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Unexpected Clothing Change After Transfer Utility
For best results, the imported .obj file to D/S must land "perfectly" where it should be on the figure. If it does not, don't change the figure, correct the clothing so that it does [might need Blender for that], [also might want to fix the poke through on the hips], until the clothing .obj does import in to the perfect place. Then run the transfer utility and etc.
Toenail coloring tutorial please???Um, you can't redistribute a cap made from the figure's geometry. Any 3D modeler can produce a sphere. Fit it around the head area, deleting any unneeded mesh. Add enough subdivision so it can morph nicely with whichever character is dialed into the figure. In D/S rig it and save as a figure/prop file.
Hair can be built off of the skullcap.
My Character's Eyes Are Messed Up--Help?Leana said:
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/
Thank you, I will post there and see if I can get help.
Unexpected Clothing Change After Transfer UtilityIf it isn't the default G9 base character, you must use 'current' in shape and tick 'reverse source shape from target' in options.
Or bake the rotations before doing transfer, and then after transfer adjust to original pose, and rebake the pants.
If there is any best method I don't know.
Render your buys! Use buys from the current month and the previous month of salesI've spent the last few days creating random new characters with Face Transfer 2 for the thread on that. But I figured it was time to come back and visit this thread and post something new. Here's a new FT2 character from today's twiddlings, along with the new Madame Bleu Outfit and a couple of other things I've picked up recently.
https://www.daz3d.com/dforce-madame-bleu-outfit-for-genesis-9-feminine
https://www.daz3d.com/old-village-wishing-well-iray
https://www.daz3d.com/an-english-village-for-daz-studio
Unexpected Clothing Change After Transfer UtilityHey, All! Has anyone ran into this issue before? Fitted some purchased clothing objs in blender and imported into Daz just fine, but when I use the transfer utility to rig up to G9, the pant legs angle extends out beyond the legs. For context, the original pant legs were a bit wider the default G9 base stance so I posed legs to LEG SPEAD = 7% before exporting to blender for fitting.
Help with BruisesThanks for the reply Ninefold, I did try to map transfer the textures and it did not work however the tur=torial you linked seems different in the way I did it, maybe I did it wrong, I'll try again, Thanks again :)
Help with BruisesHave you tried converting the maps of the G8.1 character you want to use to G8, manually slotting them into a G8 figure's materials, then applying the LIE presets? That seems like it should work. If you haven't seen it, markusmatern's Map Transfer tutorial is very helpful. Just do these steps backwards, essentially.
Star Trek Builders Unite 8: THE REBOOTI splurged on 3DUK's Spock, but this is my mod of Magnus1781's "Nimoy" morph. Not bad. The hair is Mylochka's M4 Spock hair - the 3DUK hair looks almost identical.
Using G8 clothes with G9DrPingy said:
Many thanks for the answer!
Copying the weight maps works very well!
Of course I'm also interested in transferring the corrective morphs.
I had thought that RSSY Clothing Converter would do this. That's why I bought this script!
But if it works, it saves a lot of time, especially when animating a scene.In fact, RSSY Clothing Converter cannot convert either weights with 100% accuracy or the corrective morphs from G8 to G9. So better learn how to convert and fix them manually, which is faster, better and free.
Part 1: Make a G9's Clone on G8F with ERC Freeze: https://mega.nz/file/zWwGkBCb#BPHVpYm55S6gUtBQTMkpeTXP7No-V2dsXxERomEWd7g
Part 2: Transfer Corrective Morphs from 8 to 9 (pJCM to cbs): https://mega.nz/file/mGpRFDZT#bXpfjU0VkR_LgHbRousmJtawjvxIvoUPiW3bgRenNYc
Another clip is to show a way of using Attenuate when transferring morphs, which may help with saving time of transfer... It's for G9 to G8, but the mechanism is always the same: https://youtu.be/kh2iaN1WyyY?si=ZhNuPQ9AKwRRkk7S
Content not installed in Daz 3d library messed with Daz 3d content files?That makes a lot of sense. I'm still really nooby in Daz I'm just far more experimental with software then most people are, I don't mind breaking things lol (usually). The Studio software has left me scratching my head in confusion quite a bit though, nothing seems to be a good logical approach to troubleshooting, and finding packages sometimes is maddening lol. Troubleshooting has become much easier though once I switched to the third party search tool and ditched the native Windows one. Postgres taught me I can't go trigger happy deleting stuff though. Most of the problems I've had in Daz have revolved around Postgres... usually when I start trying to edit files by hand... heh.
