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Face Transfer 2
Yet another Face Transfer 2 creation
Face Transfer 2Another Face Transfer 2 creation.
I just purchased Face Transfer 2? HelpIt is the Public Build (Beta, in other words) - in due coruse the general reelase will be updated to match, but for now only this build has the Face Transfer 2 additions.
Face Transfer 2Face Transfer 2 on Genesis 9 created from the reference image of the older woman.
I have also applied some morphs to the resulted character.


I just purchased Face Transfer 2? HelpSo I just purchased face transfer 2 and in the plugins, it only shows face transfer as the 1st one. I can't activate it with my serial number as it isn't showing face transfer 2. I have the latest version 4.22
Good east Asian character for G8FAsari said:
Hi, I'm looking for a good base for realistic east Asian characters, and I noticed that a lot of characters are more on the stylized side or look very young, like teenagers. I currently use a Mei Lin 7 version that I converted for G8F but wondered what other characters are out there? Mei Lin 8 looks less realistic to me than Mei Lin 7. I also have the elder characters and they are nice, and I'm looking for a base for characters that look like in their 30s/40s.I only care about the morph because I create the textures myself. HD details are nice to have but not a must.
Thank you!
Grace Yong and Kim Seohyun were my go-to Far East Asian G8 figures. Try as I could, I can't find my KS renders anymore. I do have a lot of GY renders, some shared below. Really lovely figure. The problem now is that GY has been de-listed from the Daz marketplace. I'm not sure where she can be found.
Cheers!



The [Disco Chives] Misplaced Parrot Complaint Threadmemories of cars with starter pedals on the floor, or high beam switches that were a small button on the floor, or windshield washers that were operated by a manual pump rubber bulb on the floor, or our old Dodge Power Wagon 4wd truck that had 4 sticks (one for the 4 speed, one for the transfer case to engage or disengage the front axle for 4wd, one for the transfer case high-low range selection, and one for the PTO operated winch)
LeatherGryphon said:
I never had a locking gas cap. But I have had cars with a "Valet" key. But never took advantage of valet parking so I don't know exactly what it did or didn't unlock.
It worked for starting the car and that satisfied me most of the time.Modern cars: Bah humbug. Lots of glitter, glass, and gadgets. Tiny underpowered M&Ms littering the roads. Back in my day (here we go...) an automobile was made of steel, iron & chrome and 50% bigger than today's, and seated six adults. The engines had 8 cylinders (My dad had a Lincoln Zephyr with 12 cylinders!
) People had to know how to drive back then, in order to keep the tank they were driving within the road lanes. No power steering, you had a big steering wheel to give you enough leverage to move the wheels without powered assistance. No cars drove themselves back then. (except when you were dead drunk going home from the bar, in which case the car knew the way itself) No power brakes, you had to press hard on the brake pedal in an emergency. And some of the cars even had electric headlights instead of candles.
And manual ("stick") transmissions were still popular. There were only three gadgets, the radio, the clock and the cigarette lighter. The radio only played local stations, in staticy AM (not FM). Also, the radio was tube technology and never seemed to last the life of the car. Neither did the clock nor cigarette lighter.
Navigation was handled by a "Map Pocket" in the driver's door. We knew how to read maps back then. And in those days, cars had a "back ledge" above the back seat, under the rear window where a small child could crawl into to ride/sleep, waiting for that sudden stop where I would roll down onto the rear seat (great fun).
This wonderful feature is missing in todays miniscule conveyences.Diffeomorphic DAZ Importer version 1.7.0 releasedThanks you for this great plugin!!
I'm trying to import a character but I have a few problems.
I made a scene in Daz with only a Generic 8.1 Female wearing Epic Eyes ( https://github.com/guto88/Epic-Eyes-Geometry-for-Genesis-8.1 )
Those are custom eyes geometry which offer compatibility with MetaHuman shaders once imported inside Unreal Engine.
They are attached like clothes inside Daz :
In the scene, I also add a head morph in my favorites, so it will be imported later. I don't activate it in the Daz scene.Once in Blender, I use Diffeomorphic to import the character. The character look fine, Epic eyes too. This is how they look :

However, if I activate the head morph inside Blender, this is what happen to the epic eyes :

Their shape is not supposed to change like that (they should grow a little bit, since the morph make the head a little bit bigger, but that's it).
