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Face Transfer 2
I 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.
Face Transfer 2Basic Overview
Face Transfer 2 (sku::92487)...
- ... utilizes a newer version of a 3rd party library (itSeez3D)
- ... performs better image projection than the previous version
- ... produces higher resolution textures than the previous version
- ... is Genesis 9 centric
- ... does not add or improve support for prior generation figures
- ... does not improve the image projection quality on prior generation figures
- ... does not increase the texture resolution on prior generation figures
- ... for Windows 64-bit
- ... Genesis 9 is the preferred figure if the plugin is present/enabled (when Figure: Base: is "Auto")
- ... Genesis 8 is the preferred figure if the plugin is not present/enabled (when Figure: Base: is "Auto")
- ... for macOS 64-bit (macOS Ventura 13.2 or newer)
- ... is compatible with Apple silicon (e.g., M1, M2, M3) via Rosetta 2
- ... only supports Genesis 9, so the plugin must be present and enabled
- ... extends the Face Transfer pane from the previous version (sku::63529)
- ... if the previous version is not present/enabled, it does not matter if this plugin is - the previous version provides 'core' functionality
- ... will use the selected figure if it is a supported figure on the platform
- ... will watermark previews of projected images unless registered
- ... will remove the watermark during the trial for the first 3 saves
- ... the previous version and this version have separate 3 save trials - the previous one for Genesis 8/8.1, this one for Genesis 9
- ... will not watermark previews or saves if registered
Trials/Registration Breakdown
Breakdown of the expected behavior as it pertains to trials/registration (when Figure: Base: is "Auto") and the Generate button is clicked:
- If Face Transfer (1) is not registered...
- If Face Transfer 2 is not registered...
- If no figure is selected...
- If Face Transfer 2 trial saves remain...
- Load clothed Genesis 9
- Watermarked preview
- Save enabled
- If no Face Transfer 2 trial saves remain...
- Windows
- If no Face Transfer (1) trial saves remain...
- Load clothed Genesis 9
- If Face Transfer (1) trial saves remain...
- Load clothed Genesis 8
- If no Face Transfer (1) trial saves remain...
- macOS
- Load clothed Genesis 9
- Watermarked preview
- Save disabled
- Windows
- If Face Transfer 2 trial saves remain...
- If a Genesis 9 figure is selected...
- If Face Transfer 2 trial saves remain...
- Modify selected Genesis 9
- Watermarked preview
- Save enabled
- If no Face Transfer 2 trial saves remain...
- Modify selected Genesis 9
- Watermarked preview
- Save disabled
- If Face Transfer 2 trial saves remain...
- If a Genesis 8(.1) figure is selected...
- If Face Transfer (1) trial saves remain... (Windows only)
- Modify selected Genesis 8(.1)
- Watermarked preview
- Save enabled
- If no Face Transfer (1) trial saves remain...
- Windows
- Modify selected Genesis 8(.1)
- macOS
- Load clothed Genesis 9
- Watermarked preview
- Save disabled
- Windows
- If Face Transfer (1) trial saves remain... (Windows only)
- If no figure is selected...
- If Face Transfer 2 is registered...
- If no figure is selected...
- Load clothed Genesis 9
- No watermark
- Save enabled
- If a Genesis 9 figure is selected...
- Modify selected Genesis 9
- No watermark
- Save enabled
- If a Genesis 8(.1) figure is selected...
- If Face Transfer (1) trial saves remain... (Windows only)
- Modify selected Genesis 8(.1)
- Watermarked preview
- Save enabled
- If no Face Transfer (1) trial saves remain...
- Windows
- Modify selected Genesis 8(.1)
- macOS
- Load clothed Genesis 9
- Watermarked preview
- Save disabled
- Windows
- If Face Transfer (1) trial saves remain... (Windows only)
- If no figure is selected...
- If Face Transfer 2 is not registered...
- If Face Transfer (1) is registered... (Windows only)
- If Face Transfer 2 is not registered...
- If no figure is selected...
- If Face Transfer 2 trial saves remain...
- Load clothed Genesis 9
- Watermarked preview
- Save enabled
- If no Face Transfer 2 trial saves remain...
- Load clothed Genesis 8
- No watermark
- Save enabled
- If Face Transfer 2 trial saves remain...
- If a Genesis 9 figure is selected...
- If Face Transfer 2 trial saves remain...
- Modify selected Genesis 9
- Watermarked preview
- Save enabled
- If no Face Transfer 2 trial saves remain...
