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Save "as" Questions - Geometry Editor
JasmineSkunk said:
crosswind said:
JasmineSkunk said:
Hi again...

So, I learned how to add a surface tab using the geometry editor, but when I try to save it as a material preset, it doesn't recall the geometry edit I made ( I added a surface tab). Do I need to save this as a character, wearable, properties, pose or something else, in order to recall it and or apply it to my item in the future or be able to distribute it later for others to use?
Thank you!

As for "distribute it later for others to use"... others have mentioned about "not permitted" if you work on an existing product, however, you can always distribute "the delta morph files" you've created, as well as the scene file (*.duf) to others. Well, the recipients must own the related product before using what they're given from you.
Thanks, crosswind..
Someone else mentioned using conditional grafts in DS. And While I think I understand how to create them. (Not much different than creating a surface tab in the geometry edit thing) I still don't understand how I can distribute it. Does it get saved as a morph, then? Or something else? So, my question is, once I create it, how should I save it so I can share it?Let's 1st of all clarify one thing - are you working on an existing product item or creating this freebie from scratch by yourself ?
If it's the former, you could only import and create a "delta morph" on it with Morph Loader Pro (use option: Reverse Deformation + Delta Only), then save the morph assets with "your Vendor name". In this way, you can just distribute these "delta morphs" and Preset files that you saved.
If it's the latter, you just follow Mada's tutorial series: save Figure assets + Morph assets + all user-facing files + texture files etc. that you created for distribution. That'll be pretty straight-forward loh ~~
Save "as" Questions - Geometry Editorcrosswind said:
JasmineSkunk said:
Hi again...

So, I learned how to add a surface tab using the geometry editor, but when I try to save it as a material preset, it doesn't recall the geometry edit I made ( I added a surface tab). Do I need to save this as a character, wearable, properties, pose or something else, in order to recall it and or apply it to my item in the future or be able to distribute it later for others to use?
Thank you!

As for "distribute it later for others to use"... others have mentioned about "not permitted" if you work on an existing product, however, you can always distribute "the delta morph files" you've created, as well as the scene file (*.duf) to others. Well, the recipients must own the related product before using what they're given from you.
Thanks, crosswind..
Someone else mentioned using conditional grafts in DS. And While I think I understand how to create them. (Not much different than creating a surface tab in the geometry edit thing) I still don't understand how I can distribute it. Does it get saved as a morph, then? Or something else? So, my question is, once I create it, how should I save it so I can share it?Face Transfer 2Perhaps an improvement over the original, but the original was also terrible without the fixing morphs. Now we are talking about fixing morphs for FT2. Fixing morphs, not to disrespect here, should never be necessary in the first place. Why not make some fixing morphs for Facegen?
I'd like to see some comparisons to the current version of Facegen, which, BTW, isn't limited to Genesis 9. All the comparisons are to the old Face Transfer.
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.Artini said:Below is another Genesis 9 Female generated by Face Transfer 2
Save "as" Questions - Geometry EditorJasmineSkunk said:
Hi again...

So, I learned how to add a surface tab using the geometry editor, but when I try to save it as a material preset, it doesn't recall the geometry edit I made ( I added a surface tab). Do I need to save this as a character, wearable, properties, pose or something else, in order to recall it and or apply it to my item in the future or be able to distribute it later for others to use?
Thank you!

