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There's Always Another Sale Thread -- Discussions Only Pt 6
My only 'online' machine at home is an Android tablet, which doesn't seem to like DIM for some reason. It's sufficient to download most manual download stuff and then I can transfer the stuff from there.
At work where I can go online with a PC, - I can't install anything. Not unreasonably.
Regards,
Richard
Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]They must be in shapekeys, if they're not in shapekeys it means the shapekey for that morph is not loaded. Beware that not all daz morphs drive shapekeys though, some morphs may just drive bones, thus they have no shapekeys.
So I understand in your case AP doesn't work for a specific character, while it works fine for others. What is the specific character AP doesn't work with ?
Fixing corrective morph issue on (merged) geograft on diffeomorphic [FIXED]For the location you have to check "currrently used" with "hidden properties" in daz studio, there you see where the custom morphs are from. The addon will open the custom morphs dialog in the standard location for the selected geometry, which is also what is used to transfer morphs. Unfortunately custom morphs often reside in a separate location or possibly multiple locations that the addon can't guess, that's also why the dialog is presented to allow for custom locations.
Again, if you look at the discussion I referenced above you'll see the exact example for GP9, it's the same for other grafts and figures.
Gen 8 Morphs to Gen 3Did you pose G8F to match G3F's default T-pose before exporting the morph ?
commercial figures using Face transfer 2Great points by @stripe6499_9253833ae8 and @Padone regarding likeness and consent. However, since @My 3D Spin is using AI-generated faces, I suspect the original question is actually about the tool's EULA.
Assuming the source image has no copyright issues, does the Face Transfer 2 license allow creators to sell or redistribute the geometry and textures generated by the plugin?
(Opening a ticket with Daz might be the safest bet, too.)She Orc for G9 [commercial]RawArt said:
They are all part of the morph
That's what I figured. But I could hope. :)
She Orc for G9 [commercial]They are all part of the morph
RTX 40xx series cards are out of production. When will Daz work with the RTX-50xx family?Matt_Castle said:
Richard Haseltine said:
MeshGrabber modifiers will have to be converted to morphs, and some other tools may require converting to morphs or baking to geometry, but that should rearely be an issue.
I will also add that UltraScenery 2 and Ultrascenery XT will not be able to transfer to DS6, as these rely on program plug-ins to generate the enviroments at runtime, but these aren't available for DS6 yet.
I had a nsty feeling the other day that that was the case, but didn't check (and hadn't tried on my own account).
RTX 40xx series cards are out of production. When will Daz work with the RTX-50xx family?Richard Haseltine said:
MeshGrabber modifiers will have to be converted to morphs, and some other tools may require converting to morphs or baking to geometry, but that should rearely be an issue.
I will also add that UltraScenery 2 and Ultrascenery XT will not be able to transfer to DS6, as these rely on program plug-ins to generate the enviroments at runtime, but these aren't available for DS6 yet.
Map Manager [Commercial]Hi, no problem at all, and thanks for asking.
I think the answer depends on what you mean by “assign textures”.
Map Manager is mainly a map management and transfer tool. It does not rebuild a shader in Shader Mixer, and it is not designed as an automatic “load a full texture set from a folder by filename” tool.
What it can do is work on the existing material/shader properties exposed in Daz Studio. So if your figure A already has the correct skin shader and material settings, but the map slots are empty, Map Manager can fill those slots by copying maps from another mapped surface, another figure B, or another property - of figure A or B, depending on the script you use.
For example, you can copy Base Color maps to Diffuse Color, Normal maps to Normal Map, Bump maps to Bump Strength, or even copy one type of map to another property if you want to experiment, such as SSS to translucency color. The target property may be empty; that is not a problem. The important point is that the source map must already exist somewhere in the scene/materials, on this figure or another figure for Map Manager to copy it.
If you mean: “I have a folder containing diffuse, roughness, normal, SSS, opacity, AO maps, and I want Map Manager to automatically detect the filenames and assign each map to the correct surfaces/properties”, then no, that is not what Map Manager was made for.
Map Manager works with the mappable properties exposed by the current shader. A map found in one property, for example an AO, Base Color, Normal, Bump, or SSS-related map, can be copied to any other mappable property available on the target surface. However, Map Manager does not create new shader channels or rebuild the shader tree; the target property must already exist in the shader used by the material.
So, in short: yes, Map Manager can help you edit/copy/replace map assignments without using Shader Mixer, while keeping the current shader structure. But it is not a full texture-set importer from loose files on disk.
Please also note that I am not sure whether the Genesis 9 update has already been submitted for this product. If I remember correctly, this update was bundled with the Daz Studio 6 compatibility update, and I prefer not to submit DS6-related updates until I consider them safe and stable enough for release.commercial figures using Face transfer 2Is it ok to make commercial figures using Face transfer 2?
