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Transfer Utility
Ok i took on board what you said and quickly altered the mask to fit base gen 9 figure and applied it with transfer utility again
and it works, However once a head morph is dialled in,the exact same effect above the ears are present so still have the same result.
i tried multiple head morphs from various characters and all seem to affect the mask in various levels of severity.
Face Transfer 2Artini said:
I am really amazed by quality of the materials generated by Face Transfer 2.
Below is another example applied to Genesis 9.

So it's creating normal / heught / and various shine / oil / translucency maps? That character is quite good!
Ball Cap weird fit around ear areacrosswind said:
von Hobo said:
crosswind said:
Yes, with the head morphs from some characters or some partial head morphs, there'll be such an issue 'cause the vendor had no way to make FHM, bs, PHM on this cap for every character or partial morph.
So a quick way - you may just zero or reduce the value of character's head morph in the cap's hidden properties... Or fix it with Mesh Grabber, dFormer, Hexagaon, Blender, etc. to update the _bs_ morph on the cap
"zero or reduce the value of character's head morph in the cap's hidden properties"
hmm. i have to try this. not sure where the hidden properties are. are they hiding? LOL
i'm sure I will figure it out. Thank you.
From that so-called "hamburger" menu...

Thank you. I always order a hamburger from the menu. LOL
Ball Cap weird fit around ear areavon Hobo said:
crosswind said:
Yes, with the head morphs from some characters or some partial head morphs, there'll be such an issue 'cause the vendor had no way to make FHM, bs, PHM on this cap for every character or partial morph.
So a quick way - you may just zero or reduce the value of character's head morph in the cap's hidden properties... Or fix it with Mesh Grabber, dFormer, Hexagaon, Blender, etc. to update the _bs_ morph on the cap
"zero or reduce the value of character's head morph in the cap's hidden properties"
hmm. i have to try this. not sure where the hidden properties are. are they hiding? LOL
i'm sure I will figure it out. Thank you.
From that so-called "hamburger" menu...
Ball Cap weird fit around ear areacrosswind said:
Yes, with the head morphs from some characters or some partial head morphs, there'll be such an issue 'cause the vendor had no way to make FHM, bs, PHM on this cap for every character or partial morph.
So a quick way - you may just zero or reduce the value of character's head morph in the cap's hidden properties... Or fix it with Mesh Grabber, dFormer, Hexagaon, Blender, etc. to update the _bs_ morph on the cap
"zero or reduce the value of character's head morph in the cap's hidden properties"
hmm. i have to try this. not sure where the hidden properties are. are they hiding? LOL
i'm sure I will figure it out. Thank you.
Ball Cap weird fit around ear areaYes, with the head morphs from some characters or some partial head morphs, there'll be such an issue 'cause the vendor had no way to make FHM, bs, PHM on this cap for every character or partial morph.
So a quick way - you may just zero or reduce the value of character's head morph in the cap's hidden properties... Or fix it with Mesh Grabber, dFormer, Hexagaon, Blender, etc. to update the _bs_ morph on the cap
Face Transfer 2Another creation with Face Transfer 2 and with various morphs, I have available for Genesis 9
to improve shape around mouth and chin.

