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Things I'm Playing with ........
Still playing with Face Transfer

A question regarding shapesbutterflyfish said:
Yes, you can. The morph just won't look the same as the pictures.
Thank you for the quick answer!
A question regarding shapesYes, you can. The morph just won't look the same as the pictures.
dsx file questionThank you! I didn't even know the existence of the Content DB Editor! Do I need to edit that too? I hope not. Will my character work without those files and without edit that editor? It's just a morph for G9 with displacement textures and some Strand Based Hair.
Face Transfer 2jbowler said:
Artini said:
In the list that just opened look for any place that does not have green plug
in Status column and asks to enter the serial number.
That's what I did and it doesn't work. Using something other than Face Transfer to illustrate that this isn't specific to FT:
A thought... Have you registered your DS?
Face Transfer 2Artini said:
In the list that just opened look for any place that does not have green plug
in Status column and asks to enter the serial number.
That's what I did and it doesn't work. Using something other than Face Transfer to illustrate that this isn't specific to FT:
Clicking on the yellow padlock does nothing. Notice that there is also nothing in the "Registration" column for either "Animate 2" or "AniSound". I assume Tati is hiding this for some reason, but it seems strange that I can't get the registration code by clicking anywhere and it certainly seems wrong that I can't enter it, regardless of the current FT2 instructions (the PDF download).
Here's another picture of the same issue:
Face Transfer 2Artini said:
In the list that just opened look for any place that does not have green plug
in Status column and asks to enter the serial number.
That's what I did and it doesn't work. Using something other than Face Transfer to illustrate that this isn't specific to FT:
[Please click on the first attachment below if you can't see the picture]
Clicking on the yellow padlock does nothing. Notice that there is also nothing in the "Registration" column for either "Animate 2" or "AniSound". I assume Tati is hiding this for some reason, but it seems strange that I can't get the registration code by clicking anywhere and it certainly seems wrong that I can't enter it, regardless of the current FT2 instructions (the PDF download).
Here's another picture of the same issue:
[Please click on the second attachment below if you can't see the picture]
EDITED in an attempt to get the pictures to show...
The mesh collapses when exported with fbx.This seems to be an issue with the latest daz Studio. The chnage log shows a number of actions relevant to FBX in the last build or so, we may hope that the next release (a Public Build at least is apparently planned in December for Face Transfer 2) will resolve the problem.
Face Transfer 2I know I've asked this before, but how on earth do I find the, "paste or type in your serial code* into the Serial Number field"; I'm not talking about FT2 specifically, I can't see the entry field for ANY of the serial number fields, including "Face Transfer" (which I already own!) I've tried Pro, Beta, I've tried using the Purge Memory and Empty Scene scripts. There is NOTHING in the "registration" column for any of the various plug-ins I have registered and the only thing double, treble or single clicking anywhere in the window does is DISABLE (grey then yellow padlock) currently loaded plugins.
Daz to Blender Animation (Bridge): Legs sliding through each otherYou should be able to go into the graph editor, highlight the foot IK or the thigh bone if it's FK, hide all the keys and then just bring up the Z axis rotation and pull all the keys up or down until it's the proper path. For some reason, legs don't transfer well between Blender and Daz, but this is a pretty quick and simiple fix. Good luck!
Maryam 9I'm liking her quite a lot, although she's a bit toonish like Josie, as I've noted elsewhere already. But the morph seems to works nicely with other textures as well, and she just has such a cute way about her!
Things I'm Playing with ........Got playing with Face Transfer 1
Vampire outfit boots GM8 - shifted on Nosferatu G9crosswind said:
Common issue with fitting footwear indeed ~ A base fix is needed after Auto-Fitting...
- Load G8M into the scene, fit the boots and apply feet pose on G8M. Select Left / Right Thigh Bend node and dial -6 / +6 on Side-Side property. Export the boots to OBJ file (name it as "Base Fix.obj").
- Manually set or use any Pose Converter to apply G8M's feet pose to G9. Save the pose preset. Then auto-fit the boots to G9.
- Select the boots on G9, import OBJ file with Morph Loader Pro with options: Reverse Deformation + Delta Only. Then dial the Base Fix property.However, auto-fit brings an issue of weight to Left / Right Metatarsal on the boots (you can see the issue in your scene after dialing Thigh Side-side to 90 degrees...), because the bones position of Metatarsal and Foot on G9 are different from G8, they're inverted.
