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Daz 3D Forums > Search
  • hiding / deleting geo from clothing?
    davidedwards.me said:

    Thanks. creating a morph might be an option. Curious, if you know if there's a way to GOZ a single piece of clothing to zbrush from a character setup? .. typically when i try to modify a single piece of clothing, it sends everything in the scene to zbrush.

    Thanks again.

    Regarding z-brush: do you have a full version of the program, or the z-brush core base program? I have the latter but no Go-Z exists to support it. It works on one of the full versions.

    By

    starwarsorivus starwarsorivus January 2024 in Technical Help (nuts n bolts)
  • what is teh head morph and eye texture of this model?

    [what is teh head morph and eye texture of this model?] https://www.daz3d.com/young-expressive-for-genesis-8-females

    By

    TestUserForever TestUserForever January 2024 in The Commons
  • Eyes bump maps

    Hello all! So I'm having an issue with a Daz model that I transferred over to Blender. In one of the animations I created, I noticed that the Bump map of the Irises, Sclera, and Pupils (which all use the same texture) was causing their eyes' reflection to "flicker" whenever their head moves. I generally try to keep all the default maps upon transfer and leave them plugged in as-is, with some minor tweaks here and there. So should I just completely disconnect the Bump map from those textures, or will this cause further issues down the road? I'm sure it's a simple answer, but the 332 frames I rendered earlier took 5+ hours, and that was WITH minimizing everything humanly possible. I don't want to re-render the region of their head, only to discover that the glistening-flickering problem still persists. Again, I'm sure some people are going, "Well DUH!", but I just wanted to make sure before I do it. The scene is 1920x1080 using Eevee, if that helps, and the lights are a mix between Area and Point. It's a night scene, so I resorted to no HDRI, thus, the scene is using just the lights I added. 

    By

    jwcjaygaines jwcjaygaines January 2024 in Blender Discussion
  • Face Transfer 2

    GRFK DSGN Unlimited said:

    Well this might explain why MadSkills Studio up and disappeared. Tried to go to their site over the weekend and it's down. Figured maintenance or an upgrade might be in progress and then I saw the newsletter about Face Transfer 2. Similar product. So bye-bye MSS!

    My collocated server in Kansas bit the dust with one of the SSD biting the dust. After weeks of dealing with the tech support to get them to recover the backups off a RAID mirror setup and their incoptiance of being able to do so I have started migrating all my stuff to cloud hosting. Which is not really the same and is going to take time to get back to operatonal status. But I want to thank you very much for using my site and finding it useful. You can always join me and Mara every night on discord.

    By

    charles charles January 2024 in The Commons
  • Character Splitter

    Hi Mike3D, great to hear from you! I remember you mentioning what vertex number was used. I just quickly scanned through the manual and don't see how one could change it. I also had the thought of trying the "ITF dev kit for G9 volume 1" head split D-former given away at sharecg.com. - and was wondering what the difference is. Since it was my first use, I was struggling a bit with basic work-flow. But it was odd, loading and zeroing the base figure (G9) then loading the D-former, was easy, but to get the chosen morph active, I loaded a second figure that had the morph to be split, and did a "copy figure" with various options but nothing would copy to the first (G9) figure. So I wound up starting with the morphed figure. Not sure what I did nextsurprise, I think I did "memorise figure" then zeroed it, then added the D-former, then restored the figure, then zeroed the resolution. Then I split the figure into body and head with "normalised", saved as a morph asset (boy am I glad to have that simple, safe way to do it) and there were no errors in the log. It looked great but when testing with an Aniblock, it was obviously not rigged to shape. Aftter rigging to shape it was a very usuable custom asset! So, who knows, maybe D/S 4.21 was buggin out - I thought I could always copy one figure shape to another of the same generation. Anyway, it's been a real up to know that this can work as documented, saving a ton of time! ( It may be good to know how to do all that manually, but as someone said in a comment to a tut about that "All that just to save a head?")crying Again, many thanks! / peace