Adventures of Lorenzo & LoRez Figures in Carrarahahaha
reminds me of:
Every Daz update: “We fixed a bug where the viewport turned into a slideshow.” Every Carrara update: crickets ghost of a developer from 2013 floats by
Genesis 9: “I require 47 morph packs, 19 geografts, 12 UV sets, and 32GB of VRAM just to blink.” Carrara: “I don’t even know what a geograft is and I’m not learning.”
And the ultimate crossover moment: A Carrara user tries to load a modern Daz asset. Carrara: “Absolutely not.” Daz Studio: “Absolutely not.” The asset: explodes into a cloud of missing textures and broken rigging
And somewhere, deep in the void… Bryce is still rendering the same landscape it started in 2004.

Carrara Rulz
How Do you Actually Make A Realistic Female G8 Shape?This is what I get when applying the full body morph from the Z Curvy Beauty Shape product with a plain G8F to the left for comparison.
How Do you Actually Make A Realistic Female G8 Shape?It's quite difficult, as said before, most seller figures are idealised, I don't think reality is really bankable !
The only way I found was having photo references and trying to morph the Gen figures to look like real people, it's really time consuming in fact !
Some other stores do sell more realistic people, the price is not really the same.
How do you Remove The Six pack looking abs most G8F Characters have?Oh, in addition to what I said in your other post - a G8F loading with an enhanced-althletic shape might be an indication that you have a morph diallyed into 100 by default. That means that one of the products you have installed is enforcing it's morph on every G8F as soon as it is loaded.
Check this thread for instructions to fix that: https://www.daz3d.com/forums/discussion/428921/every-character-i-have-loads-with-unwanted-extra-morphs-by-default
How Do you Actually Make A Realistic Female G8 Shape?I would say that most morphs don't aim for "realistic" - they are more pitched towards "idealised". However, they should still produce the results in the promo images if all is well. As you seem to be having issues with multiple products, do you definitely have the prerequisites downloaded and installed. The first two that you mentioned have a dependancy on Genesis 8 Female Body Morphs - have you purchased that and is it correctly installed? If that is not the case then this will definitely cause them to not work as expected.
If you think all is correctly installed then check the log file to see if relevant errors are reported - I think for missing morph dependancies then you'd probably see a bunch of "missing formulas" but I could be wrong there. Maybe open the log and wipe the contents, then load a G8F and re-open the log to limit the log entries to things relevant to loading of that figure. Alternatively, wipe the log after loading the G8F, apply a morph that does not seem to work and then check the log again and it would hopefully just list things relative to the misbehaving morph.
I do have the products you mentioned and so could dig into them myself after lunch if there is anything more specifc I could test.
How do you Remove The Six pack looking abs most G8F Characters have?Most G8Female Characters i buy ( even before applying their texture) . look as if they were athletic females with six packs or very very slim with visible six packs. In reality not all females have visible six packs. Not even males all of them have visible six packs. I'm looking to create More of a ballroom dancer or office girl or just regular lady(married or whatever who's not a gym goer) instnead of a crossfit trainer or marathon runner or Gym goer but it's like all of the females i buy have six pack abs or very close to them. I have the Daz 3D Body morphs and Head Morphs but there is no morph that reverses this and creates a more smooth abdomen. I could add the Heavy one but that just make her a bit overweight so that doesn't work. I could also add the Body Size one but that thtickens the whole body.. In G8M with the Daz3D Body morphs there's a "Stocky" morph but that doesn't exists for Females and also it's not really what i want.
And it's not just Characters. I specifically am using Full body morphs ( Shapes) packages to create my own characters and those tend to ( if it's a slim kind of voluptous character) put six pack on her. Anyways, anybody know how to rever the look and put a little fat( not make her overweight) so you don't see defined muscles in the abdomen. Cause i'm a guy, i'm pretty confused that I do plenty of exercise and i don't even have any visible abs, yet all these Daz girls have six packs.
And also i want to explain. i'ts not a super defined Six pack but it's pretty athletic and it looks like a hard wall in the abs as in this image found for a promo pic of a Z Curvy product in the daz store. This is how many of the characters i buy are
https://gcdn.daz3d.com/p/86953/i/zcurvybeautyshapeandposemegaset00maindaz3d.jpg
How Do you Actually Make A Realistic Female G8 Shape?The Daz store and third party stores are flooded with products that promise Full Body morphs that convert your plain unrealistic default Genesis 8 Figure into a realistic attractive woman and the vendors even post tons of pictures that look realistic. But when you get those products and apply those full body morphs, they don't look at all like the promo pics.
