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G9 Shoes/Footwear Distortion (Solved)
crosswind said:
If you used a G9's character body morph, the distortion could be commonly seen... If so, try to zero the hidden property of the body morph on the shoes, or smooth the shoes in external applications like hexagon or blender.
Thanks! It worked, removed both body morphs and it's acceptable now, a bit out of scale but nothing major.
As a last question, is this a new thing in G9? Never had it before.
Thanks, Linkinn.
G9 Shoes/Footwear Distortion (Solved)If you used a G9's character body morph, the distortion could be commonly seen... If so, try to zero the hidden property of the body morph on the shoes, or smooth the shoes in external applications like hexagon or blender.
Genesis 9 Black ScleraInstancing optimization is a very poorly worded option with no explanation in DS. That is why it makes no sense. What it actually does is switch the world 0,0,0 point to match where the camera is located for the render. After the render it switches back in the viewport. The two options, speed and memory, have slightly different ways of doing this, but both shift the world center for rendering.
This quote is from the Nvidia Iray Programmer's Manual:
3.6.2 Increasing computational precision and accuracy
When instancing mode is set to “on”, “auto” or “user”, the scene is automatically shifted in space. This increases the precision and accuracy of rendering computations and reduces precision artifacts that originate from self-intersection. To disable this behavior, set bool instancing_shift_camera to “false”.
There are situations where you can have the black sclera even at the center point, because you are NOT truly at the center point. Think about it, your character's eyes are probably above it, right? Your character's feet are closer to the absolute center point. Then you have where the lights are located, how far are the lights away? What direction are they? How strong are the lights? The rays of light must go into the eye moisture layer, intersect the sclera, leave with new information, go back through the eye moisture yet again, and find their way back to the camera. Your sclera material settings factor in, as SSS by its nature will absorb some light. This weakens the rays, and Iray must "locate them" somehow. That is where some of this precision is lost. Weak light has always been problematic for Iray.
Now Genesis 9 has changed the actual shape of the eye. This is one of the biggest differences from previous Genesis models. This new shape likely plays a role in why you experience it more. The material settings may play a role, too, as when I switch back to a trusted material setting I use with G8, they look much better than the (few) G9's I have look.
I have also talked about this before, but most people overlook it, this problem affects more than eyes. Take a look at your character's skin! In the first pic, it is much redder than the second. As you move away from the world center, you can start to see this happen with certain material settings. It doesn't happen every time, but more complicated surfaces like skin can do it. So that brings up my point, even if you fix the eyes by using a morph like my old "Eye Moisture Push Out" or tweak the material, if you see the eyes start to go dark, you are probably having other issues you might not even realize. The further your character gets from world center the redder they will become.
Thus, the only solution here is to use instancing and hope for the best. But then consider this: what would you do if you have multiple people in a large area? Knowing this information, how do you deal with a character across a street from your main character?
CyberPower PC for DAZ Studio?So I ended up purchasing this...
Now the part of setting it up begins. I've never migrated a PC to a new PC with DAZ Studio.
It was not fun before, I can't imagine what headaches lie ahead.
I did purchase the PCmover application to do the system transfer so I hope that's all it will involve this time.
Looking for this character model name
Mhmh, is gonna be hard to replicate it if the author have used some of them to morph her that way (idk I'm too noob to understand that). You got it though, thank you so much for your help! ;)felis said:
Looks to me as an Isourcetextures character https://www.daz3d.com/isourcetextures
Dragon-person for G8FThis might be a semi-workaround. I don't like the wings (looks far too flimsy for that bulky frame), and I wish the tail had more options, but I guess I could transfer my G8 characters to G9 (on my list to do, but near the bottom), then add the wings and tail, though I'd use different horns. Honestly, none of the horns for G8 or G9 are quite what I want; I find myself using the Millenium Horse Unicorn horns.
FaceGen Pulled From StoreSeven193 said:
Richard Haseltine said:
As, we are told, a taste of things to come see http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log#4_22_1_8
Face Transfer 2. That is only available to private build testers, not public beta?
That would be correct, yes.
Now another valid question is this...is this an update for Face Transfer, or is it a whole new product? With a "2" in the name, that kind of sounds like a new product to me, but I don't know. And of course Daz is always super secretive about everything. More over, the original FT only works on 8 and 8.1, which raises yet another question...is FT2 going to only work with G9? I would say that is very much likely, which would greatly limit the product's value.
can any facegen users help me out?None of these software are going to create a very accurate morph from a photo. certainly not from a single photo. Some photos do work better than others, though. A high resolution photo can help, one that has the full head in the frame. You might be able to upscale the pic. You could also try a newer Facegen, it is up to 4.5 now, and it is slightly better at creating heads in proportion. (Slightly...)
