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dforce hair importing as an empty scalp?
aweswan said:
Try having the " node weight map brush" on in tools when you export. Not sure if it will help, it's fixed geograph issues for me before though.
https://davidvodhanel.com/2023/01/26/fix-for-geografts-breaking-morphs/
You can swap clothes, but it is complicated. I have Morphs + swappable clothes + lods working together, and I'd need a few pages in here to describe how I pulled it off. I'll try to make video tutorial series sometime soon.
If your new, I'd suggest sticking with gen 8 and below. Gen 9 have issues with their hands in animations and the avatar needs to be tweaked to get that working.
If you don't need body morphs, I suggest exporting to Character creator, and exporting from there - the skin sahders on daz models (in cc) looks better than unity bridge but maybe only ~10% better. It also has better eyes - though I'll have to get some time experimenting with other unity eyes. Cc fixes the skeletal issues in gen 9 as well.
Looking forward to your tutorial.
The other thing I am missing when transferring Daz 3D characters to Unity
is a possibility to transfer only visible parts but not the ones covered by clothes.
This is pretty common feature if you look at the characters with clothes
available in Unity Asset store.
dforce hair importing as an empty scalp?Thank you for the replies... Yeah, I'm realizing how complicated it all is unfortunately. I was able to get morphs working in Unity by doing SkinnedMeshRenderer.SetBlendShapeWeight() and making sure morph indexes all match up in Blender before exporting. It seems like this is the "simplest" way which is a bit unfortunate. A more functional Daz->Unity bridge would be nice but then I guess it wouldn't be a challenge to make a great looking game :P
I'll work on the hair a bit more and post if I have any success. Thanks!!Deepsea Eve for Genesis 9?FSMCDesigns said:
Gordig said:
riftwitch said:
You could just transfer the Eve shape to G9. This method is really easy.
I can't speak for the OP, but I'd guess that the UV and/or textures are what they're after.
Looking at both products, the G9 version looks to just be a normal character with the standard UV map, unlike the G8 Adam version. If so, then just transferring the G9 female version over to G9 would do the trick
OK. sounds good. I will try it.
And then hope a G9 Eve is released by the PA.
Deepsea Eve for Genesis 9?Gordig said:
riftwitch said:
You could just transfer the Eve shape to G9. This method is really easy.
I can't speak for the OP, but I'd guess that the UV and/or textures are what they're after.
Looking at both products, the G9 version looks to just be a normal character with the standard UV map, unlike the G8 Adam version. If so, then just transferring the G9 female version over to G9 would do the trick
Help with BruisesHey Gordig, I tried to map transfer materials from 8.1 to 8.0, but it did not work, i dont know if it will work that way round, so is it possible to transfer the LIE bruises to 8.1 using map transfer, or something like it?
Deepsea Eve for Genesis 9?Thank you. I will look into the transfer thing. But I would love to have the actual figure if/when it comes out. I know these things take time.
Deepsea Eve for Genesis 9?riftwitch said:
You could just transfer the Eve shape to G9. This method is really easy.
I can't speak for the OP, but I'd guess that the UV and/or textures are what they're after.
Help with BruisesYou can Map Transfer torso maps to G8.1 UV.
Deepsea Eve for Genesis 9?von Hobo said:
Will there be a Deepsea Eve for Genesis 9 to go with DS Adam for G9?
I own both the G8 figures with the same names and they are absolutely incredible.
How do I contact the PA to ask about Eve for G9?
DS Adam for Genesis 9 | Daz 3D
You could just transfer the Eve shape to G9. This method is really easy.
Face Transfer 2Could not resist, so one more Genesis 9 character created with Face Transfer 2
using hair from: https://www.daz3d.com/lee-roy-dforce-bowl-hair-for-genesis-9-and-8-male
Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)I can confirm that the latest Daz Studio beta (4.22.0.12) has fixed the issue introduced in 4.22.0.10
when Daz Studio beta has crashed when trying to save characters created with Face Transfer 2.
Thanks a lot for fixing the issue.
Face Transfer 2Ok, I have installed the latest Daz Studio beta (4.22.0.12)

and can confirm that it works with saving characters made with Face Transfer 2.
Below is a happy Genesis 9 character created with it
and with the hair from: https://www.daz3d.com/genghis-hair-for-genesis-9
Thanks for fixing the issue.
