-
Aligning normals via reimport instead of manually
crosswind said:
There's no such an option of flipping normal when importing assets in DS... AFAIK. You either manually do it with Geometry Editor in DS or with external applications, like Blender, C4D...
Not necessiily looking for a literal option in the import itself. More like I'm wondering if, say I fix everything in C4D, then export as an obj. If I were to use "Load UV Set" to load that obj, would DAZ pick up that the normals have changed? I'm not sure where in the asset the normal information is stored. Or perhaps load the fixed obj in morph loader pro, and even though there's nothing new IN the morph (no changed deltas), maybe it would pick up the change to the normals.
How to stop morphs from applying by default?nimonsi said:
crosswind said:
Well, you have to fix sort of issue case by case, especially on Genesis 9. In your case, you need to identify a culprit property that controls other properties, i.e. it triggers other properties to have values, e.g. those Proportion properties, Scale... in your screenshot. So you only need to fix the culprit property, by setting its Default value to 0.
The "standard advice" you posted is not specifically for G9. On G9 Base, there're several properties having default values ... but not triggered by other controlling properties. If you followed the "advice", you would ruin G9 base figure.
Instead, after Zeroing figure, just manually check and locate the culprit property in Currently Used. The trick is to filter out the properties that are not Daz Originals, i.e. without gray icons, not in yellow color, etc.. Then you should be able to locate the culprit(s). (example in screenshot 1)
Now Ctrl + Z to undo Zeoring. You'll see the culprit properties turn into 100% in gray color. Click the gear icon on the right of the property slider to open Parameter Settings..., set both Default and Value to 0. Then Save Modified Assets....by just ticking the culprit property. Accept. (screenshot 2)
Reload G9, the issue should be gone ~~
Edit: You didn't load a G9 Dev Load as lilweep said. Load a G9 Dev Load instead. (screenshot 3)
Then if you were not able to locate the culprit, post a screenshot of the full list of Currently Used, we may help to identify the culprit.
Thank you so much, guys! You have no idea how grateful I am to you. Thanks to your advice, I was able to identify that damn morph that was ruining everything and delete it. Now everything is restored.
I just have one question left. You scared me when you mentioned that I might have messed up the base version. As I understand it, I wasn't working with the regular
dev load, but with theGen9 base. I only touched dev load ascrosswind saidand saved it as shown in the second screenshot. I compared the baseGen9with theGen9 dev log, and they are absolutely identical. Does that mean I didn't break anything? Thank you!It's for sure that you didn't break anything ! No worry ~~
Actually, trouble-shooting with a Dev Load is the safest way because it's just straight-forward with the simplest mesh / hierarchy. If doing the job with a G9 Base, there'll be conformers under it, e.g. Eyes, Mouth, Tear, EyeLashes. If there're any wrong things on them, especially mess the ERC Links in between the figure and conformers, it'll make fixing work more complex.
Edit: So it's also an advice.
How to stop morphs from applying by default?crosswind said:
Well, you have to fix sort of issue case by case, especially on Genesis 9. In your case, you need to identify a culprit property that controls other properties, i.e. it triggers other properties to have values, e.g. those Proportion properties, Scale... in your screenshot. So you only need to fix the culprit property, by setting its Default value to 0.
The "standard advice" you posted is not specifically for G9. On G9 Base, there're several properties having default values ... but not triggered by other controlling properties. If you followed the "advice", you would ruin G9 base figure.
Instead, after Zeroing figure, just manually check and locate the culprit property in Currently Used. The trick is to filter out the properties that are not Daz Originals, i.e. without gray icons, not in yellow color, etc.. Then you should be able to locate the culprit(s). (example in screenshot 1)
Now Ctrl + Z to undo Zeoring. You'll see the culprit properties turn into 100% in gray color. Click the gear icon on the right of the property slider to open Parameter Settings..., set both Default and Value to 0. Then Save Modified Assets....by just ticking the culprit property. Accept. (screenshot 2)
Reload G9, the issue should be gone ~~
Edit: You didn't load a G9 Dev Load as lilweep said. Load a G9 Dev Load instead. (screenshot 3)
Then if you were not able to locate the culprit, post a screenshot of the full list of Currently Used, we may help to identify the culprit.
Thank you so much, guys! You have no idea how grateful I am to you. Thanks to your advice, I was able to identify that damn morph that was ruining everything and delete it. Now everything is restored.
I just have one question left. You scared me when you mentioned that I might have messed up the base version. As I understand it, I wasn't working with the regular
dev load, but with theGen9 base. I only touched dev load ascrosswind saidand saved it as shown in the second screenshot. I compared the baseGen9with theGen9 dev log, and they are absolutely identical. Does that mean I didn't break anything? Thank you!face timeIf it's a G9, you need to re-rig the mouth cavity and update the full head morph property on Genesis 9 Mouth.
If it's a G8, I don't think the issue should happen ~~~
How to save custom properties?Well, I'm not 100% sure what you really want.... but if you created a controling property on G9 to control multiple sub-component properties on a geo-graft on G9... did you save the sub-component properties on the geo-graft as well ?
