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Face Transfer 2
I 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 .
Is G8 being neglected?kyoto kid said:
...whenever a new Genesis generation was released content for the previous one almost immediately disappeared. This was frustrating when the "shelf life was around 2 years and made me hesitant to dump hundreds into a new generation on a tight budget. to get the versatility I needed for character design. I will admit Genesis 8 sort of broke that mould, not only lasting more than twice as long as previous generations (not counting 8.1 which changed the UV map) meaning a larger selection of content, but also introduced a number of new and interesting characters aside from just another rehash of the same ones again.
As mentioned, G3 and G8 are probably the most cross compatible generations as they share the same basic body mesh and UV map. which makes fitting clothing and even mixing shapes between the two possible, the latter through Zev0's XTransfer. (it even accommodates transfer older Genesis morphs/shapes to G8, provided they were originally converted to G3 via GenX2). That makes for providing an extensive "gene pool" for custom character design (I basically have over a decade worth of material to work with).
The main reason I decided not to adopt G9 is that I no longer am in a financial position to drop a pile of zlotys into a entirely new generation to support the level of the character development I do. That said, I actually do like the fact that G9 returned to the androgynous base figure which makes cross fitting clothing and even mixing shapes/morphs between genders simple Also certain resource content (likeZev0's Skin Builder) now accommodates both genders.. The downside Is the single base figure limits cross compatibility with older generations. True, there are fit clones and a few conversion tools (primarily clothing and poses) but mixing shapes and morphs along with adapting skins based on the older UV maps
is a more difficult process.
That's my situation, too. My disposable income changed shortly after Victoria 8 was released, so I haven't spent much on new content, but using my G3 content on G8/8.1 has worked fine for my needs. The only thing keeping me from using G9 much is not having much content for it, but autofit works well, and converting morphs from earlier generations is pretty simple. My ancient computer doesn't handle iRay well, and DAZ won't load on my machine at all if the DForce plugin is installed, so I'm fine with the content I have.
And I'm thrilled that G9 went back to a unified base, which was one of the things I liked about the original Genesis. At some point, I'll get a new computer, and be able to do more with the newer features.
Face Transfer 2carrie58 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.
Face Transfer 2So 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?
Having an error with daz when I try to export characters2023-12-04 20:38:57.382 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(673): Node for formula property not found:
URI: lHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#lHeel?orientation/y
2023-12-04 20:38:57.383 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(697): Formula output property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/smay/Santa/FBMSantaHDLv4.dsf
URI: lHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#lHeel?orientation/y
2023-12-04 20:38:57.383 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(673): Node for formula property not found:
URI: lHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#lHeel?orientation/z
2023-12-04 20:38:57.383 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(697): Formula output property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/smay/Santa/FBMSantaHDLv4.dsf
URI: lHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#lHeel?orientation/z
2023-12-04 20:38:57.383 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(673): Node for formula property not found:
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?center_point/x
2023-12-04 20:38:57.384 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(697): Formula output property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/smay/Santa/FBMSantaHDLv4.dsf
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?center_point/x
2023-12-04 20:38:57.384 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(673): Node for formula property not found:
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?center_point/y
2023-12-04 20:38:57.384 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(697): Formula output property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/smay/Santa/FBMSantaHDLv4.dsf
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?center_point/y
2023-12-04 20:38:57.384 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(673): Node for formula property not found:
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?center_point/z
2023-12-04 20:38:57.384 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(697): Formula output property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/smay/Santa/FBMSantaHDLv4.dsf
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?center_point/z
2023-12-04 20:38:57.384 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(673): Node for formula property not found:
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?end_point/x
2023-12-04 20:38:57.384 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(697): Formula output property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/smay/Santa/FBMSantaHDLv4.dsf
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?end_point/x
2023-12-04 20:38:57.384 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(673): Node for formula property not found:
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?end_point/y
2023-12-04 20:38:57.384 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(697): Formula output property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/smay/Santa/FBMSantaHDLv4.dsf