Daz Studio basic installation questionYes and no, assuming that is in a folder selected as a Poser format content directory - they are Michael 4 files, but theya re not "user-facing" files (they are the system thata llows additional morph packs to be added to the figure). Character>Daz People wiould have the user-facing files for loading the figure, with Pose>Daz's Michael 4 having a lot of the others. They should be availble in Daz Studio, via the Content Library pane Poser Formats>folder you installed to>Figures>Daz People (confusingly, in Poser the Character folder appears as Figures - and faces appears as Expressions as I recall).
Face Transfer 2For today, I have tested how different material change the look of the render
of Genesis 9 created with Face Transfer 2.

and the same character with materials from https://www.daz3d.com/dav-yasaki-for-genesis-9
Face Transfer 2Artini said:
There is a new version of Daz Studio beta in DIM.
Does anybody has tested it with Face Transfer 2?
Bad week at work here ... have had minimal art time.
Face Transfer 2There is a new version of Daz Studio beta in DIM.
Does anybody has tested it with Face Transfer 2?
Toenail coloring tutorial please???fearthefailure said:
crosswind said:
You can cut the geometry of figure's head with Geo Editor as a "Scalp" or "hair cap", export / import as a OBJ and fit it on the figure with Transfer Utility. Then make a strand-based hair on the "Scalp". Or you may directly adopt the hair cap from a SBH product...just keep the root node (Scalp).
That was a whole new language for me lol Hopefully I can follow this in my next session tomorrow.
NP ~ just learn it step by step ~~
How to add a bone?crosswind said:
igornanana said:
crosswind said:
You add a bone to the body of a Genesis figure ? What is it for ?
Check rotation order and adjust rigging to shape first...
Yes it is Genesis 8
I want to add ass and belly bones
so that when I export the figure in blender I can immediately add physics for the chest, ass and belly
But I don't know how to add bones correctly
So you want to create a customized figure for this purpose... not complicated but need to be careful. As usual with Joint Editor, create custom Bones with parenting. Adjust points position / orientation, assign proper Face Group with weight. Memorize Rigging. If you use body morph(s) on the figure, Adjust Rigging to Shape and ERC Freeze with morph(s) dialed.
From you screenshot, it seems that you did not memorize rigging...
But how?
ERC Freeze doesn't work for my bones.
I don't know what am I doing wrong?Why don't they change automatically like other bones?
How to add a bone?igornanana said:
crosswind said:
You add a bone to the body of a Genesis figure ? What is it for ?
Check rotation order and adjust rigging to shape first...
Yes it is Genesis 8
I want to add ass and belly bones
so that when I export the figure in blender I can immediately add physics for the chest, ass and belly
But I don't know how to add bones correctly
So you want to create a customized figure for this purpose... not complicated but need to be careful. As usual with Joint Editor, create custom Bones with parenting. Adjust points position / orientation, assign proper Face Group with weight. Memorize Rigging. If you use body morph(s) on the figure, Adjust Rigging to Shape and ERC Freeze with morph(s) dialed.
From you screenshot, it seems that you did not memorize rigging...
Using G8 clothes with G9Actually all the weight on the joints of this Tutu is wrong after auto-fit... The quickest way to fix it is to copy the weight from the Tutu on G8 to the auto-fitted one on G9:
Part 1 : Fixing Weight (screenshots 1 ~ 2)
1. You load a G8F into the scene and load this Tutu on her. Press Alt + Shift + W.
2. Starting from Pelvis bone on G8's Tutu (A), in Tool Settings, select General Weight, RMB menu - Copy Selected. Select Pelvis bone on G9's Tutu (B), Paste Selected. Repeat the steps in the same way on the bones as below:
- A - Abdomen Lower >> B - Spine 1
- A - Abdomen Upper >> B - Spine 2
- A - Chest Lower >> B - Spine 3
- A - Chest Upper >> B - Spine 4
3. Then check G9 figure's Pelvis, Spine 1 ~ 4, Thighs, Arms joints with Bend, Side-Side and Twist rotation properties.Part 2 : Fixing Corrective Morphs (screenshots 3 ~ 4)
You have to need a G9's Clone (with ERC Freezed !) on G8F, then it'll be pretty easy to transfer Corrective morphs from A to B in seconds ... If you wanna fix Corrective morphs, just let me know. Or you may add dForce modifier to this Tutu... also doable.