As for "distribute it later for others to use"... others have mentioned about "not permitted" if you work on an existing product, however, you can always distribute "the delta morph files" you've created, as well as the scene file (*.duf) to others. Well, the recipients must own the related product before using what they're given from you.
Daz Studio Pro 4.22(.0.x) - Highlights4.22.0.9 (December 6, 2023)
- Face Transfer 2
- Fixed an issue where not all active shapes were being accounted for
- Fixed an issue where the "Face Transfer" property generated on a follower (e.g., eyes) was being targeted as the controller rather than the property on the follow target (e.g., figure)
- Fixed an issue where rigging properties (e.g., origin, endpoint) on a follower (e.g., eyes) were not being connected to the "Face Transfer" controller
- Gender detection of the selected figure now evaluates the accumulated weight of active gender related morph targets when primary evaluations are inconclusive
- Fixed an issue where the eye morph was being overdriven
- Made overriding of the Genesis 9 Scene Subset/Character Preset via application settings consistent - see the Change Log for details
- Made overriding of the Genesis 9 Material(s) Preset via application settings gender specific - see the Change Log for details
- Now creates a (temporary) data item on the figure during generate that holds information from the projection engine
- This data item is removed during the save process
- Added support for a post process application setting - see the Change Log for details
- Updated trial activation messaging
- Face Transfer (1)
- Fixed an issue where not all active shapes were being accounted for
- Made overriding of the Genesis 8 Scene Subset/Character Preset via application settings consistent - see the Change Log for details
- Made overriding of the Genesis 8 Material(s) Preset via application settings generation and gender specific - see the Change Log for details
- Added support for a post process application setting - see the Change Log for details
- Updated trial activation messaging
- Face Transfer pane (i.e., Face Transfer & Face Transfer 2)
- The prompt that offers choice for how to handle figure selection when "Generate" is clicked now uses the generation of the selected figure (if supported) when "New Figure" is chosen rather than being based on registration/trial save status
- Added a "Base" option that allows discrete selection of which base figure to load
- Auto (Windows only)
- Behaves as outlined in Trials/Registration Breakdown
- Genesis 9
- If a non-Genesis 9 figure is selected, a new Genesis 9 figure is loaded
- If a Genesis 9 figure is selected and the gender cannot be determined to be a match, the user is prompted
- If a Genesis 9 figure is selected and the gender is determined to be a match, that figure is modified
- Genesis 8 (Windows only)
- If a non-Genesis 8/8.1 figure is selected, a new Genesis 8 figure is loaded
- If a Genesis 8/8.1 figure of the opposite gender is selected, the user is prompted
- If a Genesis 8/8.1 figure of the same gender is selected, that figure is modified
- Auto (Windows only)
- Updated progress feedback to be more contextual
- Adjust Rigging to Shape
- Added an "Adjust Follow Target" option
- Causes rigging adjustments on a selected follower to be applied to the follow target rather than the follower itself
- Added an "Adjust Follow Target" option
- UI Styling
- Fixed a regression that affected images/icons displayed for Shader Builder, Strand Based Hair, IK, and Timeline/Animation
Save "as" Questions - Geometry EditorMatt_Castle said:
Geometry edits cannot currently be saved in a way that does not include the original mesh data, which would violate most content licences. (Morph files have to be a special format that works in a way that only works if the user already has the base asset )
Even if it's just a surface "hide"? Oh man! Oh well... I was going to make a freebie add-on! I can't understand why I can't just change what's called... *pouts*

Anyway... Thank you! At least I can save it for myself! Much appreciate the response!
Save "as" Questions - Geometry EditorSave As -> Support Asset -> Prop/Figure
While some people might recommend wearables, this doesn't create a proper library entry. As such, it will bloat save files. Create wearable presets after a proper prop/figure save by all means, but not as a way of saving something you intend on reusing.or be able to distribute it later for others to use?
Unfortunately, this will not be possible unless you have distribution permission for the model you are modifying.
Geometry edits cannot currently be saved in a way that does not include the original mesh data, which would violate most content licences. (Morph files have to be a special format that works in a way that only works if the user already has the base asset )
Face Transfer 2The example render of the above Genesis 8 Female shape
with the 100% fix from PhilW https://www.daz3d.com/face-transfer-shapes-for-genesis-8
and materials from https://www.daz3d.com/babina-8
and hair: https://www.daz3d.com/dforce-camira-hair-for-genesis-8-and-81-females
Face Transfer 2Then I have used the same reference photo to generate Genesis 8 Female character with Face Transfer

and then I have used a fix from https://www.daz3d.com/face-transfer-shapes-for-genesis-8