You can try the 4.5 demo from FG's website and try it. If by chance it does look better, you can save the FG file and load that file back in FG 3.12 and export from there. Not a perfect solution, but does work for the initial FG generation. You need to remember this, FG is converting Genesis from its own initial 3D model. That is why they look different in Daz. The 3D face you see in FG's viewport is using FG's own head mesh. That mesh must be converted to Genesis. Some things may get lost in the translation, but using 4.5 to get that initial head shape can help. Then if you like what you see you can buy FG4 as it supports G9, too, if you use G9 for anything.
Diffeomorphic DAZ Importer version 1.6.0 releasedThanks! Another issue just encountered... I imported standard body morphs (spread legs, make hand into fist, shrug etc...) from DAZ to Blender with Diffeo using its own "body morph" tab but only some of the morphs are working. Particularly ALL the basic DAZ morphs related to hands (spread fingers, fist, chop, grab etc...) do not work - some for feet and body do.
Any help?
I looked a little bit into this and it seems that when converted to rigify the bones / settings for the hands disappear/don't work anymore hence why the body morph related to hands don't work anymore. I don't know how to fix this :( is it possible? I tried to even import a pose from daz but on the rigify rig doesn't translate (especially the hands like zero)
Filter by content problemYou can use DIM offline. You just need to transfer the product zips over to your computer, point DIM's download and manifest folders to wherever you put them, and use DIM to install.
Gen 9 & GoldenPalace geograft texture issueneoman said:
I will check out how Golden Palace behavers on my Genesis 9 characters, but I don't use G9 very much./ My suggestion, use Genesis 8! I have had very little problems with G8 and her Golden Palace... Work wonderfully everytime. Plus, Golden Palace for Genesis 8 has a lot of nice add-ons. I know G9 might be the future, but I still love G8 more...
Thanks. I've already exhausted all my options it seems, so I decided to go and try redo my character with g8.1. Also there's so much stuff for g8 already like you've said. Decided to just use NGV8. Maybe I'll come back to g9 later on down the line when I find a workaround for this issue.
FSMCDesigns:
To the OP, try it on a default female G9 and with different skins to see if it is happening all the time or with a specific skin/morphYeah base g9 with nothing applied except GP and I get similar results. I tried several different skins although it's true that some are worse/better than others. But I didn't find one where it wasn't noticeable. Do you have any go-tos regarding quality skin for G9?
crosswind:
Texture stretch on the surfaces of Torso / Body is pretty commonly seen starting from G3, especially with certain poses of figure's thighs - Bend / Side-Side...so it's not directly related to anatomical element itself...because normally these anatomical elements adopt UV Sets and tex. maps from the figure's Torso or Body surfaces...then plus a geo-shell with tailor-made UV Sets & tex. maps. I'm afraid there's less good options since most of tex. maps of Daz characters are with pretty low quality (esp. Base / Diffuse), and actually it's getting even worse on G9s...
I guess I'll have to limit myself to certain poses and angles, and do some more work in post to compensate when using g9.
I'll still try to find a way to fix this so I can use G9 eventually.Thanks everyone, for your thoughts!
EDIT: Upon further dabbling, it's not an issue with the skin, because when I apply the stock 'Genesis 9 Anatomical Elements Female', it looks fine. There is some stretching but not bothersome, and the seams are not visible. Too bad because this thing isn't poseable at all.
Diffeomorphic DAZ Importer version 1.6.0 releasedYou have to transfer the facial morphs to the beard, the addon tries to guess what's a facial mesh and transfer automatically, this works fine for brows and eyelashes but may fail for other meshes so you have to transfer manually, it's setup > morphs > transfer shapekeys.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Transfer Shapekeys
FaceGen Pulled From StoreRichard Haseltine said:
As, we are told, a taste of things to come see http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log#4_22_1_8
Face Transfer 2. That is only available to private build testers, not public beta?
Bone Minion problems for anyone else?Dartanbeck said:
I'd go back to the figure I made them for, add them to the animation I wanted them on, and save that. Then use Bone Minion to do the transfer.
No matter what the underlying animation is, once it's on Genesis 9, you can get rid of everything but the hands and save it so you can apply those hands to anything you want to.