If you did, it would work ~~ because in such case of Genesis figure + conformed wearables / attachment e.g. geo-grafts, garments..., all the formulae that push value to the modifiers are all saved in the sub-component properties rather than their controller(s). Only saving the controling property is not enough ~~
So in the example you mentioned, you should've also saved Default Pose on G9 AE.
Edit: But if you were creating morphs (delta) on G9 and/or the geo-grafts, you should import the morphs by using Facet Order option in Morph Loader Pro plus turning on AutoFit on the controlling property.
Save / Export currently used parameters names : ClosedDoes anyone know a way to save / export currecntly used parameters as a list of parameters names.
Or better a script to save / export the locked parameters as an export morph list so I can import it?
Chatbot was very helpful <3
script
var node = Scene.getPrimarySelection(); if (node) { var obj = node.getObject(); if (obj !== null) { var numModifiers = obj.getNumModifiers(); for (var i = 0; i < numModifiers; i++) { var modifier = obj.getModifier(i); print("Morph Name (Internal): " + modifier.name + ", Label: " + modifier.label); } } }New version to create the content of a morph export from locked parameters, paste the result into a morph_character.csv and it's ready to be imported
var node=Scene.getPrimarySelection();if(node){var obj=node.getObject();if(obj!==null){for(var i=0;i<obj.getNumModifiers();i++){var m=obj.getModifier(i);if(m.getValueControl!=undefined){var c=m.getValueControl();if(c){var isLocked=c.isLocked();var isHidden=(c.isHidden!=undefined)?c.isHidden():false;if(isLocked==true&&isHidden!=true){print('"'+m.name+'","Export"');}}}}}}print('"Anything","Bake"');
How to stop morphs from applying by default?nimonsi said:
I followed these instructions, maybe someone can help me to identify the morph. It only manifests for G9 characters.
If there isn't or it doesn't help, follow this;
1. Open DS and load "Genesis 8.1 Basic Female" (to an empty scene)
2. Help->Troubleshooting->View Log File (clear the log, close it and select "Save" when asked)
3. Right Click at Parameters Tab->Preferences->Choose "Show Hidden Properties" (part 4 zeroes only 'visible' dials)
4. Right Click at Parameters Tab->Zero->Zero Figure (Zeroes the value of all the 'visible' dials)
5. Right Click at Parameters Tab->Memorize->Memorize Figure (Sets the current value of all the dials as their default value)
6. 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"Don't choose Accept - some things are meant to have non-zero values, this will break those. Instead make a note of which proeprties are listed (literally write them down, take one or more screenshots, whatever works) then cancel the dialogue. Now use the list as a guide.
However, DS now has another option: in the Parameters pane there is a filter box at the top, and to the left of it a magnifying glass icon; click the magnifying glass, Filter By Used>Currently Used
Close DS and wait -> Open DS again and load "Genesis 8.1 Basic Female"
Help->Troubleshooting->View Log File (Save the logfile somewhere you can easily find it)
How to stop morphs from applying by default?I followed these instructions, maybe someone can help me to identify the morph. It only manifests for G9 characters.
If there isn't or it doesn't help, follow this;
1. Open DS and load "Genesis 8.1 Basic Female" (to an empty scene)
2. Help->Troubleshooting->View Log File (clear the log, close it and select "Save" when asked)
3. Right Click at Parameters Tab->Preferences->Choose "Show Hidden Properties" (part 4 zeroes only 'visible' dials)
4. Right Click at Parameters Tab->Zero->Zero Figure (Zeroes the value of all the 'visible' dials)
5. Right Click at Parameters Tab->Memorize->Memorize Figure (Sets the current value of all the dials as their default value)
6. 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"Close DS and wait -> Open DS again and load "Genesis 8.1 Basic Female"
Help->Troubleshooting->View Log File (Save the logfile somewhere you can easily find it)
Mousso - Albany HD for Genesis 9Leana said:
nonesuch00 said:
So lovely, I have Premiere to transfer her morph but how to transfer her texture set?
You can use either of these products to use G8F textures on G9:
https://www.daz3d.com/legacy-uvs-for-genesis-9-genesis-3-8-and-81-female
https://www.daz3d.com/rssy-genesis-8-and-81-female-material-suit-for-genesis-9
Thanks
How to stop morphs from applying by default?I'm trying to stop morphs from applying by default. When I load a base G9 character, it already has morphs with altered values applied to it.
I followed the standard advice:
-
Loaded my base figure (the developer version).
-
Selected "Show Hidden properties" in the Parameters tab drop-down menu (right-click).
-
Zeroed the figure (Found in Parameters tab drop-down menu).
-
Memorized the figure (Found in Parameters tab drop-down menu).
-
Went to File -> Save As -> Support Asset -> Save Modified Assets.
But it didn't help. The morphs are still applied when I load the default G9 character.
Has anyone encountered this and found a reliable solution? It seems like the character preset itself is forcing these morph values on load, and the "Save Modified Assets" process isn't overriding it.
Thank you!
Aligning normals via reimport instead of manuallyHi folks,
I got an asset (3rd party) that is absolutely beatiful in Filatoon, but the creator left the normals a mess. In case you didn't know, flipped normals case the Toon Outline to project internally instead of externally.