Hair poses for laying down G9Dartanbeck said:
That hair is really straight for getting that effect, but I use Mesh Grabber (Bundle, as it takes all of the options to get the job done). There's also a Mac version if you're using that.
I take my time and use the "Save" button as my friend. It creates a morph of the changes we've made up to that point that can be dialed up or down - even beyond 0 and 100 by removing limits.
Push a little here, rotate some, change the size of the influence, etc.,
Fun and Effective! That bundle has been worth every penny from day one!
Oh I didn't even think of Mesh Graber! Let me try that, I do use it a lot on clothes, so it def should work on hair
Hair poses for laying down G9That hair is really straight for getting that effect, but I use Mesh Grabber (Bundle, as it takes all of the options to get the job done). There's also a Mac version if you're using that.
I take my time and use the "Save" button as my friend. It creates a morph of the changes we've made up to that point that can be dialed up or down - even beyond 0 and 100 by removing limits.
Push a little here, rotate some, change the size of the influence, etc.,
Fun and Effective! That bundle has been worth every penny from day one!
Face Transfer 2@Artini, check the thread for the ManFriday converter - the eyes not fitting anymore is a common problem because they arr separate items now and won't morph together with the rest of the head. In the thread, solutions are offered. It's not a great situation really, but you'll see there are workarounds / fixes. Love your FT heads, by the way!
Face Transfer 2I am really amazed by quality of the materials generated by Face Transfer 2.
Below is another example applied to Genesis 9.
Face Transfer 2Artini said:
After using Face Transfer 2 a couple of times,
I have noticed that characters usually lacks definition around mouth and chin area,
so using a correction morphs is a must for me.
I have converted Genesis 8 Face Transfer fixes to Genesis 9,
but because eyes in Genesis 9 are different than from Genesis 9 ones
applying such morphs giving a gap an eye and eye socket..
Below is an example of Male character made with Face Transfer 2.
after applying the corrections morphs looks much better
Which method are you using to convert them G8 morph? I considered trying that but am limited in that my 4.22 beta is not seeing some of my 4.21 content and I hadn't committed to chasing down a cause and solution.
The [Disco Chives] Misplaced Parrot Complaint Threadkyoto kid said:
I guess schools don't teach the technique in Drivers Ed anymore (do they even have Drivers Ed in high school these days?).
Not around here... some really rich schools on the North side of Long Island might, but I don't think it's part of the school per se... some of the private high schools also might, but that's probably not even an official thing either and more of a "partnership" with a driving school, or something like that... like after school, they will pick the kids up, drive around and then drop them back off...
Nobody has anything like auto shop classes anymore either... there is a program of seprate classes you can take for certain vocational training as early as Junior year (11th grade), they are for fields like medical, mechanical or technical, but you either have to have high grades or a recommendation from a teacher to get into the program... one of my daughters wanted to get into a Certified Medical Assistant program and it was a pain to set up as only one teacher followed through without prodding, plus since it's not technically part of the standard school curriculum, you have to pay for it separately, (it's not super expensive, but a few of the other kids could barely afford it, so for lower income families it's pretty hard)... but the school did provide buses to the place, the sucky thing is it's an official program, but it's considered something separate, even though it's during class hours... so for some inexplicable reason there is no scholarship or financial aid for the less fortunate kids... it's literally pay to play, no matter how gifted or smart you are, and if you don't have the money... TFB... sucks to be you.
Also the way it works is all over the place... you can earn credits for the technical program that can be used in college, but the medical classes only allow you to take college courses early, there is no transference of credit... so like with my daughter, she got her CMA certification in junior year, and then was able to use that to take a college EMT course in senior year... but, that course only transferred some of the credits to her present college after she graduated... technically some credits were not transferred because it's a different state, which is semi-understandable, but she was barely able to transfer her EMT certification, even though she passed both the state and national certification tests, but that was more of an age related issue because she was too young for Connecticut, but not too young on a national level...When esteemed individuals wearing fancy suits get in front of a microphone and the cameras and say that since they went to college and had a job, there is no reason young people today can't do the same, they are full of delusional cookies or just plain old shoveling the bull patties... it's nothing like when my parents generation did it and it's not even like when I was a kid, because that was more or less when it started get harder (financially and technically) than ever before... you'd think with all the wonders of the internet age and all the promising technology that should make everything easier, it hasn't... it's literally just as bad as the 80s where every printed bit of information on paper contradicted the other page... all that's different is they are glowing pixels on a screen instead of ink... and you are just as likely to end up having to talk to a misinformed nincompoop on the phone as ever... in fact it's probably worse because now everyone's answer is the same when they don't want to bother... "it's on the website".
Diffeomorphic DAZ Importer version 1.7.0 releasedI tested to replicate your steps and everything works fine. There is no deformation.
However, this morph only modifies the body. I tried a new import, this time importing the head morph FHMVictoria8.dsf.
When I activated the head morph, the eyes didn't follow, so I had to do "Transfer shapekeys" to transfer the morph to the eyes.
But then the same deformation occurred when I activated the morph. I don't know if you observe the same problem on your side if you try the head morph ?Then unreal doesn't support morphing armatures, that is a feature unique to daz studio you will not find it in any other software. So I doubt the daz bridge exports them, probably you are confused.
You're right, Unreal Engine doesn't support this, and we need custom code to achieve something similar.
But I wasn't talking about the armature, but rather about the fact that with DazToUnreal, it seems that the morph can be applied at runtime and the epic eyes will follow the face well, without being distorted like on the image I posted previously.
Here's the result I got with the character exported with DazToUnreal, by changing the morph at runtime in Unreal Engine.
The shape when the morph is at 1.0 is similar to the shape of the eyes inside Daz, and similar to the eyes of the character imported inside Unreal Engine when the morph is already baked to the figure. Sorry for the bad quality :
The skeleton problem will come up later, however. For the moment, everything works fine in A-Pose, but I can imagine that some deformation will occur once I've animated the face, in the same way that deformation occurs when you use a morph that enlarges or shrinks a body too much at runtime, because the skeleton doesn't match the mesh anymore.
However, even if Unreal Engine itself doesn't support this kind of functionality, there are a few ways (more or less complex) for the skeleton to follow mesh deformation.
Please note that I'm not an expert on this subject though.
I think the simplest way is to create a corrective pose that offsets the bones to put the skeleton back in the right place (but this isn't a perfect solution, as it probably won't work for intermediate morph values).Also unreal doesn't support dual quaternion so the daz deformations will not be exported fine.
Yes, that's another problem, but support for Dual Quaternion can be added by recompiling Unreal Engine from source. But I haven't activated it yet in my case.
Face Transfer 2After using Face Transfer 2 a couple of times,
I have noticed that characters usually lacks definition around mouth and chin area,
so using a correction morphs is a must for me.
I have converted Genesis 8 Face Transfer fixes to Genesis 9,
but because eyes in Genesis 9 are different than from Genesis 9 ones
applying such morphs giving a gap an eye and eye socket..
Below is an example of Male character made with Face Transfer 2.

