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Daz 3D Forums > Search
  • Creating Morphs

    I thought I was doing this correctly, but apparently not :(

    I took a worm object and sent to Hexagon, I used Hex's bend tools to make a curve for the worm then exported as an object. (I did this for many different types of bends)

    I then went into Daz, selected the worm and loaded all the objects into the morph loader pro

    They all show up in the worm morphs, but all any of them do is scale the size of the worm :( No bending

    By

    kaotkbliss kaotkbliss May 2016 in Technical Help (nuts n bolts)
  • How do I save duplicate nodes and ubershader cutout settings for distribution?

    mjc: Yes, I meant tat there's no in-DS way to spawn a morph as there is with a DForm.

    Pendraia: you can add a Push Modifier Weight Node to the push modifier on a Geometry Shell (that's what i did above). You don't, as far as I know, have to save the node with the wearables preset - the maps belong to the push modifier, the node is just a way to gain access to them for editing; if you apply weight maps to a Push modifier and then delete the node the weights will remain in effect.

    By

    Richard Haseltine Richard Haseltine May 2016 in Daz Studio Discussion
  • Strange ripples in figure mesh following export from Zbrush using GoZ

    Hi Josh,

    I leave the GoZ options as default, see attached image.

    Issues with scaling definitely do occur if scaling is included in the figure and then the figure is sent to Zbrush by GoZ but then the morphed figure is saved as an obj file from Zbrush and then loaded on to the original figure in DS using Morph Loader Pro.

    The example you gave indicates that you EXPORTED the figure from DS (not using GoZ). In that situation, I agree there is no scale issue. The issue is that if you send a figure scaled in DS to ZB via GoZ then you MUST use GoZ to send it back to DS to avoid and scaling issues. However, if you do this then the strange ripples appear in the morph (at least my flat chest morph). If the flat-chest morphed figure is exported from ZB as an obj file and then loaded as a morph onto the original figure then the ripples are not present (but scaling issues are present IF the figure was scaled in DS prior to Goz to ZB).

    So, there is a work around:

    1) Don't include any scaling of the figure before exporting to ZB via GoZ.

    2) Export the morphed figure from ZB as obj

    3) Load the morphed figure obj via Morph Loader Pro in DS.

    4) Add any scaling after the new morph is added.

    Whilst this works it is a pain in the proverbial...... It prevents one of the most useful features of GoZ, which is that you can go back and forth between DS and ZB making small changes until you have what you want.

    So, is there any way to "fix" GoZ, so that it works as advertised?

     

    By

    IsaacNewton IsaacNewton May 2016 in Technical Help (nuts n bolts)
  • Cori for G2F

    If you are referring to the links to Ramwolf's stuff, he removed all of that a long while ago as has been explained earlier in this thread. However, Sassanik created a new morph that doesn't require the Ramwolf morphs that is provided in the last post by the author here.

    By

    SixDs SixDs May 2016 in Freebies
  • morph loader pro and teeth morph???

    I exported G3F as OBJ and then imported her back without touching anything. The teeth are all screwy now, though.

     

    Anyone know what's causing this?

     

    I did not touch anything, just exported the zero figure at 0 subdiv etc...

     

    Checked the teeth in hexagon, they look fine there.

     

    Imported without any special settings.

    By

    tmtmtm_f56c8d4bda tmtmtm_f56c8d4bda May 2016 in Daz Studio Discussion
  • How do I save duplicate nodes and ubershader cutout settings for distribution?

    It's almost a pseudo morph brush (though sadly we can't spawn a morph from a push modifier).

    Ummm...not quite true.

    We can export the 'pushed' item as an obj and use it in Morph Loader...

    So while it's not a direct spawning of a morph, it is possible to create morphs this way.  I imagine it could be useful for wrinkles and such.

    Just painted the weights as Richard did above (went for a smaller brush with less falloff to get the spikes).  The lefthand sphere is the one with the weighted push and the one on the right is the morphed one (at 70-some% and SubD).

