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Tara 9, breaking your heart, stealing your soul.
Tara makes a pretty cute incubus guy. I set the body to Masculine, used Minjun's body and Fitness 100, applied the head morph and scaled up the head a bit. And yet again I forgot to fix DAZ's weird skin setup...
Who is this amazing character?Having worked with the guy who made the original 4 arms set for genesis 1, I can attest how much work went into it. Unfortunatly customers want it to have as many morph variations as the base figure, and that is not an easy task. It really becomes much more work than the return would bring, since it is such a niche product on its own anyway.
I have tried a number of times to create various kinds of work-around projects to achieve this 4 armed look.....but they just would never be the quality I (or customers) would expect in the end...there would always be a level of post work required.Plus, like it was pointed out...clothing just would not work with it.
There really is no good way to make this as a viable product...at this point (who knows what tech innovations may come in the future)
Multiple characters sliders activated when I load a G9 charactersThe MGAB artist (not sure where it is sold) didn't save the morph the correct way. I would report it to the store. Beyond that you can edit the default value.
Character SplitterMike3D said:
Version 3 available

Changelog:
- excluding head bones for body morph and body bones for head morphs
- addded tutorials for D-Former creation and 'Reference Vertex' use
- added checks for mandatory plugins on startup
- added checks for D-Former number of vertices matching base figure
- 'normalized' becomes the default mode (previously 'WYSIWYG')
- updated user manual (added plugins page)A great tool and really simple to use, I have converted about 20 characters until now (with v2) and always without problems.

But it seems, there is a small issue with Genesis 8.1 - function SetRefVert() doesn't have a conditions for the 8.1 base. If you convert a character based on 8.1, the Vertex field on Body tab remains empty. Your lines in the script:
else if (n.lastIndexOf('Genesis3F') === 0 || n.lastIndexOf('Genesis8F') === 0) v = '3127';
else if (n.lastIndexOf('Genesis3M') === 0 || n.lastIndexOf('Genesis8M') === 0) v = '2926';I added G8.1
else if (n.lastIndexOf('Genesis3F') === 0 || n.lastIndexOf('Genesis8F') === 0 || n.lastIndexOf('Genesis8_1F') === 0) v = '3127';
else if (n.lastIndexOf('Genesis3M') === 0 || n.lastIndexOf('Genesis8M') === 0 || n.lastIndexOf('Genesis8_1M') === 0) v = '2926';And now G8.1 also works without issues.
Character SplitterCurrently you can't save only the head or the body. However, before closing the script once finished :
- go to the last tab : you will notice that the Head, Body & CTRL names are already filled
- press "Find Morph(s)"
- uncheck the morph(s) you want to keep (head or body). For the head, don't forget to also uncheck separate related morphs (Eyelashes, Tear, Eyes, Mouth, Eyebrows)
- press "Delete Morph(s)"
Alternatively :
- go to the last tab
- remove the morph to keep (eg. remove Head name if you want to keep the head)
- press "Find Morph(s)"
- press "Delete Morph(s)"
Blender 4.0 obj import/export.As I said before, I just doubted the problematic morph you dialed was not the one you'd imported in such a way... otherwise it didn't make sense.
Some tests can simply prove that...And as per my exp., that sort of distortion you posted usually comes from applied Modifier(s)...
Character SplitterMike3D Thanks for the tutorial! QUOTE: Note that if you've applied unsaved morphs, for example using MLP, they can't be saved as they only exist temporarily. That info could really help to avoid some confusion! And that very important point about how you can "break" the base (etc.) by saving the default value to anything other than zero - and how to fix it. 'Pretty sure that's how I messed up G1. And as I recall, it's also important to choose "modified" when you have that option (saving as a morph asset? I haven't done it right yet). I've saved things that wound up being huge, like 2 gig, probably cause they include every one of the installed morphs for the figure.
I did have a question: In one session, can you use the script to save only the head or body?(like when you have a good head but need to redo the body). That would create less unwanted files to delete, and avoid file naming confusion. Thanks very much for your support / Happy
Day ... Happy
Day everyone! / peaceAniblocks and Animations Export - DazToBlender Bridgehabibsoufi said:
benniewoodell said:
Check out the diffeomorphic plug-in, you can import animated sequences in as a pose preset. Just have to go to poses and then import action, have your animation saved as a pose preset and it'll be brought in. And there's sliders for viseme and expressions in diffeomorphic as well. Right now facial expressions do not transfer over, but in another thread it was mentioned Thomas is working on that right now, so hopefully soon. The materials have some differences between Daz to Blender Bridge and Diffeomorphic, if you prefer the DTB Bridge, just save the character as it's own file, bring it in with diffeomorphic and then append the materials from the other file and just switch the materials out. That's still way faster than importing pose by pose. For me it's really hit or miss, some characters look fantastic in diffeo and meh in DTB and vice versa, so it's just a matter of playing around with it.
A whole freaking day I was looking for a solution to this with no success until I found this, thank you sir.
You are very welcome, glad I could help!
