-
Problem with custom character eyelids / eyes
Bejaymac said:
crosswind said:
If you had the body morph dialed, adjusted rigging to shape and the distortion was gone... it still means the body morph was wongly made 'cause it affected the rigging and vertices of the character's head.
Nothing unusual about that, haven't found a G8+ character that wasn't "wrongly done".
My own custom characters are a single DSF file with just over 1k formula, but with separate head and body morphs you have just over 1500 formula, yep that's roughly 500 duplicate formula messing with the rigging.
Oh and Richard, you'd be surprised at the number of "store" bought G8+ characters I've had to rig, I have two friends who also use DS, and they regularly buy from everywhere, so barely a week goes by where I'm not "fixing" something they've bought. Which includes no rigging adjustments in the DSF files, bad rigging adjustments in the DSF file, and lets not forget the character presets that don't load the geografts.
I did say "should" - if not, from Daz at least and with an actual character set or end-user morph set, I would report it as a bug.
Problem with custom character eyelids / eyesBejaymac said:
crosswind said:
If you had the body morph dialed, adjusted rigging to shape and the distortion was gone... it still means the body morph was wongly made 'cause it affected the rigging and vertices of the character's head.
Nothing unusual about that, haven't found a G8+ character that wasn't "wrongly done".
My own custom characters are a single DSF file with just over 1k formula, but with separate head and body morphs you have just over 1500 formula, yep that's roughly 500 duplicate formula messing with the rigging.
Oh and Richard, you'd be surprised at the number of "store" bought G8+ characters I've had to rig, I have two friends who also use DS, and they regularly buy from everywhere, so barely a week goes by where I'm not "fixing" something they've bought. Which includes no rigging adjustments in the DSF files, bad rigging adjustments in the DSF file, and lets not forget the character presets that don't load the geografts.
Well, I don't think they're unusual nowadays but just routine... Though I also fixed a lot... I'd rather say most of them were "inappropriately done" than "wrongly done" (of course some of them were...)
And Character Presets can load geografts as well as their material presets as long as Post Load script is correctly configured...
[Released] dForce2Morph [Commercial]takezo_3001 said:
RiverSoftArt said:
In general, morphs are supposed to base off the generic figures. Then they are combined with other morphs (such as a fat morph) to give you what you want. If they are not based off a common starting point, they won't always give you want you want.
Ahhh, that makes perfect sense, thanks for the enlightenment!
You're welcome! Thanks for the support!
Problem with custom character eyelids / eyescrosswind said:
If you had the body morph dialed, adjusted rigging to shape and the distortion was gone... it still means the body morph was wongly made 'cause it affected the rigging and vertices of the character's head.
Nothing unusual about that, haven't found a G8+ character that wasn't "wrongly done".
My own custom characters are a single DSF file with just over 1k formula, but with separate head and body morphs you have just over 1500 formula, yep that's roughly 500 duplicate formula messing with the rigging.
Oh and Richard, you'd be surprised at the number of "store" bought G8+ characters I've had to rig, I have two friends who also use DS, and they regularly buy from everywhere, so barely a week goes by where I'm not "fixing" something they've bought. Which includes no rigging adjustments in the DSF files, bad rigging adjustments in the DSF file, and lets not forget the character presets that don't load the geografts.
Elementary, my dear Walter 9paulawp (marahzen) said:
benniewoodell said:
paulawp (marahzen) said:
I don't normally do much with characters, but I might actually be able to use Walter here and there ... this is just an initial bit of tinkering.
Fantastic looking character! Might I ask which product has that kind of facial hair? I've been looking for something patchy like that.
That is the Old George Beard and Old George Facial Hair with the respective OGB Shorter shaping options cranked up to 100%. I too was looking for a patchy look here and was pretty happy with this product. I had thought I'd used a non-stock shader, but in reviewing the scene, it does appear that the texture is the default for the product.
The head itself is made with 55% Walter and 100% one of my shapes sourced from the original G8 Face Transfer transferred to G9 via ManFriday's converter.
And, although I fully expect that Edna 9 (lol, or whoever) is working her way toward release even as we speak, you can even use Walter as the base of a serviceable older woman. This is a five-minute test with part Walter, part one of my FT/MF characters and Base Feminine.
Oh wow, that was the beard from the pro bundle? Dang, I didn't catch that from the promos. Thank you so much for taking the time to let me know! The hair looks great too. Maybe I should have gotten the pro bundle instead of just the character and the suit. And the mix with the feminine morph works rather nicely too.
Problem with custom character eyelids / eyesIf you had the body morph dialed, adjusted rigging to shape and the distortion was gone... it still means the body morph was wongly made 'cause it affected the rigging and vertices of the character's head.