You have to tweak the weight of Metatarsals on Left / Right Thigh Side-side first. Then check each corrective morph.... Some effort will be needed but they can be perfectly fixed. Technically all footwear products could be well converted to G9 with a right workflow...
BTW, you better know a modeling / sculpting softwear, e.g. Blender, Hexagon.... For instance, since you use a vampire character, you may have to fix the distortion on the boots from vampire's full body morph... by using external software.
There is a workaround for this stuff which is nice. Thanks.
Roll back to 4.21 ?? Too many bugs in 4.22!Well, looking forward there's supposed to be another update sometime in Dec. with Face Transfer 2 available in it.
Vampire outfit boots GM8 - shifted on Nosferatu G9Common issue with fitting footwear indeed ~ A base fix is needed after Auto-Fitting...
- Load G8M into the scene, fit the boots and apply feet pose on G8M. Select Left / Right Thigh Bend node and dial -6 / +6 on Side-Side property. Export the boots to OBJ file (name it as "Base Fix.obj").
- Manually set or use any Pose Converter to apply G8M's feet pose to G9. Save the pose preset. Then auto-fit the boots to G9.
- Select the boots on G9, import OBJ file with Morph Loader Pro with options: Reverse Deformation + Delta Only. Then dial the Base Fix property.However, auto-fit brings an issue of weight to Left / Right Metatarsal on the boots (you can see the issue in your scene after dialing Thigh Side-side to 90 degrees...), because the bones position of Metatarsal and Foot on G9 are different from G8, they're inverted.
You have to tweak the weight of Metatarsals on Left / Right Thigh Side-side first. Then check each corrective morph.... Some effort will be needed but they can be perfectly fixed. Technically all footwear products could be well converted to G9 with a right workflow...
BTW, you better know a modeling / sculpting softwear, e.g. Blender, Hexagon.... For instance, since you use a vampire character, you may have to fix the distortion on the boots from vampire's full body morph... by using external software.
Face Transfer 2Just one more Face Transfer 1 on Genesis 8 Male with expression applied,
to check how it goes.
I guess Face Transfer 2 will be even more advanced.
Face Transfer 2Artini said:
Thanks for the tips and the explanation, Paulawp.
I am still amazed, how Face Transfer evolved.
I have tried every Daz-based product I know of for this task, since my main purpose in even being here to begin with was to create images of my story's characters; it's literally been my mission in life.
There's something to be said for all of the products but as of today, I best like shapes created by Face Transfer (with Face Transfer Shapes) and textures created by FaceGen, and of late, I've been working more on G9 than G8 (thanks to the ManFriday converter). I am as anxious as anyone to see what FT2 brings to the table and I bought it the morning it came out. I guess we can all regoup once it hits the streets to exchange notes.My gallery linked below shows two years of progress (I hope!)
Face Transfer 2Thanks for the tips and the explanation, Paulawp.
I am still amazed, how Face Transfer evolved.
Face Transfer 2Artini said:
It looks like, Face Transfer 1 is also improved.
I have tested it on Genesis 8 - just need to have a better photo,
but the conversion does not need any additional morphs to be usable.
Need to edit somehow texture on the temples.

I refer to these as "Face Transfer stains". They come from the shadows that are present on most typical photos and photorealistic images. You also get white/too-bright areas that are from the highlights of the source photo. I spent two years learning various tips, tricks and techniques in Photoshop to improve the source image and the resulting mat file for this use. In recent months, I switched to using FaceGen-generated textures from the same source image that I used for the Face Transfer shape. FaceGen textures also have staining and whitewashing but are almost always better in this regard.
On closer inspection from different angles, the issue on this particular character is actually more the whitewashed face than stains on the side. This image is typical of the last generation of my fully Face Transfer-sourced "instant people," done last spring/summer. (I redid this version just now with an updo so none of the face is hidden.) Most of these were sourced from touched-up source images but I rarely took the time to fix up the textures, hence why I called them "instant people." I could create one of these from a source in about two or three minutes and I used them to make product testing more fun. But they were never good enough in my eyes to use for my "real" characters.
Face Transfer 2No need to wait for FT2, while Face Transfer 1 works so well on Genesis 8 figures.
The improvements are even more visible on the reference photos of older people.