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?end_point/y
2023-12-04 20:38:57.384 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(673): Node for formula property not found:
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?end_point/z
2023-12-04 20:38:57.385 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(697): Formula output property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/smay/Santa/FBMSantaHDLv4.dsf
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?end_point/z
2023-12-04 20:38:57.385 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(673): Node for formula property not found:
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?orientation/x
2023-12-04 20:38:57.385 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(697): Formula output property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/smay/Santa/FBMSantaHDLv4.dsf
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?orientation/x
2023-12-04 20:38:57.385 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(673): Node for formula property not found:
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?orientation/y
2023-12-04 20:38:57.385 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(697): Formula output property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/smay/Santa/FBMSantaHDLv4.dsf
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?orientation/y
2023-12-04 20:38:57.385 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(673): Node for formula property not found:
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?orientation/z
2023-12-04 20:38:57.385 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(697): Formula output property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/smay/Santa/FBMSantaHDLv4.dsf
URI: rHeel:/data/DAZ%203D/Genesis%208/Male/Genesis8Male.dsf#rHeel?orientation/z
2023-12-04 20:38:57.386 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(748): Formula target property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/Zev0/Aging Morphs 8/BendFixShoulderLbendbackSH1&2.dsf
URI: lShldr:/data/DAZ%203D/Genesis%208/Male/Morphs/Zev0/Growing%20Up/lShldrBend_CTRLMD_N_YRotate_40.dsf#CTRLMD_N_YRotate_40?value
2023-12-04 20:38:57.387 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(748): Formula target property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/Zev0/Aging Morphs 8/BendfixShoulderbackLSH2.dsf
URI: lShldr:/data/DAZ%203D/Genesis%208/Male/Morphs/Zev0/Growing%20Up/lShldrBend_CTRLMD_N_YRotate_40.dsf#CTRLMD_N_YRotate_40?value
2023-12-04 20:38:57.387 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(748): Formula target property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/Zev0/Aging Morphs 8/BendfixShoulderbackLSH1.dsf
URI: lShldr:/data/DAZ%203D/Genesis%208/Male/Morphs/Zev0/Growing%20Up/lShldrBend_CTRLMD_N_YRotate_40.dsf#CTRLMD_N_YRotate_40?value
2023-12-04 20:38:57.387 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(748): Formula target property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/Zev0/Aging Morphs 8/BendfixShoulderbackBendBackLSH2.dsf
URI: lShldr:/data/DAZ%203D/Genesis%208/Male/Morphs/Zev0/Growing%20Up/lShldrBend_CTRLMD_N_YRotate_40.dsf#CTRLMD_N_YRotate_40?value
2023-12-04 20:38:57.387 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(748): Formula target property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/Zev0/Aging Morphs 8/BendfixShoulderbackBendBackLSH1.dsf
URI: lShldr:/data/DAZ%203D/Genesis%208/Male/Morphs/Zev0/Growing%20Up/lShldrBend_CTRLMD_N_YRotate_40.dsf#CTRLMD_N_YRotate_40?value
2023-12-04 20:38:57.387 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(748): Formula target property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/DAZ 3D/Drutherson 8/eJCM_Drutherson8_Happy_HD_div2.dsf
URI: Genesis8Male:/data/DAZ%203D/Genesis%208/Male/Morphs/DAZ%203D/Expressions/eCTRLHappy_HD.dsf#eCTRLHappy?value
2023-12-04 20:38:57.387 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(697): Formula output property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/Neikdian/Drutherson Expressive/Drutherson Expressive 11.dsf
URI: Genesis8Male:/data/DAZ%203D/Genesis%208/Male/Morphs/D.Master/AFE%20Expressions/eCTRL015_Brows%20Up.dsf#eCTRL015_Brows%20Up?value
2023-12-04 20:38:57.388 [WARNING] :: D:\DAZDevel\Hudson\HUDSON_HOME\jobs\NB_Studio_Trunk\workspace\src\sdksource\fileinput\dzassetdaz.cpp(748): Formula target property not found:
File: /data/DAZ 3D/Genesis 8/Male/Morphs/DAZ 3D/Drutherson 8/eJCM_Drutherson8_Fear_HD_div2.dsf
URI: Genesis8Male:/data/DAZ%203D/Genesis%208/Male/Morphs/DAZ%203D/Expressions/eCTRLFear_HD.dsf#eCTRLFear?value
2023-12-04 20:38:57.388 [INFO] :: Sorting formula properties...
2023-12-04 20:38:57.389 [INFO] :: Creating ERC Links...
2023-12-04 20:38:57.661 [INFO] :: Finished resolving formulas.
2023-12-04 20:38:57.663 [INFO] :: Processing scene data...
2023-12-04 20:38:57.663 [INFO] :: Finalizing modifiers...
2023-12-04 20:38:57.663 [INFO] :: Finalizing channels...
2023-12-04 20:38:57.663 [INFO] :: Finalizing materials...
2023-12-04 20:38:57.663 [INFO] :: Sorting property groups...
2023-12-04 20:38:57.664 [INFO] :: Finalizing scene data...
2023-12-04 20:38:57.679 [INFO] :: Begin Loading Character Addons...
2023-12-04 20:38:57.687 [INFO] :: Prepare asset load (merge): /data/DAZ 3D/Genesis 8/Male Eyelashes/Tools/Script Loads/Genesis 8 Male Eyelashes.duf
2023-12-04 20:38:57.687 [INFO] :: Locking viewport redraw...
2023-12-04 20:38:57.687 [INFO] :: Viewport redraw locked.
2023-12-04 20:38:57.688 [VERBOSE] :: Native format content directories: 2
2023-12-04 20:38:57.688 [VERBOSE] :: Poser format content directories: 2
2023-12-04 20:38:57.688 [VERBOSE] :: Other import format content directories: 0
2023-12-04 20:38:57.688 [INFO] :: Begin asset load (merge): /data/DAZ 3D/Genesis 8/Male Eyelashes/Tools/Script Loads/Genesis 8 Male Eyelashes.duf
2023-12-04 20:38:57.693 [INFO] :: Determining missing assets...
2023-12-04 20:38:57.715 [INFO] :: Setting textures...
2023-12-04 20:38:57.737 [INFO] :: Scanning for addons...
2023-12-04 20:38:57.742 [INFO] :: Creating node geometry...
