender? Zbrush isn't an option for offline systems, and haven't been able to find a good alternative yet. I'm not ready to make anything yet, still in the process of gathering information and research. :)
Any guides or resources to go over would be great if someone has a few links as I'd really like to go about it the right way, and so I can better understand the do's and don'ts.
Star Trek Builders Unite 8: THE REBOOTTimbales: You can lower the morph strength to get a passable set of lobes for female ferengi, just remember to mix in a solid female face morph as well.