    By

    3DmentiaNull 3DmentiaNull January 2024 in Freebies
  • Star Trek Builders Unite 8: THE REBOOT
    There's a couple things that are missing there, if I submit something for sale to that other website and there are props and there are not a bunch of poses to go with it it's a fail. I know how to do it I just don't like to do it and I'm never happy with the results I get
    rschulte said:

     

    Create parents for phaser for each hand (left and right) for G3 and g8.  (I’d also parent the phasers for each hip as “holstered.”). Then hand poses for the various equipment.  At the very minimum, the parenting and hand poses are the most useful poses you need.  Then you can easily use anyone’s full pose sets. If the hand poses get changed, you can easily reapply them again.

     

    For anyone who want to try their hand at full poses,  I would definitely look at Mychokha’s free Trek pose sets for mv4 as a guide for what type poses to convert to G3 and G8.  I would absolutely ask if she’d give me permission first to do this and properly give her full credit.  

    To help with this process, TracyandRichard has on ren***city some free scripts  to transfer poses to other characters.  There are some nice pose converters on DAZ3d too.  Be aware, they will be some tweaking needed.  

     

    Hope this helps!

    By

    NVent3d NVent3d January 2024 in The Commons
  • what PC specs are commonly needed for photogrammetry in Blender?

    As stated, Meshroom gets you up and running fastest on all types of antiquated hardware.

    I looked at lidar devices, more for perimeter security in my yard (I know! What are those people doing sculking about in my yard!) but lidars are commonly found on higher end smart phones, like some Samsung Galaxy and Apple iPhones, to use in biometric identification for unlocking the phone for the owner. They are also used in the highend automated vehicle collision avoidance systems. They were going for aboyt $300 and higher on Amazon. The manufacturer was Intel for the ones I was looking at. Anyway, another dual use reason why I wanted was fast lidar scanning to make models of various things like tree species leaf and bark, insects, and so on.

    If you buy the lidar device instead of a highend Samsung Galaxy or Apple iPhone, be sure you investigate existing software and platform support for the device. OSS support will be non-existant or sparse. If you are a programmer and want to make bespoke support, that is definately a reason why an Intel lidar is going to be easier for you to write support for.

    Introducing the Intel® RealSense™ D400 Product Family – Intel® RealSense™ Depth and Tracking Cameras (intelrealsense.com)

    To get up and running most easily it probably will be easier to use a smart phone with lidar after researching what apps in their app stores that can use it for your purposes.

    The subject is something you should research yourself and determine which existing solutions best suite your desired niche. A photometric 3D model derived from regular photos & videos is what Face Transfer, FaceGen Artist Pro, and most AI photo & video Deep Fakes use, so that is definately a more flexible and fast advancing field of work. Example, I have installed Stable Diffusion on my PC with an nVidia GeForce 4070 and it generates from text descriptions a 512x512px images in less than a minute. You have the overhead of teaching yourself the AI engine language though. Let's say the documenation is very dry reading. You'd have to learn to train the Stable Diffusion engine locally on photos you took, say of the leaves, bark, flowers, and roos of different species of trees, or whatever. You could.

    By

    nonesuch00 nonesuch00 January 2024 in Blender Discussion
  • Shoe fit issue with Toon Heroes for Genesis 9

    It's a common isssue on stylized and toon characters...If you know a sculpting tool e.g. Blender... the best way is to fix the distortion in Blender and import the shape to update the full body morph on the shoes.

    An alternative: do not dial Toon Vixen's body morph (Toon Hero Body), you shape the character's body with morph products, e.g. Shape Shift...

    By

    crosswind crosswind January 2024 in The Commons
  • Learning 3Delight Again

    Glad you're making progress, despite technical issues! Let me know if I can help!