The improvement is clearly visible.
Face Transfer 2Below is another Genesis 9 Female generated by Face Transfer 2
how to fix mouth after converting from g8 to g3?Clear the delta
how do i use it? will this fix the mouth?
when i try to use it ,it just makes the space i mark so it wont move with the morph.
isn't there a way to remove that from the morph itself so that the mouth won't change?
what you showed me in the image what did you do so the mouth will look normal, do i need to use blender?
Face Transfer 2Artini said:
PhilW said:
Artini said:
Yes, I am using many of morph packages for Genesis 9 with Face Transfer 2,
but if it will appear specially designed morphs for improving FT2 conversion,
I would not mind.
I did the Face Transfer Shapes pack for Face Transfer, now looking into doing similar for Face Transfer 2.
Thanks, you did the splendid job for the Face Transfer.
Would be interesting to see, what you will come with for Face Transfer 2.
Thanks for the compliment!
how to fix mouth after converting from g8 to g3?Usually we have different ways for converstion, then fixing morphs will be a must. As the vendor "move" the mouth / teeth into the mesh of Head when sculpting this beast. If you wanna get it back, you have to "Clear the delta" on the converted beast's morph while selecting the polygons of mouth / teeth. Then refine it with sculpting / moving in external application like Blender, re-rig them necessarily in DS before ERC Freezing. I just roughly tweak them in Blender... TBH, that'll be a bit complex and cumbersome...
I wonder why you had to convert this Beast into G3M... because such a task would be much difficult than converting a human figure or an ordinary animal, let alone this Beast is peculiar in terms of "design"...
PS: I don't think your way of conversion is wrong. You just need to "fix" these things. I most time convert figures with Wrap but this Beast is unique, I just used the way of fitting first then export / import obj as a converted morph, nothing special.
Genesis 9 Leg Bend Deforming OddlyI checked the file list on the product page, if they're EM3DCharmaine_body_cbs_shin_x155p_l and EM3DCharmaine_body_cbs_shin_x155p_r, the reason should be that EM3D Charmaine's body morph was not set as the 2nd stage controller on these corrective morph, thus the corrective morphs now works on Base figure and each character when you bend the shins of them...then the back of thighs and shins will be distorted. It's the issue from the vendor. You may send a ticket to Daz asking for the fix.
Or, you may drag the EM3D Charmaine's body morph to the 2nd stage controller of these corrective morphs in Property Hierarchy and re-save the morph assets...
PAs: Thank You (& renders) for the Wonderful Christmas Giftsbarbult said:
paulawp (marahzen) said:
A little fun with the Iden beard and NG's socks:
Thanks guys!
Your guy and the socks look really good.
Thanks! He's the first Face Transfer 2 character I finished and put into a completed scene. And as everyone knows, comfy socks make everything better.
Face Transfer 2PhilW said:
Artini said:
Yes, I am using many of morph packages for Genesis 9 with Face Transfer 2,
but if it will appear specially designed morphs for improving FT2 conversion,
I would not mind.
I did the Face Transfer Shapes pack for Face Transfer, now looking into doing similar for Face Transfer 2.
Thanks, you did the splendid job for the Face Transfer.
Would be interesting to see, what you will come with for Face Transfer 2.
Face Transfer 2
Yes please.PhilW said:Artini said:
Yes, I am using many of morph packages for Genesis 9 with Face Transfer 2,
but if it will appear specially designed morphs for improving FT2 conversion,
I would not mind.
I did the Face Transfer Shapes pack for Face Transfer, now looking into doing similar for Face Transfer 2.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]alienarea said:
Roobarb said:
I'm really not having much luck with conversions. I've tried through some batch conversions as wel as in scene from a G8 to G9 and the result vary from slightly deformed to wildly mangled. I'm not sure where I'm going wrong but I'm definitely not getting the results I see others getting. Screenshot attached from Agma 8 to Gen 9 (added some clothing for modesty).
I've tried answering the pop up question for zeroing as both Restore and Zero in case I'd picked the wrong option but this is generally what I'm getting.Any ideas on what's happening here?
It's a hit and miss for me as well. Daz core characters like Charlotte 8 and Victoria 8 transfer well, characters from other sites fail miserably.
Not sure if it's true, but I found this:
- characters installed through DIM seem to work better than those installed through DAZ connect
I definitely agree that DIM installed characters are better. Metadata seems better, etc. (You can force convert to get around bad metadata)
- dial out HD morphs
Yes. These cannot be converted anyway and just mess stuff up.
- 8.1 characters seem easier than 8 characters
I would not expect this to be true (and hasn't been in my experience)
Face Transfer 2Artini said:
Yes, I am using many of morph packages for Genesis 9 with Face Transfer 2,
but if it will appear specially designed morphs for improving FT2 conversion,
I would not mind.
I did the Face Transfer Shapes pack for Face Transfer, now looking into doing similar for Face Transfer 2.








