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Can the Genesis 9 Femine Base Be Used in a Commerical Character?
yes that set is licensed as a merchant resource so its ok.
The DAZ Feminine base is not, so you need to set up coding so your morph + the DAZ fem morph get dialed up together. That way you arent baking in or otherwise distributing anything you shouldnt be,
This goes for any non MR morph - so if you want to take JoeBobs BodybuilderDood and make SuperheroDood, you export BodyBuilderDood. Then sculpt your superdood on that base. Going back to DS, turn Bodybuilder on the figure, and then use reverse deform to pull the BodyBuilder morph out of yours during the import, so you are left with just the differrence that you had sculpted. Then set up the coding to dial BodybuilderDood + HeroDood. And plus probably also a custom proportion dial, since proportion changes also dont get baked in as part of the morph. And then you get to chase the rabbit and make custom corrective morphs for every rotation of every bone, and then code them with if then programming so they only turn on for SuperHeroDood
Complicated I know, it's a lot of work. This is why I make pants ;)
LM
Modular ItemsNow how about the attachment points of various components adjusting to the length of what it's attached to?
My thought process is to put bones on the objects, with the attachment point for each component being at the end of that specific bone, and the length of the bone changing with the morph.
Say, for the pommel, it would attach to a bone at the end of the grip called "Pommel" (for simplicity's sake). The grip morph would control the length of that bone along with the mesh, and (hopefully) moving the pommel with it as the length of the grip changes.
Partially Apply Body Morphs? (Fitness)One way - using a product, e.g. this one - https://www.daz3d.com/shape-splitter
Alternative - by manual: Clear selected Deltas from the dialed morph with Geometry Editor + some necessary mesh smoothing in external sculpting software - A tutorial - https://youtu.be/XuQwnTd4Fok?si=Z41IpYq0Wr4jLtty
If you wanna partially apply a full body morph to the designated area (waist down, arms, as you mentioned), a manual way is to create a dFormer with weight (just like HeadSplit dFormers in G8/G9 Starter Essentials). Export the full body morph to OBJ, import it back to the figure with Morph Loader Pro by using Attenuate option. Reference tutorial - https://youtu.be/nEFI6keXU2c?si=ndkUVwAFCe58FqzT
Partially Apply Body Morphs? (Fitness)Is there a way to apply part of a full body morph? Explanantion, I want to use the Fitness Morph (shape) but I don't want the 'chiseled abs'. is there a way to apply the morph from the waist down? Or to an individual body areas such as arms? (method, utility or product)
Can the Genesis 9 Femine Base Be Used in a Commerical Character?Generaly speaking, if you don't sculpt, you can dial the morphs (Merchant Resource) you bought on G9 as needed to make a custom character. Then export the character to a single OBJ file with Base resolution. Add HeadSplitter from G9 Starter Essentials to the figure, import OBJ file to the figure to create Head Morph and Body Morph separately by using Attenuate in Morph Loader Pro, with the settings - Reverse Deformations: Yes, Overwrite Existing: Deltas Only. Then save figure assets / morph assets as needed, so on and so forth.
This is the commonly-used and professional way, which you'll just sell "Deltas" while abiding by the EULA...
Edit:~
When try to loading any genesis 8 female model gives .duf file is missing errorBejaymac said:
crosswind said:
Nice ! though it's really odd... a DSF links to a DUF..., haha ~
Odd, but sadly not all that unusual in my experience, I've found the parent pointing at non existing DUF files, non existing DSF files, hell I've even found long randomly generated strings of characters instead of a pathway/file name.
No idea how the **** they do it, as DS will add the correct parent data to the morph as it's being imported into DS, which then get's saved into the DSF file.
Odd and odder... I almost handle these stuff everyday...I've never experienced that there's a definition of DUF in DSF. As for long randomly generated strings, yep, I've seen that before with SBH geometry, more or less.... Well, "parent" data in DSF should be also a geometry / node definition from DSF rather than DUF...