2023-12-04 20:38:57.743 [INFO] :: Creating UV sets...
2023-12-04 20:38:57.743 [INFO] :: Creating materials...
2023-12-04 20:38:57.747 [INFO] :: Resolving legacy figures...
2023-12-04 20:38:57.747 [INFO] :: Preparing modifiers...
2023-12-04 20:38:57.747 [INFO] :: Creating modifiers...
2023-12-04 20:38:57.747 [INFO] :: Finalizing modifiers...
2023-12-04 20:38:57.747 [INFO] :: Sorting property groups...
2023-12-04 20:38:57.747 [INFO] :: Setting up follow targets...
2023-12-04 20:38:57.747 [INFO] :: Start following: Genesis 8 Male << Genesis 8 Male Eyelashes
2023-12-04 20:38:57.750 [INFO] :: Following started: Genesis 8 Male << Genesis 8 Male Eyelashes
2023-12-04 20:38:57.750 [INFO] :: Connect base morphs: Genesis 8 Male << Genesis 8 Male Eyelashes
2023-12-04 20:38:57.751 [INFO] :: Base morphs connected: Genesis 8 Male << Genesis 8 Male Eyelashes
2023-12-04 20:38:57.756 [INFO] :: Creating morph projection map: Genesis 8 Male << Genesis 8 Male Eyelashes
2023-12-04 20:38:57.758 [INFO] :: Finished asset load (merge): 0m 0.69s - /data/DAZ 3D/Genesis 8/Male Eyelashes/Tools/Script Loads/Genesis 8 Male Eyelashes.duf
This all the recent log files that happened when I tried to export fbx so that I could animate in blender anyways I hope you guys can help me fix this issue it just happened last night
Fixing auto follow for custom body without morphsMy favorite method is to export your figure (on Base Resolution) to an OBJ file. Import that into Marvelous Designer and use their much-better-than-dForce-engine to make a morph specific to your character. Open the clothing in Daz, apply the new OBJ as a morph to the clothing, then replace the auto-follow path with the morph info. There's a great (older) video here:
Of course, this does require Marvelous Designer, but it is well worth it. This workflow has so many applications.Face Transfer 2Artini said:
Another Face Transfer 2 experiment

Thanks, pretty good start with those two. I have the FT2 demo on my other PC but not sure if I need to buy it (yet) to try it out. I will try it with some of the more toon type AI caricatures that NightCafe can generate.
Face Transfer 2Yet another creation with Face Transfer 2...
Face Transfer 2Another Face Transfer 2 experiment
Face Transfer 2Maybe toon created with Face Transfer 2
Diffeomorphic DAZ Importer version 1.7.0 releasedThanks for your reply
ERCs should work in this case,
Unfortunately I couldn't get them to work. I checked "ERC Morphs" in the Global Settings, then imported the character.
I set the morph value to 1 (deformation occurs) then clicked on "Morph Armature": the face bones move and seem to match the new face shape.
However, the epic eyes mesh is still deformed in the same way.the drawback is you can't rig the figure since ERCs don't work fine with IK. As long as you use the daz rig it should be fine.
So I guess I'm stuck. My goal was to switch from DazToUnreal to Diffeomorphic to have more control over my character's customization, but also to take advantage of Diffeomorphic's ability to add IKs.
I'd already done some animations with SimpleIK using Diffeomorphic, but until now I'd used a different mesh for each character.
Even if I can share the same animation once in Unreal Engine because the 2 meshes will share a similar skeleton, it's difficult to maintain in the long term.
For example, simply forgetting to add a morph means having to export all the characters again from Blender to add the morph, instead of just having one mesh to modify.However, importing ERCs morphs in blender will not export to game engines and it only works in blender because of a "dirty trick" where the addon continuously goes in and out of edit mode while rendering, that's not ideal.
I see. I guess that's why there's this limitation with Diffeomorphic but not with DazToUnreal. It's going through Blender that means ERCs aren't supported.
Blender doesn't natively support ERCs so it is strongly advised to stay out of it unless really necessary for your purpose.
I think you're right, I'll try to avoid ERC morphs as much as possible if that's a problem, as I'd like to continue using Blender and Diffeomorphic.
Is there any way to tell if a morph is an ERC inside Daz, to avoid exporting it? At the moment, I activate Joint Editor and I activate the morph to see if the bones move, but maybe there's a simpler solution?However, I really need to use this morph so if there really isn't a solution, I'll activate the morph in Daz before exporting, and use this "baked" mesh specifically for this character, even if it means more work for morph (and code) management.
If your use of ERCs is limited, you can try to import as a custom morph instead, that will not change the bones but ony the geometry shape.
I'm not sure I understand.
I don't know if this is what you mean, but I tried to reimport the character without morph.
Then I use "Import custom morphs" on the character mesh and choose the morph for the head. I leave the default import options.
I get this popup message when importing: "Daz Importer : Found morphs that want to change the rest pose."The morph seems to have been imported. I transfer it to the epic eyes with "Transfer Shapekeys"
Then if I activate the morph in "Daz Runtime", the deformation of the eyes still occurs.