Character SplitterHi Mike3D, great to hear you're still refining the script, thank you! I successfuly used it again last night, this time with G8f. Perfect result! This time I somehow forgot to add the morphs to split, but then without closing the scene, I did it right choosing different head / body morph names, and it worked as hoped and, interestingly, for the first time in my splits it didn't need rigging to shape. I then used the user friendly "find morph" option and deleted the unneeded ones - thanks for that function! I'm not sure I can post the log (from another PC), I'll try. And, I did wonder about your workflow. Question: Do you start with a base figure, and then zero it, so that when you next add the D-Former it's in the correct position? I assume that's true. So, the next question is: How do you add your morph(s) to be split? The only managable way I could think of to add my many morphs (a dial spun character) was to have it loaded in the scene, a separate figure, then copy and paste it to the 1st one (which normally would work) but it's been failing. So, my workflow is: 1) Load my character to be split. 2) Memorise figure. 3) Zero figure. 4) Add D-Former. 5) Restore figure. (sometimes I've also zeroed resolution) 6) Have the figure selected, open and use script as instructed. The only issue has been the missing rigging adjustment, which is only another click. Wishing you a great day!
/ peacePhoto to 3D for Daz3d FiguresI have looked into Face Transfer... keep getting a message pick from image picker?
[Released] dForce2Morph [Commercial]RiverSoftArt said:
In general, morphs are supposed to base off the generic figures. Then they are combined with other morphs (such as a fat morph) to give you what you want. If they are not based off a common starting point, they won't always give you want you want.
Ahhh, that makes perfect sense, thanks for the enlightenment!
Elementary, my dear Walter 9benniewoodell said:
paulawp (marahzen) said:
I don't normally do much with characters, but I might actually be able to use Walter here and there ... this is just an initial bit of tinkering.
Fantastic looking character! Might I ask which product has that kind of facial hair? I've been looking for something patchy like that.
That is the Old George Beard and Old George Facial Hair with the respective OGB Shorter shaping options cranked up to 100%. I too was looking for a patchy look here and was pretty happy with this product. I had thought I'd used a non-stock shader, but in reviewing the scene, it does appear that the texture is the default for the product.
The head itself is made with 55% Walter and 100% one of my shapes sourced from the original G8 Face Transfer transferred to G9 via ManFriday's converter.
And, although I fully expect that Edna 9 (lol, or whoever) is working her way toward release even as we speak, you can even use Walter as the base of a serviceable older woman. This is a five-minute test with part Walter, part one of my FT/MF characters and Base Feminine.
Facetransfer 1 and Genesis 8.1That is not correct - see
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_22_0_15#4_22_0_8 http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log_4_22_0_15#4_22_0_9
which refer to Face Transfer (1) working with both 8 and 8.1
Bodybuilder MorphsHow do I make a male & female bodybuilder?
I see those in the store, how do I make them?
I've been looking for tutorials.
How do I take a basic body and morph the individual body parts as I like them?
Linday question and suggestionFSMCDesigns said:
I had forgot about the Satine Detective Outfit. Even though it autofits to G9 pretty well, I wouldn't be opposed to a G9 version with open/close options for the top
Or if open/close morph is too hard to do, just two version of the top.
Photo to 3D for Daz3d FiguresIf you want to be able to use a character in Daz Studio it has to have rigging and corrective morphs. Therefore you would usually do it as a morph of a base character, i.e. where you keep all verteces and just move them around (a morph).
So have you considered this https://www.daz3d.com/face-transfer-2
So does the Unity bridge actually work?My example transfer to URP is in another thread:
https://www.daz3d.com/forums/discussion/441967/post-your-daz-to-unity-renders#latest
Elementary, my dear Walter 9I thought I might throw this one in too. A morph mix with 70% Walter, 20% Ghengis Khan and 30% Lawrence 9.
Identify Character, hair and clothing asset from an abandoned game.That's Victoria 8.1's skin, but it's definitely not her morph, so this is a mix and therefore impossible to accurately ID. Sorry.Problem with custom character eyelids / eyesGenerally morphs you buy (or freebies) should already have had the rigging adjustment made and linked to the controller - it's only custom morphs you make (via dForm or importing an OBJ) that will need the adjustment. If you use third party morphs, then export as OBJ and load as a new morph - don't: not only do you lose all the rigging adjustments, which are not too hard to redo, but you also lose all links to corrective morphs that improve the bending, and those would be a lot of work to rebuild.
Morph Transfers between G8F and G8MI know G9 is the new thing, but I am looking for something where I can transfer character morphs between females and males for G8 and G8.1. I thought there was a product like that, but I am drawing a blank
Facetransfer 1 and Genesis 8.1Face Transfer 1 only create Genesis 8 characters, but not 8.1















