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What happened to my navel?
Is this for your character (you probably forgot to zero the morph before exporting, so you ended up with a double-dose) or for all characters (something was saved with a non-zero default, by you or in a character or morph set you have installed).
Does default resources for daz 4.21+ backwards compatible?The application is Daz Studio, not Daz. The Default Resources for daz Studio were updated with new files to support Face Transfer 2, I don't hink anything else was changed.
Daz Studio 4.22 does not have Out Of Touch hair bugs - some Out of Touch hair had a bug, since fixed in most cases, which Iray did not handle gracefully - if you are, due to instalaltion method or left over files, still experiencing the issue in 4.22 it is easily fixed 9as discussed in the release theads so i won't repost here).
Many products using emissive, semi-transparent surfaces (which includes ghost lights) have been updated, there are isntructions for using the new method here Creating a "Ghost Light" - Daz Studio 4.21.1.26+ - Daz 3D Forums
The only other major issue is the .exrs used in many of Flipmode's sets - but they have, at least almost, all been updated.
There may have been other complaints, but generally they were not issues with 4.22 per se. Beware of attaching too much weight to isolated reports.
No-one but Daz may suply you with a copy of Default resources or the application - if you want to keep older versions make sure you back up the isntallers (including the plug-ins in the case of Daz Studio).
Victoria 4 Morphs++ questionloader98 said:
I have copied !Daz folder into the file area where V4 is and run the DZ file as suggested. Unfortunately , there is nothing appearing in the "scene" Box under "Chest". In the menu in the Bottom Right under "Posing" there are no Dials for Breast.The !Daz folder must remain directly under /Runtime/libraries and you have to run the utility there, so that it creates the technical files corresponding to the morph dials at the right place. Otherwise the files won't be read when you load the figure.
Also, if you have multiple libraries where you install content make sure there's only one !Daz folder (ie consolidate them in one of the runtimes) and then run the utility.
Also, as PerttiA said, figures in Poser format don't use the "Posing" and "Shaping" tabs, all dials will be in "Parameters" tab.
Character Converters, Legacy UVs …cheard said:
Hey folks, help a guy out here. If I already own a variety of character converters, assuming for purposes of this question that the converters work to my satisfaction, is there additional value for me in legacy UVs? Am I correct in thinking the value would be something like applying a legacy skin to a new generation (say G8/G9) without affecting the shape, and then I could customize the shape using various morph dials applicable to the more recent generations? If that’s incorrect, what (if anything) would the legacy UVs do for me that the various converter products don’t?
Gratefully,
Chris
As far as I know, anything that's being sold as a Character Convertor at any of the major commercial stores ONLY converts the MORPHS for characters to the new figure base, not to be confused with Clothing Convertors that let you convert the clothes from an earlier generation with generally better results than Auo-Fit. Legacy UVs allow you to use older skin textures on newer figures (or in some cases use newer textures on older figures like Genesis 8 to Genesis), so unless you have the time, inclination, and skill to re-map the old textures, you need both to completely re-create a character... unless the new figure you're transfering your morphs to happens to come with the proper UVs... as Genesis can also use the V4 Generation UV skins, G2 can use the skins for characters that used the Victoria 5 and Michael 5 UVs (but not Genesis), and G8 can also use the skins for the base Genesis 3 UV. Where it gets to be a pain is that DAZ used to try and use a new UV for every new Base figure starting with Genesis, so to cover the entire Genesis/V5 generation you also need UV convertors for Aiko 5, Gia 5, Stephanie 5, The Girl 5, Michael 5, etc., but by the time Genesis 3 came out very few PAs would even bother making anything for anything except the base UV, so a lot of thsoe Legacy UVs are unecessay unless you REALLY want to convert the skins for just one or two figures.
As to whether they're worth the cost, that depends upon how much old product you intend to convert. I find that I'm still using a lot of skins from the V4 era simply because there are so many of them and many work just fine when modified for Iray.
Dryanna for Genesis 9 [commercial]kyoto kid said:
I did find and downloaded a free pose converter by n_alexandru that coverts poses from all Genesis generations to G9, are are you familiar with that one?
Yes, that is an excellent one. I use it frequently. Here is another good one that works differently. I think it was the first one that was available for G8 to G9. It was posted in the forum before being available elsewhere. I've used it successfully for hierarchical pose presets.
Carrara Community Art Gallery - Show us your Renders!!!thanks everyone
I have been trying less than successfully to recreate many AI generated works
this at least used flowers that existed as 3D content, many others are beautiful but rather impossible, the awesome mushroom tree hybrids with gnarly roots featured in many psychedelic techno videos that morph into fantasy villages etc that I would love to see in 3D
Character Converters, Legacy UVs …If you are talking about Cayman Studios Legacy UV's ,then yes you are applying the older skins to the newer generations ,and yes you can morph the figure all you want .I personally love the Legacy UV's ,I think I have all of them even the ones they have at Renderosity ,because I have alot of the older generation skins and I primarily use 3DL not iRay ......but you can up grade the legacy stuff to iRay if you want to .....
Character Converters, Legacy UVs …Hey folks, help a guy out here. If I already own a variety of character converters, assuming for purposes of this question that the converters work to my satisfaction, is there additional value for me in legacy UVs? Am I correct in thinking the value would be something like applying a legacy skin to a new generation (say G8/G9) without affecting the shape, and then I could customize the shape using various morph dials applicable to the more recent generations? If that’s incorrect, what (if anything) would the legacy UVs do for me that the various converter products don’t?
Gratefully,
Chris
How to expose joint controls on main figure?crosswind said:
Oh yeah ! Property Cloner doesn't work but dragging with Property Hierarchy works ! Thanks !