I tested to :
- Reimport the morph on the Epic Eyes (but it was already there)
- Convert morph to shapekeys on the character's mesh, then transfer shapekeys to the epic eyes (in case something was missing)
- Check "ERC Morphs" inside Global Settings. By reading Diffeomorphic documentation, I'm not sure if my morph is an ERC morph, but since it change the head shape and also make it a little bit bigger, I though it could be the reason of the distortion. I also tested multiple imports by mixing this option with "convert/transfer shapekeys" like before
- Check "Ignore Hidden Objects" in Global Settings, and hide the original genesis eyes before exporting, in case they were messing with the Epic Eyes
- Remove the shapekey from the Epic eyes : in this case, there is no distortion but the eyes are not following the head anymore when activating the morph, which is expectedNone of these seems to fix the problem unfortunately, and I'm out of ideas.
Please note that if I export the same scene with the morph activated inside Daz before saving the scene, everything works correctly.
However, I would like to keep a basic G8.1F as reusable mesh and export it with a bunch of morphs if that's possible, because my goal is to export this mesh with its morphs inside Unreal Engine and being able to modify morphs at runtime (and it will probably be easier if I only have one mesh to manipulate)As a test, I skipped the Blender part and used DazToUnreal instead to export the same character : a generic G8.1F with Epic eyes and the same morph (not applied in Daz).
This time, once inside Unreal Engine, the eyes works correctly, with or without the morph.I'm not sure which settings I'm missing.
Face Transfer 2paulawp (marahzen) said:
Hey, all. I know this question isn't about Face Transfer itself but maybe someone here can direct me elsewhere. While testing FT2 in the public build, I've noticed that my system is pegging 100% CPU shortly after I turn on Iray viewport while working with a G9 figure in an otherwise empty scene. This only happens when I'm testing in the 4.22 beta build. If I exit, and run the the 4.21.0.5 that I'm using for my main Daz instance, I can turn on Iray viewport for a similar exercise and it hovers around 5% CPU usage. I'm running an RTX 3090 with 64GB RAM. Sorry - hardware is not my speciality - not sure if this is a known thing with 4.22 or if there's some config setting i don't know about. Thanks, and sorry for the interruption ...
Did you update your drivers? The version of Iray in 4.22.0.x requires later drivers as a minimum than that 4.21.0.5.
[Edited to fix version number - again.]
Genesis 9 Trolls HD Mega Bundlejoanna said:
I didn't get the coupon (I guess troll for Genesis 8 and the whole orc bundle I bought last year weren't good enough for the discount),Genesis Troll is offered as a freebie for buying Debut New releases today, hence the coupon for those who already have it
joanna said:
though why does Kora need Genghis Khan?!If you look at the main promo closely you can see similarities to Genghis Khan in the brows part for example, so his morph is likely used as part of the mix
dForce and Pointy/Elf EarsThis hair is a bit unique, as Linday set an initial shape for the hair so as to make it a better draping. However for some specifice cases, it'll be somewhat troublesome... so it depends.
A couple of ways - 1) Zero Elf Ears morph(s), even Elf character head morph first, simulate then dial them back. 2) If you own Mesh Grabber, drag to refine it after simulation. 3) Fix it in external application and import back... 4) User a helper or dForce Magnet to drap / push the hair around the ears on the timeline when simulating.
Attached is by option 2)...
Mouth Opened On Animated Daz Characters, How do you fix it?I remember long time ago i figured out how to do it but it was long ago i dont remember. you had to open some window that had all kinds of keys and then you had to go to the one for Mouth opene and delete all the keys and set the first one To 0. I can't remember if the morph name was Mouth Open or Mouth Closed, . If it was Mouth Open you had to set value to 0, if it was Mout closed you had to set it to 1. I forgot. Anybody know?
Fixing auto follow for custom body without morphsIf "auto follow" isn't working for any morphs then that could be an issue with how the item was saved.
If it's just one character morph then as PerttiA suggests the morph was probably saved without "auto follow" selected.
Morph Posing ProblemHi guys. I was working in Daz and Blender. I exported a genesis 8 character (not the original genesis 8 base) and made a sculpt in Blender.
Than I imported the morph
in Daz, and everything seemed fine until I started trying some pose.