That's why I'm always making Partials for the figure generation I'm working on - so I have them when I need them.
well I sort of do the same, I have partial face and hand animations I reuse
yes separating on G9 would need to be the go to by looks
I am a bit less fond of dial up ones than you, I like everything keyframed
Bone Minion problems for anyone else?I'd go back to the figure I made them for, add them to the animation I wanted them on, and save that. Then use Bone Minion to do the transfer.
No matter what the underlying animation is, once it's on Genesis 9, you can get rid of everything but the hands and save it so you can apply those hands to anything you want to.
That's why I'm always making Partials for the figure generation I'm working on - so I have them when I need them.
Gen 9 FN Ada Skin ToneUse the texture maps from a character like Angela 9, maybe dial in some of her morph to give the character more African features.
Gen 9 & GoldenPalace geograft texture issueneoman said:
I will check out how Golden Palace behavers on my Genesis 9 characters, but I don't use G9 very much./ My suggestion, use Genesis 8! I have had very little problems with G8 and her Golden Palace... Work wonderfully everytime. Plus, Golden Palace for Genesis 8 has a lot of nice add-ons. I know G9 might be the future, but I still love G8 more...
Golden Palace works the same on G9 as it did for G8 on my end and has the same features and options, so no need to tell a user to go back to using G8 to get it to work.
To the OP, try it on a default female G9 and with different skins to see if it is happening all the time or with a specific skin/morph
Dartanbeck's Journey - CG FilmmakingDo you have other rigged (or not?) figures that you'd rather be using?
Daz Studio will allow us to make these dials for anything we can bring into Studio. Yes. This is Studio's thing - it helps Content Creators Create Content!
Figures like older Poser monsters... move some joints around and make a dial. Move other joints around and make another dial - rinse and repeat. You'll end up with a Really Fun to Animate solution in No Time!
Save the results as Morph Assets and they'll work every time you load that figure.
Anything that can load Daz figures and allow them to work as Daz figures will recognize these custom tools you've created. That's what Carrara always had over Every Other Modeler on the market - Always!!! But more. Crarrara has all manner of wonderful animation features - it literally begs us to animate!
Do Daz Animations only work well in Daz or can they work in Unity?Hi, just tested transfer of Babina 8 animation from Daz Studio to Unity using Daz to Unity bridge
and it works quite nicely. Just need to transfer more and then will create some video.
Bone Minion problems for anyone else?RiverSoftArt said:
WendyLuvsCatz said:
RiverSoftArt said:
WendyLuvsCatz said:
posting here as will be seen
I have the Genesis 9 Bone Minion for V4 and M4 poses
I assume it doesn't do hands, at least I haven't been able to transfer hand poses static or animated
Have you executed the Apply Changes script after applying the hand pose to the Bone Minion? A pose will not automatically transfer unless the hip bone changes.
yes but I may try adding some hip bone movement to see if that helps
That is not needed. BTW, I just verified again that I can transfer a V4 hand pose to G9.
I thought it carried all of my hand animations through....
Also, if we want to bring more 'special' types of motions through - those created using pose control and/or shape dials and such, the "Heavyweight" Bone Minion does it beautifully! An example being the jiggle I apply using real physics via VWD V2 along with all of my control dial adjustment tweaks all come through.
My workflow for that:
- I already had the animation completed for a different generation of figure - complete with jiggle and correction dials.
- Open that scene > Go to aniMate > Create aniBlock from Studio's Timeline > Check the "Morphs" box in the popup dialog > Accept
- Open a new scene > Load in my new target character
- Go to Scripts > Riversoft Art > Bone Minion > Apply the Heavyweight Bone Minion
- Go to Scripts > Riversoft Art > Bone Minion > Turn Off Limits (Very Handy and Fast Script!!!)
- Make sure I'm on frame 0
- Select the Bone Minion > Properties Pane > Bone Minion > Automatic Pose Transfer = Off (default is On)
- Automatic Pose Transfer is animatable, so always make sure you're on frame zero when turning this On or Off!!!
- With Bone Minion Selected, Apply the aniBlock I just created
- Go back to Frame 0 and head to Daz Studio timeline, set to "Play All Frames"
- On Frame 0, turn Automatic Pose Transfer back On
- Scrub forward one frame. then back to zero
- Hit the play button and let the magic begin!
- When done, hit rewind to go back to frame 0
- Turn Automatic Pose Transfer Off
- In Scene Pane, Select the figure (not Bone Minion)
- Go to aniMate > Right-click an empty part of aniMate > Create aniBlock from Studio Keyframes
- Play the animation
- Right-click the new aniBlock > Save as New > give the new aniBlock a home in your library