What is your favourite G8F character?Zelara 8 for her skin as a hands down favourite, which looks great regardless of the underlying morph. Millawa 8 as a character, but the shading at her nostrils forces me to use at least 40% of her morph with her skin or the shading shows. Kala 8 as a character because she renders like a photograph out the box, but she's a bit too masculine with 100% of her morph, and I've found it difficult to retain the photorealism after altering her skin or morph.
Crossing GenerationsIf you don't want to buy any converters, try these videos. I used to use GenX, but it stopped working on my computer. I do use the Zevo converter from G3 to G8, but for other conversions, this method works well: https://youtu.be/ak6Nlfid5CQ?si=c0peS9UpjfOYcB_U
If you have a character dialed in, it may be less work to convert it into a single morph, then transfer it to the other generation: https://youtu.be/mZ1TOAqIzeU?si=eJjAWX4OHUAsW5wK
I've used these methods without any problems.
No nipples on G9 ?felis said:
You are not allowed to show barebreasted females. Not sure if ok, if you removed textures.
That would be OK
But essentially that is what you get with the base implementation.
You could get something like https://www.daz3d.com/genesis-9-body-shapes
that has some more, and then charcters might have a nipple morph.
The issue with G9 is that although G9 overall has a higher mesh density, then it is more homogenious, meaning that in base resolution there is not enough mesh to shape nipples, so they require a HD morph, which is only avaioable for Daz PAs.
No nipples on G9 ?You are not allowed to show barebreasted females. Not sure if ok, if you removed textures.
But essentially that is what you get with the base implementation.
You could get something like https://www.daz3d.com/genesis-9-body-shapes
that has some more, and then charcters might have a nipple morph.
The issue with G9 is that although G9 overall has a higher mesh density, then it is more homogenious, meaning that in base resolution there is not enough mesh to shape nipples, so they require a HD morph, which is only avaioable for Daz PAs.
Clothes disappear in the figureYou appear to have a morph applied to the figure - by design or because something isntalled was not set yup correctly - and that is not being projected into the fitted items - which generally any morph should be, certainly suggesting this is a badly done character shape from somewhere.
Cute & Simple Outfit Character in Main Promo ImageThank you for your reply, I missed that. Yes, maybe that is her. She seems slightly different but maybe a morph or two was used in the outfit promo. I just added Kui to my cart (and she is currently on sale which is great). Thanks again!
Blender 4.0 obj import/export.If the vertex order has changed then the apparent vertex positions will have changed, so it will generate deltas on loading as a morph even though nothing was actually moved.
As for scaling, that will depend on the scale on export from DS - OBJ doesn't havea set size, so as long as it isn't scaled in Blender the only requirement is that export from and import to DS use matching settings.
Blender 4.0 obj import/export.If so, that is wrong... even if there may be no distortion, there'll be a wrong Scale after importing OBJ with MLP...
I don't know how your issue came from... or maybe you can double check if you dialed the right property / morph in the right path... because if you did nothing in between step 5 and 6 as you described..., you should have no way to import OBJ back to G8F as there's no delta change in terms of geometry... or if you did sculpt sth.. then you should have got wrong scale after import rather than a distortion. So "the issue" looks pretty odd to me....
Crossing GenerationsWord of caution with the converters... If the converter converts individual morphs within the dialed-up character from one generation to another, there may be problems if one has the same morph packages installed for both generations (for example Growing Up)
Crossing Generationskyoto kid said:
...it sounds as if the OP wants to be able to transfer characters that he/she dialled up in G3 to G8.without having to rebuild the character from scratch again as a G8 one
Not sure how XTransfer would handle this as it targets individual G3 morphs and/or morph folders that are selected om the script. Saving a custom dialled character as a "character" or "shape" preset wouldn't work as those are saved in the :Library>Presets>Character/>Shape, folder. Not the Library>Data one which is where all morphs are stored
I tested that idea by saving a character preset of a custom G3 character I created but XTransfer does not "see" it in the Library>Presets folder even though it is there..
I do not have the G3 to G8 character converter so I cannot test that.
You can use XTransfer to transfer each individual dial you need (it can be done all at once) and the simply re-dial your custom character in G8.
Crossing Generations...it sounds as if the OP wants to be able to transfer characters that he/she dialled up in G3 to G8.without having to rebuild the character from scratch again as a G8 one
Not sure how XTransfer would handle this as it targets individual G3 morphs and/or morph folders that are selected om the script. Saving a custom dialled character as a "character" or "shape" preset wouldn't work as those are saved in the :Library>Presets>Character/>Shape, folder. Not the Library>Data one which is where all morphs are stored
I tested that idea by saving a character preset of a custom G3 character I created but XTransfer does not "see" it in the Library>Presets folder even though it is there..
I do not have the G3 to G8 character converter so I cannot test that.
Crossing GenerationsIf I'm not mistaken, an element to keep in mind is that only PAs have the tools to convert HD Morphs: for end users, there is, as far as I can tell, no way to convert an HD Morph for Genesis 3 to Genesis 8.