I'm still wondering... odd...
ND Demonizer Shapes for Genesis 9@Van Hobo, indeed, there are so many variables to what sells and what doesn't, and that makes it difficult to gauge if it was something with the product, the prize, the timing, or the promotion it launched with. I'm happy to hear that some of our products have been useful, and I thank you for the support! Bullwarg's Alternate Textures was our first time doing skins and we had to do it on a very tight deadline, but it was super fun to work with! Since that became a buyout, I can't move it forward to Genesis 9, but I do intend to transfer Reptilian´s skins to G9 and work on the soft transition products for both G8 and G9. Of course, we plan to finish the Scars and Wounds series first (Esid already finished the HD Morphs, so I need to build the textures and presets). We plan also to do the shotgun wounds for G9 as well :).
@Phoenix Knight, thank you for your nice words. I always have an eye on the forums and help whenever I can (be that troubleshooting my products or other issues) because I remember that when I started my journey with DAZ, I got a lot of help from people in the forums. So this is my way to contribute and pay it forward. Regarding Partreon, Esid (my brother) and I considered it, but neither of us is too keen to dip back into social media (which is seriously a full-time job). There's also the issue that many of our products require HD Morphs, which can only be sold in this marketplace. That said, we are not entirely close off to setting a partreon, but we would need to sit down and discuss how to make it work while submitting enough products here to help us pay our bills.
If you have any suggestions for products, feel free to reach out. I can't 100% assure you we will do them, but they can always make their way into our (extensive) to-do list. :)
When try to loading any genesis 8 female model gives .duf file is missing errorPerttiA said:
crosswind said:
PerttiA said:
crosswind said:
Nice ! though it's really odd... a DSF links to a DUF..., haha ~
One can get strange things happening when one saves something as an Asset without knowing what it does and what one saves to the Asset - This type of problems persist over reinstallation of Essentials.
Probably ~~ though that didn't make sense to me. So that was why I suggested him identify the root cause from that file.
Lets say one has made or 'made' (with the dials) a morph and saves it as Morph Asset and doesn't realise that one should only select ones own dial (set to zero), saving copies everything to the users own morph folder.
I can imagine a duf file being saved in such a processI have encountered such problems here in the forums and years ago on my own computer.
So that would be the odd part because saving Morph Assets only handle DSON Support Files, and as default, DSON Support File never include any data of DSON User File... unless one modifies it with an editor. That was why I thought it was weird....
When try to loading any genesis 8 female model gives .duf file is missing errorcrosswind said:
Nice ! though it's really odd... a DSF links to a DUF..., haha ~
Odd, but sadly not all that unusual in my experience, I've found the parent pointing at non existing DUF files, non existing DSF files, hell I've even found long randomly generated strings of characters instead of a pathway/file name.
No idea how the **** they do it, as DS will add the correct parent data to the morph as it's being imported into DS, which then get's saved into the DSF file.
When try to loading any genesis 8 female model gives .duf file is missing errorcrosswind said:
PerttiA said:
crosswind said:
Nice ! though it's really odd... a DSF links to a DUF..., haha ~
One can get strange things happening when one saves something as an Asset without knowing what it does and what one saves to the Asset - This type of problems persist over reinstallation of Essentials.
Probably ~~ though that didn't make sense to me. So that was why I suggested him identify the root cause from that file.
Lets say one has made or 'made' (with the dials) a morph and saves it as Morph Asset and doesn't realise that one should only select ones own dial (set to zero), saving copies everything to the users own morph folder.
I can imagine a duf file being saved in such a processI have encountered such problems here in the forums and years ago on my own computer.