    I checked, and wowie seems to have tested it on 4.7 and 4.20(WINDOWS) with no issues reported. I'm having opacity issues using 4.20 on the Mac, btw. Looks like "multiply opacity with specular/reflections" is flawed when using an opacity strength value of 0 or 1. My workaround: I use 0.99999 for hair/lashes/foliage with transmaps, and 0.00001 for "zero" values. Wowie couldn't replicate it on his end. 

    Also,he reported that there's a bug with specular maps: To use them in spceular lobe 2 you need to insert them any map into specular 1 also, even if it is not turned on.

    Don't miss the utility scripts he provided, insert spec. maps into lobe 1 and use the "transfer specular maps" to duplicate them into spec2 and coat strength;)

    By

    Sven Dullah Sven Dullah January 2024 in Art Studio
  • Star Trek Builders Unite 8: THE REBOOT

     

    Create parents for phaser for each hand (left and right) for G3 and g8.  (I’d also parent the phasers for each hip as “holstered.”). Then hand poses for the various equipment.  At the very minimum, the parenting and hand poses are the most useful poses you need.  Then you can easily use anyone’s full pose sets. If the hand poses get changed, you can easily reapply them again.

     

    For anyone who want to try their hand at full poses,  I would definitely look at Mychokha’s free Trek pose sets for mv4 as a guide for what type poses to convert to G3 and G8.  I would absolutely ask if she’d give me permission first to do this and properly give her full credit.  

    To help with this process, TracyandRichard has on ren***city some free scripts  to transfer poses to other characters.  There are some nice pose converters on DAZ3d too.  Be aware, they will be some tweaking needed.  

     

    Hope this helps!

    By

    rschulte rschulte January 2024 in The Commons
  • Shoe fit issue with Toon Heroes for Genesis 9

    You can try to dial the body morph out.

    Or see if smoothing towards base shape can solve it.

    Or the best solution, but that also requires most work, create a dedicated morph for that character as a substitute to the autogenerated morph.

    By

    felis felis January 2024 in The Commons
  • How do you deal with face expressions for your customized characters?

    Dissendior said:

    Okay... just for clarification:

    • it's actually the case that the expressions may need morphs for a specific character to really fit his face shape. And many expressions already come with character specific morphs which are activated when I dial in an expression

    That's right... Technically, the character specific expressions / corrective morphs can be Zeroed in Parameters pane (some in hidden properties), but that'll be cumbersome. You may leave them there, fix the expressions in blender as needed, and import as a delta morph. 

    • when I customize a character it's not unusual that I may need to adjust the face for a expression

    Fairly usual and common... and that could always the last step of customizing a character. Then save the character's specific expression presets.

    • additionally there are different sets of expressions / controls for G8 and G8.1 and I shouldn't mix them. I had a view at the pose controls for my G8.1 figure and found a "Expressions" and a "Expressions 8.1" sub-categorie where the "Expressions" is greyed out, tweaking the controls here has none to just a very little influence on the expressio of the figure. I thik you mean these expressions which are for G8?
      • As I used the G8.1 figure in Blender with Diffeomorphic I might have dialed in a G8 expression on this figure, I am not sure

    That's correct. "Expressions" path is for G8.0. If you don't remove the "blockers" in data folder, they won't work. Just refer to the attached SS to test...

    • the FARC expressions are all just for G8.1?! I can't use them on G8?

    Nope... G8.1 can read and load G8.0's morphs / pose controls, but not conversely, which is "backward compatible" only.

    By

    crosswind crosswind January 2024 in New Users
  • Character Splitter

    Blando Calrissian Sorry you've had a disapointment with it. @DaremoK3 I successfully used it on the first try, splitting both head and body on G9 with a dial spun character with the "normalize" option. It wasn't perfect at the base of the neck (the traps sunk in a little) but I can fix it with more dial spinning - the head morph by itself is fine. Considering this custom character, I think the result was good, and this was just the first try ( I did have to adjust rigging to shape manualy ). Anyway, thank you, thank you, thank you for creating this great product with great doc's and giving it away! I've been waiting for a script like this since G1! I'll definitely be using this a lot, to split dial spun characters that were successful in only the head or body shape. yeslaugh/peace

    By

    3DmentiaNull 3DmentiaNull January 2024 in Freebies
  • Transferring a hand morph from Genesis 8 to Genesis 9?