For example Z Curvy Beauty Shape and Pose Mega Set Has a Full Body morph and in the promo pictures they post it as if that's what it's gonna look if you apply it to the default G8. But that's now how it looks at alll. All the morph does is Shape the hips , add some to the upper thighs. That's basically it. It doesn't do anything to the calves or shins. Doesn't add nothing to the buttocks, the arms remain Twigs just like the default Genesis 8 Female is.
[...]
I got other products that promise things and have all these promo pics depicting great shapes but then you get the product and it doesn't really make your figure look that way:
Z Calendar Girl Shape and Pose Mega Set for Genesis 9 and 8 Female
Z Glamorous Curves Shape and Pose Mega Set
Z For the Love of Curves Shapes and Poses
How do you then , create a realistic Female? I know i have the DAZ3D Body morphs and even EJ Body morphs for editing body parts morphs individually but I'm not an expert in anatomy and i have tried dong it that way and everything turns out looking a bit good but not realistic.
By the way here's a picture that shows How my default genesis 8 Female looks after i apply the product Z Curvy Beauty Shape and Pose Mega Set. Notice how the arms remain twig like, nothing changes, calvese, shins remain twig like. About the only thing that change is the hip widened and upper thighs got alitle wider. That's it, not even the Buttocks got any bigger.
And whenever i try to add stuff on my own( increase size in shins, calves, Thihgh back, and add one morph for Buttocks that i bought), it ends up looking bad and not natural. Then the head also starts looking like out of place like it's too small.
Also when i add my third party Buttock morph it messes with the Hip look and it adds padding like it makes it very round( making the girl look like a stuffed doll). I have no clue how to achieve something Realistic looking.
If anyone has any tips. Please post below.
By the way someone recommended this product, that it's better than using any of the mentioned products above: Body Diversity for Genesis 8
https://www.daz3d.com/body-diversity-morphs-for-genesis-8-females
But it's confusing because, it seems to be a product that only contains a set of Full body morphs But it also says it contains morphs to shape the legs more realistic( all at once instead of dealing with calives, shins, thigh individually), etc and i don't find those morphs at all( i actually got this product too ) in the Content Library/Genesis8Female/Shapes/BodyDiversity. All there is in there is the Full Body Shapes.
Anyway if anyone can help. I'll leave you with a picture of Genesis 8 Default and then Genesis 8 with added ZCurvyBeautyShape so you can see the advertising promo pics doesn't do justtice.
Gen 8 Morphs to Gen 3hi,
If your morphs Gen 3 save with defaut g8 pose its normal that it isn't working properly
If you use a clone for creat a morph its better to save with T pose, plus use "bake joint rotation" in "tool settings/Joint editor" before save, this thing adjust skeleton for a better morph. (Delete G8 char or restart daz for reset rotation)
And you need to use "Adjust rigging to shape" after slide at 100% if use a clone obj (even without that, sometimes you just have to do it).
Creating Animations on Blender then exporting to Daz3DPadone said:
In your video it is not clear how you animate the feet, as the ik controls don't move. If you animate mixing ik and fk controls then bake ik to fk I guess the addon is trying to preserve your fk animation, possibly altering the end result. This looks like a bug. If you can explain the steps to reproduce your animation I can try it myself and eventually prepare a bug report for Thomas.
However, if you use the IK controls to animate the feet, as it's usually done, then everything works fine here. I attached the videos for IK and baked FK, where you can see I use the IK controls to animate the feet. Just remove the zip extension to watch the mp4 videos, as the forum doesn't allow to upload mp4 directly.
note. important. If you imported the figure with locks and limits, then the daz FK limits may come in the way when switching IK or baking, as IK has different limits than FK. To prevent this it is best to import the figure without locks and limits, so just disable them in the global settings. May be this is what happens in your example if you didn't animate the feet on purpose.
https://github.com/Diffeomorphic/import_daz/wiki/Setup_Rigging
Ty for the video example and explination, so far things are working fine atm, I have to pay attention to where the shins are postioned terms of rotation, if they aren't placed properly they will be gittery. Luckily after I figured that out the animations are not gittering and it's working really well especially after I export to daz, it's 1:1, previous tool i used looked like it worked properly but it didn't after daz export, great work you two! I intentionally have strechness to 0, because I want to have things exported to Daz, I haven't planned to move to Blender yet, from what I've seen however when I ported my models it worked quite flawlessly.
But my question is which might be difficult. What would you recommend that I do before importing my model and settings I should go for if I want to import back to Daz animations? Also if I pose in FK, I can't seem to find a bake option, at least with IK I can just do IK transfer to FK and it bakes, but there isn't one where FK just bakes unless I'm missing something. I've been trying to go through the wiki here but sadly no clue https://github.com/Diffeomorphic/mhx_rts/wiki/Animation
I'll try and recreate it again the issue for you today or tomorrow then share steps on how I did it!