I noticed you also have to be careful the property isn't actually an alias already. For example, if you select the shoulder joint, it has Bend/Twist/Front-Back, but while Bend and Front-Back are real morphs, the Twist there is actually an alias, the original Twist morph is actually on the shoulder twist joint. So you need to copy 2 of them from the shoulder bend joint, and one of them from the shoulder twist joint. If you mess it up, it'll look like it worked, but when you reload the figure, the alias of the alias will disappear, which is very confusing until you figure it out.
What happened daz?!Updating software is a huge expense keeping up with the "Jones". IMO, DAZ/Tafi have their hands full with DS.
Am very grateful they maintain a bridge to DS for those who still use for ultra quick morph-making.
Have figured out better how to sculpt and delaying memory issue for quite a while.So wouldn't describe as dead, just as quite functional.
Higher end Tuts for attenuate - mirroring are out there still and relevant today as then.
But updating regularily like Blender or Zbrush with their huge base and funding would require probably a whole new team/approach & funding.If they would not have made the 64bit beta, then I might agree more that it's dead.
As for future, we'll see.Is there an Adam Savage celebrity morph?Has tried Genesis 9 with Face Transfer 2
Genesis 8 female Hip deformation errorThat morph is the "Hip panyhose" in your parameter's tab. Type in "hip" as a search and you will find it. Click on the gear and select "reset value". That should correct the problem. The bigger question (and I don't know the answer) is why that morph is acting as a default when you load the Genesis base character...
Does this happen when you are adding a new G8 character to a scene, or when opening the same scene up? Do you have the "hip pantyhose" morph saved as locked?
Convert Weight Maps to GroupsNot for the poses, but for the morphs. If I import an FBX, for example, it is not divided into groups, but is laid with the Weight Maps. However, it is more difficult to create a morph this way. So, if you could convert WMs into Groups, you could create morphs.Dryanna for Genesis 9 [commercial]...as my modelling skills are pretty much lacking, for solving autofit issues I find utility software and scripts such as Xev0's Fit Control and Projection Morph Master to be two very indispensable tools. Unfortunately the former is generation based (I have the G3/G8 version), I also have Ultimate Pose Master but as with Fit Control. this is not compatible with G9 due of the switch to a unimesh figure. Unfortunately XTransfer hasn't been updated for G8 to G9 (yet) which I find is another highly valuable utility for transferring morphs and shapes, which In some ways gives better results than the character converters. (I've even been able to transfer morphs that I converted to G3 through GenX/enX2 to G8).
I did find and downloaded a free pose converter by n_alexandru that coverts poses from all Genesis generations to G9, are are you familiar with that one?
Tara 9, breaking your heart, stealing your soul.Here's for everyone asking, or commenting, about the horns. You can have them in pretty much any configuration you want. See quick samples below. This figure really is CRAZY customizable!
Note: It seems the horns themselves are not twistable, scalable, or any other deformation you might be used to. They are on or off, or I missed it somewhere if you can morph them.
[Edit] OOPS - uploaded a wrong image - fixed it.
Need help creating puppies with Dog 8You can try selecting the dog's leg bones and adjusting their Y Scale values to shorten them. Here's a quick shape morph that I put together without much in the way of references, if that's of any use to you. It's just the basic morphs with the legs shortened and head proportion dialed up. You're welcome to use it as a starting point, if it helps. Also, there's Benji the puppy here in the store. He's a cutie. I also remember that there was a puppy morph for the Hivewire Dog. The Hivewire dog and its add-ons may still be available over on Renderosity.
(Coming Soon) PoliceArtist submitted to DAZ, see preview (Commercial)lilweep said:
suggestion: why dont you load all the morphs, then save them as properly labelled morph assets instead of making customers do that tedious task?
Work smarter not harder...?
(And making sure they are ERC linked to adjusted rigging of course)
I think your suggestion is a requirement. Why should each user have to do all this when the PA could do it once! It is unrealistic to expect a casual user to even know how to use Morph Loader Pro, Adjust Rigging to Shape, and ERC Freeze, especially with Genesis 9 and its separate eye mesh. I didn't even see ERC Freeze mentioned. I also didn't see any eye movement demonstrated or any poses applied. I could have missed it as I skimmed through the video. I hope customers understand that what they are purchasing is NOT a ready to use morph package.
Trouble with custom morphsYou can also enable Reverse Deformations in the Moprh Loader Pro options to avoid the issue (as long as the hidden morphs are still in effect when you load the morph - the option looks at the effect of al the current modifiers on the item and subtracts those chnages in postion from the shape you are loading, leaving only the changes made on top of those for the final morph)
How to expose joint controls on main figure?If I select the Right Forearm Bend bone on a character, it has the Bend control that I can dial in. However, I would like to be able to adjust this slider when selecting the main character in addition to being able to do it when selecting the joint itself. Is there a way I can expose this control in a custom category on the main figure so I can adjust it in both places?
Now, I know I can create another morph that is linked to this joint, so that it can control it from the main character. BUT, this is only one way communication, so while it can control the joint from the main figure, if I then adjust the joint itself, it will get out of sync with the figure version of the morph. Is there a better way to create a direct link so that the forearm bend always keeps the same values in both places? I.e. something like creating an instance of the morph, or having the same morph showing up in both places?
Basically, I want to create a custom category at the top level of the character so that I can quickly pose the most commonly used bones without having to select the bones themselves. I want to set this up permanently for my local version of the G8 figure.
Thanks!
(Coming Soon) PoliceArtist submitted to DAZ, see preview (Commercial)suggestion: why dont you load all the morphs, then save them as properly labelled morph assets instead of making customers do that tedious task?
Work smarter not harder...?
(And making sure they are ERC linked to adjusted rigging of course)