    By

    mjc1016 mjc1016 May 2016 in Daz Studio Discussion
  • Please help, seam cover by Sloshwerks shows up as a gray rectangle.

    I recently had to transfer all my content to a new computer.  I made sure that I copied everything to the exact same place as it was on my old computer (at least I thought I did).  Now whenever I load the seam cover, it shows up as a gray rectangle.  I checked my data folder and its there.  What possibly could I have done wrong?

    By

    Boorsman Boorsman May 2016 in Technical Help (nuts n bolts)
  • "Another" :) Converting Victoria 4 Footwear to Genesis 2 "Maybe G3F" Small Update

    Flexxing the feet will begin to warp them. SO generally, the foot pose I make is needed when the body gets posed. Of course, boots shouldn't hve too much flex in them anyhow.

    For now, I'm using the default weight maps that get set up in the transfer utility. I haven't learned enough to be able to alter them correctly.

    By

    Scavenger Scavenger May 2016 in The Commons
  • Strange ripples in figure mesh following export from Zbrush using GoZ

    Odd, I just tested it by exporting Genesis 3 Female to OBJ, loading that in ZBrush, sculpting on it, exporting to OBJ and loading it back in as a morph. No scale happened. That was all with DAZ Studio scale (1 unit = 1 cm)

    By

    DAZ_Josh DAZ_Josh May 2016 in Technical Help (nuts n bolts)
  • Strange ripples in figure mesh following export from Zbrush using GoZ

    Scale matters if you GoZ to ZBrush but for some reason export the OBJ and load with Morph Loader (or import as a new mesh) - I think this came up in a forum thread and that's how I found the right scale seemed to be the 1 unit = 1 m option.

    By

    Richard Haseltine Richard Haseltine May 2016 in Technical Help (nuts n bolts)
  • How do I save duplicate nodes and ubershader cutout settings for distribution?

    No nodes of that type involved. Select a figure or prop with a push modifier, Create>New Push Modifier Weight Node, select the node, switch to the Node Weight paint brush Tool, in Tool Settings click Add Map next to the name of the modifier. There's a slider under the map's entry - by default this shows the offset from the Mesh Offset setting on the object but you can vary it. Using two push modifiers on the same item, each with its own map and with opposite signs, you can push some sections proud and dent others in. Here I took two spheres, added two modifiers (one positive, one negative) and very (very) crudely painted them with the mouse. It's almost a pseudo morph brush (though sadly we can't spawn a morph from a push modifier).

    By

    Richard Haseltine Richard Haseltine May 2016 in Daz Studio Discussion
  • GEnX2 and the missing morphs

    I don´t have those morphs, but this is how I would transfer any V4 Character to Genesis. Load V4 into your scene, apply the character you would like to transfer. V4 characters usually come with a Body-INJ and a Head-INJ. Then go to the GenX-Tab and follow these steps:

    1. Select V4 via the Source Button
    2. Mode needs to be Create Single Morph
    3. Target needs to be Genesis
    4. Go to the Select Button and choose the Option Get Values from Figure in Scene
    5. Again via the Select Button choose Transfer: On For All Non Zero Values
    6. Click on the Transfer Button
    7. There should be a dialouge poping up, type in the name of the character
    8. Click on Accept

    Now load the Genesis Figure into your scene. There should be the V4-Clone Shape in Genesis -> Actor -> Generation X -> **People** and your transfered character in Genesis -> Actor -> Generation X -> Victoria4.

    For some tipps on tutorials check out my post over there and the following by Kerya: http://www.daz3d.com/forums/discussion/comment/1069966/#Comment_1069966

    And there is the official documentation by Dimension3D: http://d3d.sesseler.de/store/dazscript/genx/GenX2.pdf

    Just for your information, the Morphs++ are a collection of basic morphs for Generation4 figures. If the morphs++ are not necessary for your character , you don´t need to apply them.