Genesis 8 basic figure loads with morphs appliedPerttiA said:
This has unwanted side-effects with G9, but works for G8 and G8.1
To fix any ill-behaving (non-zero default value) morphs, do as follows;
1. Open DS and load "Genesis 8 Basic Female" (to an empty scene)
2. Right Click at Parameters Tab->Preferences->Choose "Show Hidden Properties" (part 3 zeroes only 'visible' dials)
3. Right Click at Parameters Tab->Zero->Zero Figure (Zeroes the value of all the 'visible' dials)
4. Right Click at Parameters Tab->Memorize->Memorize Figure (Sets the current value of all the dials as their default value)
5. Edit->Save As->Support Asset->Save Modified Assets (Writes the changed default value to the morph files that were changed)When saving "Modified Assets" DS shows a dialog and asks for confirmation;
"The following file(s) will be permanently modified:" - "Accept/Cancel" - Choose "Accept"or make a note of what is affected and then Cancel - that should let you identify the problem and fix it directly
Genesis 8 basic figure loads with morphs appliedThis has unwanted side-effects with G9, but works for G8 and G8.1
To fix any ill-behaving (non-zero default value) morphs, do as follows;
1. Open DS and load "Genesis 8 Basic Female" (to an empty scene)
2. Right Click at Parameters Tab->Preferences->Choose "Show Hidden Properties" (part 3 zeroes only 'visible' dials)
3. Right Click at Parameters Tab->Zero->Zero Figure (Zeroes the value of all the 'visible' dials)
4. Right Click at Parameters Tab->Memorize->Memorize Figure (Sets the current value of all the dials as their default value)
5. Edit->Save As->Support Asset->Save Modified Assets (Writes the changed default value to the morph files that were changed)When saving "Modified Assets" DS shows a dialog and asks for confirmation;
"The following file(s) will be permanently modified:" - "Accept/Cancel" - Choose "Accept"Daz Studio BETA - version 4.23.0.4! (*UPDATED*)huelya_keskin said:
Until 4,21 I have worked with Windows 7 on a desktop worktation and when I installed 4.22.0.15 I suddenly have got purple renders.
Update your Flipmode environent sets.
Another installation on a Windows 10 laptop did work nice but the facetransfer 2 had warning message ... "failed to load the base material preset. the image will still transfer but with reduced quality"... but did continue to create the face transfer at the end with watermark.
Update Genesis 9 Starter Essentials
I decided to upgradefrom Windows 7 pro 64bit to Windows 10 pro 64bit and it did took its time and it was frustrating to see, how Studio crashes immedately when a face-picture is loaded on a Genesis 9 figurre, (Genesis 8 is still working well...) Searching forums and installing 4.22.1.41 beta crashes also immediately with male and female faces. XEON W3580, RTX 3060, Nvidia driver 546.33 and here is only a few warning messages on start up, which are probably not causing the crash with Genesisi 9 figure... Is there a remedy... (crash-report attached...)
Creating custom charactersThank you G3Renderworks, That is all great information. I will put it to good use. Much appreciated!
G3Renderworks said:
I just started doing this on renderhub as a noob. I may at some point make a video of the process but it should be a lot easier for you since you can already make other stuff. I'll add to what crosswind said on the outside chance that you're not aware of any of it:
- You can't use the high resolution mesh for your morphs. Set your figure to base resolution prior to export and I recommend using the dev load version so there are no extras attached. (this may not apply to you since you sell on daz already)
- You're limited to sculpting/modeling tools that don't alter the mesh. Basically you can move stuff around but if the poly/vert count doesn't match up the morph won't load. I tend to stick to inflate/deflate, smooth, and grab brushes.
- Remember to zero out any morphs that might be active before export unless they're a merchant resource or you plan to make them a requirement.
- If you use blender, export the obj at 1% and then import it back at 100% when you're done. I'm not sure if you have to do this for other software.
- Your figures have to be the same size in order for morphs to work correctly. This excellent video was recommended to me: https://www.youtube.com/watch?v=07OA8hl99Pk
- Check the individual terms for merchant resources but so far what I've seen is that you have to rename any textures you use and stuff like eyebrows/eyelashes have to be morphed, exported, and brought back in so it doesn't contain any of the morphs used to create it. Then you use the transfer utility to apply them to the figure.