    Oh... I remind you of two points:
    - when rig G9 Base OBJ on G8.1M (with G9 MMX Clone dialed...) with Transfer Utility, you must use the settings in ss1
    - when importing rigged G9 OBJ (with HFS Hands...) to G9 Base figure with Morph Loader Pro, pls use the setting in ss2.

    By

    crosswind crosswind January 2024 in Technical Help (nuts n bolts)
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICI
    @Imago Non è un fatto di lasciare o no il rig. Semplice classificazione in Daz. Figure è qualsiasi cosa riggata (persone animali, robot, ecc..) mentre prop sono oggetti senza rig (spade, armi, attrezzi, ecc..). I subset scene sono insieme di oggetti e vengono usati per creare cose tipo ambientazioni. Le cartelle data si generano quando salvi l'oggetto.. anche le figures o i prop hanno cartelle data (coi morph e le UV). Inoltre di solito in Daz è sempre meglio salvare i singoli oggetti prima e poi il subset che li contiene tutti

    By

    Kainjy Kainjy January 2024 in The Commons
  • Transferring a hand morph from Genesis 8 to Genesis 9?

    I don't know what way you're gonna use... with a converter or manually ? I always convert G8 to G9 or vice versa manually with Clones or with FaceForm Wrap.

    The way of using Clone is simple. Main steps: Dial G9 Clone on G8, import G9 Base OBJ and rig it on G8 with Transfer Utility, dial an HFS Hand Morph on G8, export rigged G9 to OBJ and import it to G9 Base figure as a Morph.

    By

    crosswind crosswind January 2024 in Technical Help (nuts n bolts)
  • AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICI

    @Crios
    Se è riggata ed è un'unico oggetto ti conviene salvarla come figure (perchè ci sono i rig - altrimenti prop senza rig).

    Subset conviene se ci sono più oggetti singoli a parte (spero che i cassetti non li hai messi a parte..).
    Inoltre ti consiglio di usare i morph per aprire/chiudere i cassetti (sono più pratici da usare)

     

    @Imago

    Potremmo lavorarci insieme... però prima bisognerebbe stabilire un progetto.
     

    By

    Kainjy Kainjy January 2024 in The Commons
  • [SOLVED] Morph loader - partial morph

    I figured that out recently. Trying to figure out how to describe it, but it basically involves adjusting the height of the figure when loading the morph so that it matches the height of the figure the morph was coming from. It's something like that. If I can find the YouTube video, I'll link it.

    By

    echristopherclark echristopherclark January 2024 in Technical Help (nuts n bolts)
  • Transferring a hand morph from Genesis 8 to Genesis 9?

    I just read the other recent "Morph Loader" thread, but since my question has the potential to derail that conversation, I wanted to start a different thread.

    I know how to transfer a full-body shape from Genesis 8 to Genesis 9. I know how to use the head-split deformer to transfer just a head shape. What I'm wondering now is: is there a way to transfer a Genesis 8 hand shape (from, say, HFS Ultimate Shapes for Genesis 8 Male, which I bought on sale last night) so that the morph only messes with the hands on Genesis 9?

    I was going to try the same method I used to transfer Genesis 8 full-body morphs, but I figured I would ask if anyone knows of a different way that would work better?

    By

    echristopherclark echristopherclark January 2024 in Technical Help (nuts n bolts)
  • Face Transfer 2

    Which figure are you using? Face Transfer 2 is for Gensis 9, the original Face Transfer is for Genesis 8 - if you don't have both then the one you lack will still be limited to three free saves.

    By

    Richard Haseltine Richard Haseltine January 2024 in Daz Studio Discussion
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