    For Victoria4: http://www.daz3d.com/victoria-4-2-morphs

    For Michael4: http://www.daz3d.com/michael-4-morphs

    By

    MN-150374 MN-150374 May 2016 in Technical Help (nuts n bolts)
  • GEnX2 and the missing morphs

    @Llynara - Well, I took a chance and purchased the fox morph for V4 (http://philosophersegg.com/index.php?main_page=product_info&cPath=1_4&products_id=44) because they state that you don't need any of the extra morphs for these to work. Just the base. I thought, okay so there's hope.

    The stupid system kept asking me if it was okay if it skipped morphs set to 0. No it's not okay!!!! I tried every setting I could find. I wanted the ear move morphs, for example.. I finally ended up loading V4, injecting her with the morph, and telling Genx to use the data from figure. So I have a head morph now for Genesis that's the fox head - sans the ear morphs, mouth movements, etc... Not a happy person at the moment because, well, I paid good money for this plugin. The least it can do is work.

    I had to fix the eyeballs myself because they didn't transfer their morphs in. And I guess I'll have to make my own ear movements. *fumes* I would NOT recommend this plugin to anyone if you asked me right now.

    When it comes to the folder, I started organizing things manually  myself. I've been using DAZ's internal system to manage my library all these years. I managed to get a copy of Poser Pro and learned right quick that with Poser you do that manually. And I realized that depending on DAZ'S library management - which was always breaking and always sending me in tears to this forum when my backups failed - was just stupid. I've been orgainizing things how I want them ever since, and as the library straightens up it's looking less and less like a nighbmare. However I'm organizing 3000 objects so it's taking a little while......

    The only DAZ point of irritation at this point is how it annoyingly will decide a DAZ object is a poser object and put it on the poser side after scanning. Why can't the stupid scan just say "here's all the stuff!" in ONE folder path?? I have to switch to the poser side to grab a character I'd made *IN* DAZ (duf) and then switch to the DAZ side to find the material, then switch to the poser side for... You get the picture.

    By

    spearcarrier spearcarrier May 2016 in Technical Help (nuts n bolts)
  • Kitty Smile Morphs/Expressions

    Hey, RC. I think that part of the reason why you haven't received responses is that it isn't entirely clear what you are asking. If I understand correctly, you want to know if you can adjust Genesis and/or Genesis 2 to have an expression that approximates the W shape of the mouths in your examples. The short answer would be yes, but not necessarily easily, in my opinion. The problem is that the mouth shape is not natural for a real human being, so the available morphs for the Genesis figures will probably not provide morph sliders that can achieve the desired result. Removing limits might offer some possibilities, but I am inclined to think that making the necessary adjustments in an external modelling program to create a custom morph may be the only way. Without having actually tried it myself, I'm only guessing when I say that it may present some difficulties in achieving acceptable results - it may prove to be more difficult than you first imagine. Drawing a line on a 2D image is a far cry from adjusting a realistic human 3D mesh to achieve a similar shape - it might look quite odd. You won't really know until you try.

     

    By

    SixDs SixDs May 2016 in The Commons
  • Transferring Morphs from Genesis to G2M/G2F and from G2M/G2F to Genesis (Now with Clones!)

    Double checking something:  On the converting G2F morphs to G3F, at step 14 for the ERC freeze it says "no other morphs should be in effect" - what about the clone morph put in on step 11?  Do I take that out before the freeze as well?

    By

    thistledownsname thistledownsname May 2016 in The Commons
  • GEnX2 and the missing morphs

    Okay so I bought GenX2 last night. For the record, it has taken me many many moons to do so - and after much pondering over these many moons I took a risk on this (expensive to me) plugin because I seriously would like the anthro moprhs from Philosopher's Egg... but I want them for Genesis. Make that, I NEED them for Genesis.

    Aaaaand now I can't figure it out.

    Manual? Oh, you want a manual? Too **** bad. (Yes, I am frustrated to the point of being angry over here.)

