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Face Transfer 2
Yes, it corrected some of the issues I was having from the 12/3 version. I haven't tried it on Genesis 8 yet. For me the 12/3 version had asymmetrical issues for the left and right sides of the face. The left side seemed to rotate on the Z axis no matter what face I was doing. The 12/8 version fixed that. Now we just need to fix the head scrunching, the ears, and under the jaw. I may have to go back to Genesis 8 and then transfer to Genesis 9.
Face Transfer 2I have noticed, that there is some update to Daz Studio Beta in DIM.
I am a bit afraid, if that update does not make something worse with Face Transfer 2.
Probably curiosity will make me push to install it anyway.
Face Transfer 2@GRFK DSGN Unlimited:
My procedure is just testing a lot of reference images
and choosing the ones, that gives satisfactory results in my eyes.
What I post here, there are a small collection of the trials, I have tested.
All my recent posts are made without any Genesis figure in the scene,
so Face Transfer 2 creates Genesis 9 automatically.
I only choose Female or Male.
Face Transfer 2PhilW said:
@Artini - you are doing a great job of demoing its capabilities!
Thanks a lot for the comments.
Face Transfer 2 is my go to place in Daz Studio, whenever I have a free time.
Face Transfer 2Mine don't seem to look that good. I've been doing mine on Genesis 9. The head seems to get squished down vertically. The ears get misshapen. And the top of the head has a slight egghead point to it. And under the chin is practically non-existent. My current fix is to flatten the top of the head and I've transferred the FTS long face morph to Genesis 9 to stretch the face out. And I've also used morphs for under the jaw line to tight it up some. I'd be curious to see what your procedure is to get yours to look so good. I did notice the interface now has a selection of Automatic, Genesis 9, and Genesis 8. I chose Genesis 9, because that was the figure I had in the scene. Should I have done Automatic instead?
Prevent morphs from changing the skeleton (or Lock Skel)?There's no way of "batch process of ERC removal" as per the standard functions. You either remove sub-components from a Morph in Property Hierarchy or dial and export the needed morphs to OBJ files one by one and import them via Morph Loader Pro by batch. The latter won't destroy the morphs from the products... Daz Script can automate these process but I don't know if there's an existing script can do these...
I still don't understand why you need to do so... while I just suggest you not do so... and I could only give "clues" as what you want would be rather risky... and the risk will be all on yours. Backup your data folder beforehand.
My Character's Eyes Are Messed Up--Help?There's a commercial thread for Xtransfer, maybe it can help you: https://www.daz3d.com/forums/discussion/341526/xtransfer-module-1-genesis-3-to-genesis-8-morph-converter-commercial/
Can't Find Morph SliderRichard Haseltine said:
It may be hidden and 100% by design, for example so that some other properpty can be subtracted from it in another morph to give an inverted value. I suspect that making it 0 is actually going to break something elsewhere. Whata re its subcomponents, from the Parameter Settings dialogue, and what are its exact name and label?
Nothing broke - moving it to zero just brought it back to the base G9 body.
Face Transfer FREE?I also noticed this, and I sincerely hope it's an error. If it indeed turns out to be free, it would be highly disappointing for those who purchased Face Transfer 2 during its pre-release beta debut.
Face Transfer FREE?Hi all, the main page states Face Transfer to be Free, but in my cart it shows the discounted price. Error? See attachment.
Prevent morphs from changing the skeleton (or Lock Skel)?Figure's joints should follow morph change otherwise if you apply a pose, the figure's mesh or partial mesh may distort. That's why a morph has to be adjusted with rigging to shape then ERC Freezed.
If you want joints to "stay fixed", after importing the morph, don't do ERC Freeze, temporarily. For an existing morph, export it to OBJ and import OBJ as a new morph with Morph Loader Pro, with no ERC Freeze.
Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)This is what I saw in the change log:
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Update to NVIDIA Iray 2023.1.0 beta (373000.714)
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Minimum driver is 545.84 (R545) on Windows
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Changes merged into 4.22.0.10
DAZ Studio : Incremented build number to 4.22.1.29
But the change log description now posted for 4.22.0.10 doesn't say anything about an Iray change, so maybe that means that only part of 4.22.1.29 (excluding Iray) was merged to 4.22.0.10.The documentation appears to be inconsistent, to me.
Public Beta (4.22.0.10)
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Changes merged from 4.22.1.29
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Source maintenance
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Extended Face Transfer progress reporting to be more informative
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Changes merged from 4.22.1.30
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Source maintenance
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Updated Face Transfer inline help
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Fixed an issue in the FBX Exporter that caused the enabled/checked state of options that depend on the Format chosen to be incorrect/ignored during write operations
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e.g., “Embed Textures (Binary Only)”
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DAZ Studio : Incremented build number to 4.22.0.10
UltraSceneryXT - large terrain/landscape generatorbarbult said:
paulawp (marahzen) said:
Unfortunately, I can't be sure what is potentially broken in 4.22 vs what is caused by not having everything available as normal in the beta. Sorry, I'm kind of a newbie - certainly with beta, which I have a week's experience using.