Does anyone know how to fix it?
Remixing your art with AIThanks, Diomede.
No, the hand in the pocket was just a happy accident,
but it looks ok for me.
Now I spend more time exploring the new Face Transfer 2 using images generated by AI
as a reference photos.
What a huge area to explore...
Face Transfer 2CHWT said:
Artini said:
Below is another Genesis 9 Female generated by Face Transfer 2
This character's cheeks, chin and jawline look smooth. What are the differences in its reference photo comparing with the reference photos of the two characters that have some indented areas around the mouth? You might have found the most important tip when it comes to choosing reference photos.Hi, this was my other experiment with non photorealistic reference image.
It looks like, I need to share some of my reference images together with the renders,
to get more tips and thoughts about Face Transfer 2 conversions.
Is G8 being neglected?...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.
Save "as" Questions - Geometry EditorJasmineSkunk said:
Okay...
So, I want to make a freebie supporting someone else's product. I was discussing it first, in this thread:
https://www.daz3d.com/forums/discussion/663326/solved-what-s-up-with-noisy-uv-templates#latest
So, I wanted to hide a hat. But I was using the wrong UV to do it (cuz I'm kinda an airhead) Someone did help me with a proper UV map, but the map, though it did let me hide the hat with an opacity map, wouldn't let me hide the bow on top of the hat without also hiding all the other bows. So, I discovered I could hide "just" the hat bow by creating a new surface tab with the Geometry editor, but that I wouldn't be able to save it in a way that could be distributed because that also saves the geometry in the file, so...
I was told I could do it using conditional grafts, AND still be able to distribute it because it didn't need a separate asset to be saved, but I wasn't told how I could save it. Are you saying it gets saved as a morph?
Sorry for my ignorance... I did do some morphs years ago, but I used Poser, so I have no idea how to do it in DS. I'm trying to catch up with everything all at once! LOL
Oh, if so, it's just a task of hiding the cap (with more options by each part of hat...), if I understand correctly. You just create separate surfaces for what you wanna hide. Create conditional grafts and set them up correctly. Then save the hat as a Wearable Preset.
In this simple way, all Selection Sets, Surfaces, Conditoional Grafts are saved within this Wearable Presets. Then you share it with others who have this Zou Hair products... Done.
I roughly made it work as an example. I attached the scene file and werable preset down below. You may check them.
PS: Conditional Grafts are easy to use, however, if you don't want to make them, you may simply set Cutout Opacity of each Surface to 0, no mask is needed. It's up to you...
Face Transfer 2Hey, all. I know this question isn't about Face Transfer itself but maybe someone here can direct me elsewhere. While testing FT2 in the public build, I've noticed that my system is pegging 100% CPU shortly after I turn on Iray viewport while working with a G9 figure in an otherwise empty scene. This only happens when I'm testing in the 4.22 beta build. If I exit, and run the the 4.21.0.5 that I'm using for my main Daz instance, I can turn on Iray viewport for a similar exercise and it hovers around 5% CPU usage. I'm running an RTX 3090 with 64GB RAM. Sorry - hardware is not my speciality - not sure if this is a known thing with 4.22 or if there's some config setting i don't know about. Thanks, and sorry for the interruption ...
Save "as" Questions - Geometry EditorOkay...
So, I want to make a freebie supporting someone else's product. I was discussing it first, in this thread:
https://www.daz3d.com/forums/discussion/663326/solved-what-s-up-with-noisy-uv-templates#latest
So, I wanted to hide a hat. But I was using the wrong UV to do it (cuz I'm kinda an airhead) Someone did help me with a proper UV map, but the map, though it did let me hide the hat with an opacity map, wouldn't let me hide the bow on top of the hat without also hiding all the other bows. So, I discovered I could hide "just" the hat bow by creating a new surface tab with the Geometry editor, but that I wouldn't be able to save it in a way that could be distributed because that also saves the geometry in the file, so...
I was told I could do it using conditional grafts, AND still be able to distribute it because it didn't need a separate asset to be saved, but I wasn't told how I could save it. Are you saying it gets saved as a morph?
Sorry for my ignorance... I did do some morphs years ago, but I used Poser, so I have no idea how to do it in DS. I'm trying to catch up with everything all at once! LOL