after applying the corrections morphs looks much better
Transfer Utilityon image 2, you have 'reverse source shape from target' unticked. If you are using a non-default shape, you need to tick that. If unticked, transfer utility is applying rigging from default base figure.
As an aside, you should arguably start by making the outfit for base shape, not a morphed shape. Since the reverse source shape from target approximation will be more imperfect.
Transfer UtilityHi all,
After looking at every single tutorial on youtube im still no closer to fixing my problem so here we are....
i exported a figure and modelled this headgear to fit (not concerned with ears visible will just hide at later point) see pic 1
Used transfer utility and used those settings see pic 2
Result see pic 3
Ive tried every different combination i can think of and seem to end up with the same result, the main problem i have is the "crease" above the ears,
ive tried to redo the weight maps and it does absolutely nothing , smoothing modifier nothing. What i have noticed just before i posted this is
that it seems to be to do with the head morph, as you dial it up it becomes more pronounced and using different head morphs seem to
produce the same effect. I have tried the transfer utility on a figure direct from characters AND just loading gen 9 and applying the morph then running
the utility. same out come.
Diffeomorphic DAZ Importer version 1.7.0 releasedI tried the epic eyes and they seem to work fine here with ERC morphs. Blender 3.6.5 and diffeomorphic 1.7.3.
my steps:
- in daz studio load and autofit the epic eyes to g8f
- export to blender
- in blender import as dbz
- import the victoria 8 fbm as custom morph
- morph armature, the epic eyes follow fine
Then unreal doesn't support morphing armatures, that is a feature unique to daz studio you will not find it in any other software. So I doubt the daz bridge exports them, probably you are confused. Also unreal doesn't support dual quaternion so the daz deformations will not be exported fine.
p.s. As for distinguishing ERCs there's no easy way that I know of. Usually most actor morphs are ERC and most pose morphs aren't, but this also depends on the PAs who unfortunately tend to mix the two.
more....Wacky Modelling ~ In Carrara ~we have that naughty elf you can buy from the $ shop ( actual image of elf in image ) and he comes out each christmas to be his mischevious self ... so I modelled him from my body and boned and morphed him and stuck him in the zip file ( with a face texture ) so he can plunder and cause mayhem in your Carrara Runtime....

(plunger not included, unless you want it )
Morph him, texture him or flush him down the dunny... the choice is yours


Face Transfer 2Richard Haseltine said:
carrie58 said:
So if I don't want to use the BETA ,I have to wait until the next public build of DS to come out before I can use Face Transfer 2?
Yes, though I imagine they want to get to that point as soon as possible - for which people testing it will be helpful.
Thank you Richard .