When try to loading any genesis 8 female model gives .duf file is missing errorBejaymac said:
DS only gives you a missing file alert on loading a character from a couple of causes, 1) missing textures, 2) bad parent data in a DSF morph file.
Quick look at the log and you have the three bad parent errors right after the missing file error.
I'd suggest finding this "Kharia Head" morph and checking it..
Yeah I think u right Kharia edit time same as my Test.duf file I will try delete it
Edit: So much thanks everyone I delete Kharia and everthing is okay now. I'll never know how I achieved this but my problem was solved.
Creating custom charactersI just started doing this on renderhub as a noob. I may at some point make a video of the process but it should be a lot easier for you since you can already make other stuff. I'll add to what crosswind said on the outside chance that you're not aware of any of it:
- You can't use the high resolution mesh for your morphs. Set your figure to base resolution prior to export and I recommend using the dev load version so there are no extras attached. (this may not apply to you since you sell on daz already)
- You're limited to sculpting/modeling tools that don't alter the mesh. Basically you can move stuff around but if the poly/vert count doesn't match up the morph won't load. I tend to stick to inflate/deflate, smooth, and grab brushes.
- Remember to zero out any morphs that might be active before export unless they're a merchant resource or you plan to make them a requirement.
- If you use blender, export the obj at 1% and then import it back at 100% when you're done. I'm not sure if you have to do this for other software.
- Your figures have to be the same size in order for morphs to work correctly. This excellent video was recommended to me: https://www.youtube.com/watch?v=07OA8hl99Pk
- Check the individual terms for merchant resources but so far what I've seen is that you have to rename any textures you use and stuff like eyebrows/eyelashes have to be morphed, exported, and brought back in so it doesn't contain any of the morphs used to create it. Then you use the transfer utility to apply them to the figure.
When try to loading any genesis 8 female model gives .duf file is missing errorDS only gives you a missing file alert on loading a character from a couple of causes, 1) missing textures, 2) bad parent data in a DSF morph file.
Quick look at the log and you have the three bad parent errors right after the missing file error.
I'd suggest finding this "Kharia Head" morph and checking it..
When try to loading any genesis 8 female model gives .duf file is missing errorPerttiA said:
The reference to "Test" would be inside the G8 female.duf (in one of them, assuming that you have more than one)
Edit: the reference to "Test" could also be inside some G8F morphs, in which case you need to find the morph (one of the ones you have saved)
My genesis 8 model has not any named "Test" Morph.
When try to loading any genesis 8 female model gives .duf file is missing errorThe reference to "Test" would be inside the G8 female.duf (in one of them, assuming that you have more than one)
Edit: the reference to "Test" could also be inside some G8F morphs, in which case you need to find the morph (one of the ones you have saved)
[Released] RSSY Clothing Converter from Genesis 9 to Genesis 8 [Commercial]Matt_Castle said:
After having tried this a few times now, I'm finding this is taking about five minutes per clothing item, and the rigging I get at the end doesn't seem notably different from what I get if I just run the clothing through auto-fit/Transfer Utility.
Is it expected that it should take this long? Admittedly the final shape is less distorted than directly using standard autofit (although I already have a manual method that gets better results than standard autofit, and only really takes a couple of minutes), but for the end results I'm seeing, it still feels like it's taking longer than I would expect - I'm wondering if I'm running into some kind of issue (that's either bogging it down or causing some rigging transfer step it's trying to do to fail) or whether these are expected results.
This is Daz Studio slowing down because you have so much stuff. As you add more and more content to your DS, the Save Prop/Asset takes longer and longer. The script is still as efficient as ever; it is DS. If you try DS on an emptier installation on another computer, you will see a marked difference.