    I found this thread: http://www.daz3d.com/forums/discussion/25590/how-to-transfer-v4-m4-character-on-genesis-genesis-2

    And inside it apparently there are instructions.

    Drag in V4.2
    Drag in the Legacy INJ
    Drag in the Morph++ INJ
    Drag in the character INJ.
    Right click > Transfer ON for all non-zero values.
    Create Single Morph
    Hit Transfer.

    But I cannot complete these steps.

    Where is this magical legacy inj found exacly? ***WHAT**** legacy INJ???!?!?!

    Morph++ WHAT?!?!

    How do I *FIND* these things?!?!! (EDIT: I sort of found one thanks to a very  mumbly and annoyingly blurry youtube video but... don't know if it's the right one.....)

    It's not like people thoughtfully put things in folders that make sense or anything. I've been looking for 2 hours now through my folders. I also run poser on this computer so my folders are slowly becoming more and more organized as I shake my head at how people put dresses in the character or,  yes, ENVIRONMENT folder rather than somewhere that makes sense. (For me that's props and then wardrobe.) I can*not* find these magical things. I do not even know where to look. I've looked using Windows folders. I've looked in DAZ. 

    So mad don't even want to talk like Gollum. RAR! :-p

    By

    spearcarrier spearcarrier May 2016 in Technical Help (nuts n bolts)
  • Cheetah Girl for Genesis 3 Female

    It's a great character. I'm fond of it and I'm looking forward for more furry/animal-like characters, specially rabbits. We need more semi-realistic rabbits with long expressive falling ears :)

    Here is my use of it with some morphs and stuff :) 

    If possible, I would advise to make a separate morph for ears. a morph for the head without ears (ears gone, at most possible), and then a morph for ears. It would allow to work with fitted hair and props to follow or not ears. (why hair ? I would say: why not hair :) it's fantasy! )

    higher resolution: http://yupasama.deviantart.com/art/Toon-Fantasy-Cheetah-girl-in-a-forest-606658834

    By

    oomu oomu May 2016 in The Commons
  • Does DAWN work in Carrara 8.5?

    Dusk works as well... here he is with the new gorilla morph applied with some Carrara hair smiley

    By

    Stezza Stezza May 2016 in Carrara Discussion
  • Looking for a character that looks a bit like Paul Newman

    Actually, there's a face morph called Kyle for M6 in Farconville's Faces 3 pack (on Content paradise) that always reminded me of Newman. 

    By

    Cybersox Cybersox May 2016 in The Commons
  • Why Poser? (serious question from a DAZ Studio user)

    I use mostly DAZ for creating wallpapers and Poser with Unity (Training and testing). I also have DAZ gamedev indie license so both initially cost me about same amount.

    I like morph tool in new Poser. It's pretty easy to use and can do many things without using other 3D software (Trying to do new character from Pauline). In DAZ the morph tool was limited or I didn't know how to use it.

    Working with Unity: With Pauline I need to check do I have to export face expression as one frame animations or do I need script for face rig. With Genesis 3 needed to add support scripts for bone twist in mecanim. No other problems found in animation.

    DAZ have better export tool. When exporting from Poser you need to combine skeleton from clothes to figure in Unity or other software. I also need use animation or scripts to combine and set morph values. Because of FBX or exporter limitation I need to create PBR material converting/exporting script or search needed textures.

    For DAZ Connect: I did't like it in this way because I need to keep DAZ Orginals and PA models in different library. Maybe if they can improve it like that I can select that I only use DAZ Orginal models and it prevent to use others (I think this is not easy task). Also models need to be available to export to game engine if you have license.

    So both have good and bad features. At this point for lazy gamedev DAZ does have more models and clothes to use.

    Now looking DAZ orignal character and trying to think ideas for games.

    Also this is still my hobby.

    I hope this was litle help if someone want to use DAZ or Poser in gamedev.

    By

    Limba Limba May 2016 in Poser Discussion
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