Are you still seeing ground shader differences between 4.21 and 4.22? I got that resolverd by properly installing the correct version of all the USX products.
It appears that the ground shader is OK. I created a new USXT scene in 4.21, rendered it and saved it, then opened it in 4.22 beta. The vegetation - cactus and desert scrub - didn't make the trip but the ground shaders look OK. (Many of my plugins aren't available over here in 4.22 beta, but I'm primarily just using it to test Face Transfer 2, so I wasn't worried about that.)
Star Trek Builders Unite 8: THE REBOOTAlmost done iRaying (?) mine - I need to look around and see if I can find whether anyone has actually charted the lighting setups used during the series (James Cawley probably has them
).
I retextured Sulu using "Lee for Genesis 8 Male" - it worked pretty well using 3DUK's morph.Genesis 9 we are back in the game Carrara usersI have bought to much G9 content especially morphs and now Carrara struggles to load and fit it all
yes I know I will need to use Alberto's morph eraser but I have to get the stuff into the scene and conformed/fitted first, it's taking me hours!!!
Star Trek Builders Unite 8: THE REBOOTPtrope said:
No arrow on the right side of my screen - the only one is on the left and leads to MY Sta.sh. It just wants me to do my own homework, I guess.

Meanwhile, I loaded Sulu. The morph looks good, but the materials leave something to be desired. The dark 'eyeholes' in the face ware way too big and bleed over onto his eyelids, and with the entire outfit being a single unit, using a velvet shader also creates velvet pants and boots (!); I'm going to have to use the Geometry Editor to create separate surfaces for the pants and boots so I can create different textures appropriate to fabric and leather. That's actually pretty easy - easier than fixing his eyes; I may end up finidng another good Asian male character and borrowing their skin (very "Silence of the Lambs!")
I downloaded and uploaded it again. I can also e-mail it to you directly.
Star Trek Builders Unite 8: THE REBOOTNo arrow on the right side of my screen - the only one is on the left and leads to MY Sta.sh. It just wants me to do my own homework, I guess.

Meanwhile, I loaded Sulu. The morph looks good, but the materials leave something to be desired. The dark 'eyeholes' in the face ware way too big and bleed over onto his eyelids, and with the entire outfit being a single unit, using a velvet shader also creates velvet pants and boots (!); I'm going to have to use the Geometry Editor to create separate surfaces for the pants and boots so I can create different textures appropriate to fabric and leather. That's actually pretty easy - easier than fixing his eyes; I may end up finidng another good Asian male character and borrowing their skin (very "Silence of the Lambs!")
Face Transfer 2Really like, how wrinkles are coming out on the creations made with Face Transfer 2.
Here with the converted hair to Genesis 9:
https://www.daz3d.com/dforce-ingrid-hair-for-genesis-3-and-8-females
Making Clones of G9 - Tutorialmiladyderyni_173d399f47 said:
... edited ...I just loaded G8F then jeans and tried to autofit with the G9 clone - I bet that was my problem. I will try it your way. Thanks for helping me with the outfit.
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Are you still planning to make G9 clones for earlier generations? I still use a lot of G3.
Yes, once made, the actual autofit clones are not used on their own for anything. They are used in the background by the program inside the autofit dialog. If for any reason anybody's clone is not showing up there, double-check what 'type' of morph it had been assigned. [hint, it is not a shaping morph]
I am not releasing any clones for G9; the tutorial for how to make the G9 clone for G8 should be pretty much the same as for G3. Just swap out the G8 with G3 in the instructions.
For those wanting the clones Mattymanx has a set: https://www.daz3d.com/mmx-genesis-9-clones-for-all
eta: And then I remembered the "A" "T" poses ... after one has converted G9's clothing to G8. Save the clothing [new name/folders/etc]. Clear scene, load G3 -- load the G8 converted clothing; use the appropriate clone in G3's autofit dialog for G8 in T pose [or whatever I called it]
The A <=> T autofit clones are still available where I had put them. [Renderosity/DeviantArt/links in forum] Links Retired ;-)
Can't Find Morph SliderIt may be hidden and 100% by design, for example so that some other properpty can be subtracted from it in another morph to give an inverted value. I suspect that making it 0 is actually going to break something elsewhere. Whata re its subcomponents, from the Parameter Settings dialogue, and what are its exact name and label?