- Modify selected Genesis 9
- Watermarked preview
- Save disabled
- If Face Transfer 2 trial saves remain...
- If a Genesis 8(.1) figure is selected...
- Modify selected Genesis 8(.1)
- No watermark
- Save enabled
- If no figure is selected...
- If Face Transfer 2 is registered...
- If no figure is selected...
- Load clothed Genesis 9
- No watermark
- Save enabled
- If a Genesis 9 figure is selected...
- Modify selected Genesis 9
- No watermark
- Save enabled
- If a Genesis 8(.1) figure is selected...
- Modify selected Genesis 8(.1)
- No watermark
- Save enabled
- If no figure is selected...
- If Face Transfer 2 is not registered...
Support Assets
The Genesis 9 Starter Essentials product has been updated (2023-12-15) to include files used by Face Transfer 2 while performing certain tasks. Not installing the update will result in warning messages that indicate a referenced file cannot be found.
Face Transfer 2It 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.
Diffeomorphic DAZ Importer version 1.6.0 releasedHi,
I tried to import the character as HD mesh with dicktator. Everything works in blender except the shell: the shell doesn't seem to transfer when exported in HD - when you select the body and the graft in daz with the geometry editor the shell itself "disappear" and thus nothing gets ported in blender. Any solution?
Any way to split a morph, like eyeballsHmmm, I don't think it's my morph. I actually revised it to have the lids set to a more slightly relaxed look but I need the blink morphs to cooenside with that so they look right. Right now.... see the screen shot...
Never mind. NOW the eyes are open to the value they should be. Not sure what changed. Perhaps when I slaved the morphs together? It's all very strange. Not complaining but strange!
Now he just needs fur.
Any way to split a morph, like eyeballsRAMWolff said:
OK, figured out why the ERC method wasn't working for the teeth. I moved the teeth and eyes (as well as tear, eyelashes and eyebrow card) from the main figure so I guess ERC didn't "see" them but funnily the eyes were seen so that's kinda strange. The morph works great now but I still need to figure out how to tamper down how much of Fuzzy's eyes from "over opening". I looked all over to see how to limit the blink morph to open only to the 75% range. At 100% range it's just too much. I looked all over in the Property Hierarchy and just couldn't find a way to control that for the morph there but I was sure it's located there....
That's great !
As for limitation, you may try to set Min - Max value in Parameter Settings of the dial(s) or use Attributes Type - ERC [Keyed] to define the keyed values in Property Hierarchy. However, you shouldn't have to do that, as TBH I'm still afraid that there might've been something wrong in the corrective morphs when you made/fix them with Zbrush.
As a tinker, I've ever fixed lots of pairs of eyeballs and eyelids (tiny, huge, real and toons...) for PHM, eJCM, cbs... whatever, I never had to set specific formulas to "control" them "open/close", just made them work in very standard ERC way(s), because all these corrective morphs should be only "delta" to the existing expression property dials. As long as "delta" is correctly made and set up, they'll work with no issue.
Pls DO further check or remake some corrective morphs to test.
Any way to split a morph, like eyeballsOK, figured out why the ERC method wasn't working for the teeth. I moved the teeth and eyes (as well as tear, eyelashes and eyebrow card) from the main figure so I guess ERC didn't "see" them but funnily the eyes were seen so that's kinda strange. The morph works great now but I still need to figure out how to tamper down how much of Fuzzy's eyes from "over opening". I looked all over to see how to limit the blink morph to open only to the 75% range. At 100% range it's just too much. I looked all over in the Property Hierarchy and just couldn't find a way to control that for the morph there but I was sure it's located there....
Transfer Utility - Repositions Shoes IncorrectlyFor a non Genesis Base figure (if it was in your case), set different options in Transfer Utility as attached screenshots. Then you have to further fix the character's body morph on the wearable....
Reminder: Never use a Character to make wearables ! Use Base figure, then it'll be easier to rig and fix distortion with bodymorphs / corrective morphs, etc....
Daz to blenderHello,
Please I really need help coz I am totally desperate.
I have 2 characters in daz studio, and i have animation.
These two characters interact witch each other, and I would like to export this entire scene including animation into blender.
Any idea how to do it?
I am really desperate and i dont know anymore.
If I try to use bridge, it doesnt let me, because I can select only once character, if I select both characters I get error.
If I transfer one model then another, then animations work, but they are totally on wrong spots, and not together...