Can one of the the import functions (morph loader, UV Set, etc) be used to update JUST the normals of the asset so I don't have to flip them manually in Daz? C4D has a some very powerful normal tools that would make a lot of hand work instant.
How to save custom properties?Pancake said:
using Studio 4.24 I don't see that - anything from horns, tails, anatomicals, I only see the relevant property to control them on the specific object in the scene heirarchy.
It has to be explicitly set up, it isn't an automatic process - set up the morphs/controllers on the GeoGraft with AutoFollow on, set up a property with the same name (name rather than label) on the figure, and they should track in DS - I don't know how well they will export though.
Example: Load Genesis 9, then load male anatomical elements.
"Default Pose" only shows up on the anatomical element's scene graph object under parameters.If I create a "My property" on the Genesis 9 root model, and set it to control "Default Pose" in the property heirarchy, I have something on the base model that does the same thing.
Specific context of why I want this - when I export to Unity, geograft blend morphs don't seem to get included in the export, however if I create a custom property on the base model that controls the geograft, this works to get the morph in.
It's just very labour intensive and prone to user error having to do this every time with every new model I put together.
My Character and some other in Saved .duf Scenes Shifted UPWARDS by 10-20cm!Oh, you didn't say you were using G9. Well, these Proportion xxx morphs usually are not dialed themselves but triggered by a Controller from a character morph.
You can load a G9 Dev Load, see if they're already automatically dialed. If they're, Zero the figure with Zero option, then you should be able to find the culprit in Currently Used.
FROG EYES...A Slit Pupil morph at negative values can turn into horizontal/frog/goat pupils.
Don't have it, but this product has some pupils like that. https://www.daz3d.com/cgi-pupil-utilities-for-genesis-9
Lycan 9 shin bend causes scaling of shin and footI could reproduce the issue on Lycan 9 Female as well but not on Lycan 9 Male. I think the issue comes from the corrective morph with rigged shape on Lycan 9 Male. Then Lycan 9 Female has Proportion Foot which increases the Scale of feet / toes / metatarsals. It makes the rigged corrective morph bigger as well. (screen shot 1).
There's a Lycan 9 Female corrective morph which is meant to further correct the shape.... however, it doesn't work at all. I checked it and fount its file size is just 1K. (screen shot 2) Toggling its value with 0 / 100 changes nothing.
To me, the best solution is to ask Daz to correct this Lycan 9 Female's corrective morph by filling a ticket. The temporary solution to fix it, you can: select Right Foot / Toes / Metatarsal, reset their Scale value to 100%. (screen shot 3)
Certainly you can create a corrective morph with this shape and save the modifer asset locally... but that'll require more effort ~~
Very odd bends with G9 and 3rd party morphIt will most likely be a problem with morph not having adjusted rigging.
If you insist on using that morph, you can go to Edit > Rigging> Adjust Rigging to Shape. Result is usually good enough, provided you dont tick the box for 'orientation', and leave that off.
(If you, or the person you got it from, wants to permanently fix the "unrigged" morph, then the adjusted rigging needs to be under control of the morph. You can do this by using 'ERC Freeze' and resaving morph modifier asset. If resaving the morph, better to do the whole process on G9 dev load to ensure nothing else gets ERC Freezed.)
Very odd bends with G9 and 3rd party morphHey folks, wondered if there was a simple reason/fix to this odd problem that I've got. Base g9 figure with a 3rd party full body morph. I get weird bends on some joints that seriously distort the figure. Happens with Limits on and off (not that I think that is the problem, TBH). Sort of like the bend dial is also translating the joit at the same time.
Thank you for any help and hopfeully fixes that you can point me at.
How to save custom properties?using Studio 4.24 I don't see that - anything from horns, tails, anatomicals, I only see the relevant property to control them on the specific object in the scene heirarchy.
Example: Load Genesis 9, then load male anatomical elements.
"Default Pose" only shows up on the anatomical element's scene graph object under parameters.If I create a "My property" on the Genesis 9 root model, and set it to control "Default Pose" in the property heirarchy, I have something on the base model that does the same thing.
Specific context of why I want this - when I export to Unity, geograft blend morphs don't seem to get included in the export, however if I create a custom property on the base model that controls the geograft, this works to get the morph in.
It's just very labour intensive and prone to user error having to do this every time with every new model I put together.
Mousso - Albany HD for Genesis 9nonesuch00 said:
So lovely, I have Premiere to transfer her morph but how to transfer her texture set?
You can use either of these products to use G8F textures on G9:
https://www.daz3d.com/legacy-uvs-for-genesis-9-genesis-3-8-and-81-female
https://www.daz3d.com/rssy-genesis-8-and-81-female-material-suit-for-genesis-9
looking to combine three D-Formers into a single one in order to create a Morphi couldnt get it to work. it would just delete the D-Formers and not create anything. since, as with most of the other threads i've posted here, this is just one step on the way to a much larger project, i went ahead and made separate morph dials for the left and right side of the mouth, and so far havent bothered with the center. why that is, i dont know, but I'm going to work with what i have.
thank you