I've been so busy with the G8's that I tend to forget all the time I can morph the G9's with basically all the other ones. Thank you for the explaination, I was really trying to figure out how it could've happened and was beginning to think Postgres had shuffled some files around even though a CMS isn't really supposed to do that. I'll have to be a bit more critical about looking over the contents of things I install right away rather than taking the I'll Get Around to it approach.
Thank you for reminding me to raise a ticket about it. I'll get that done in a few moments.
Content not installed in Daz 3d library messed with Daz 3d content files?What happens when you load a Genesis figure is that Daz Studio runs off and pre-loads every single compatible morph that it can find across all known base libraries. What you sometimes find is that a PA will save a morph used in their product with a non-zero default value. This then means that every figure that is compatible with that morph will have the morph applied.
This is why your separation of libraries did not protect from this - however, you can be sure that this did not mean that any other files were corrupt and so no re-installing of Daz was needed.
Obviously, removing the offending morph as you have done was enough to fix this issue one way. The other way is to load the base genesis 9 figure (complete with the "messed up" look), zero the offending morph and then save the modfied asset - this should throw up a dialog box saying what will be saved which should hopefully include the problematic morph. There may be an inbetween step in there that I forgot tho, I will try and find it.
EDIT: The steps are:
- Load base or dev figure
- From parameters menu: Zero -> Zero Figure (figure should now look normal again)
- From parameters menu: Memorize->Memorize Figure (set current value as default)
- Edit->Save As->Support Asset->Save Modified Assets (saves the modified assets with the new defaults for the future)
Anyway, you should raise a support/bug ticket at the store where you purchased the figure so that the PA can be notified that they need to fix their mistake.
Let's appreciate/discuss today's new releases - ongoing threadcarrie58 said:
Well I'd be interested .....so if you did a morph and we ran it through transfer utility ,would that work? If it's too much of a hassel .....I understand not doing it .
After thinking about it, this seemed to be the best solution.
The autofit window unfortunately doesn't work for the centaurs, so you've got to set the transfer up yourself through the Transfer Utility, but I've made up a set of clones that will allow Horse 2 and 3 assets to be fitted to the Genesis 8 Centaurs.
I may have some tweaks in mind and might extend it to the G7 Centaurs as well, but this will theoretically allow basic support as is.Alas, autofit does destroy existing rigging, so things like stirrups on saddles will probably stop working properly, but the transfers that preserve that are too complicated to be automated quite like this.
Uggg, updated Daz and lost plugins...again.It seems as though everytime I update Daz studio, there is a handfull of plugins that just dissapear. They are always the same so I am prepared, specifically Mesh Grabber and its add on's, and D-force Assistant. I usually just grab them from my account library and re-install the plugins myself. The core program, Mesh Grabber uses a .exe file though and for some reason it will not take this time. I run the .exe installer and everything goes fine, I hit finnish, then go into Daz Studio and it is nowhere to be found. The two add on programs, meshgrabber rotations and morph editor are there but that is expected because I installed the .dll file manualy. I can't do that with the core program because it is an installer. I'm not sure how to proceed. Anyone else have this issue? I have restarted my PC after using the installer thinking it might have needed a restart, but no luck.
Dentures?sazzyazzca said:
There are dentures in this set
https://www.daz3d.com/millennium-teeth
They're not actual dentures. It's a set of teeth with a denture morph.
I saw that one but it's so ancient and obj. :/ Isn't there a set of toy dentures somewhere?
Face Transfer 2 - Daz only displays FT 1I purchased Face Transfer 2 and I am only seeing FT 1 displaying in my "About plugins folder". I have my serial number rearing to go but FT 1 is the only option currently. Is there a way to uninstall FT1 so I can activate my FT2?
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]So... I'm going to shuffle in and ask a dumb question. I did read through the whole thread, but am obviously being dense and not seeing where user error is kicking in in my situation.
Bought the character converter bundle and it looks awesome. This is the first chance in the months since the purchase that I've had time to sit and play with it. Since my results are so poor, I'm convinced that it's down to my own misunderstanding of something.
I begin with an empty scene.
1. Double-click on Character Converter - G8F to G9 script and the window opens.
2. Set output directory. In my case, because I want to keep the converted characters separate from the others, I've got it set as: E/:My Daz 3D Library/People/Genesis 9/Converted Characters.
3. Add Directory. In my case, I've got my Daz Originals installed to its own library: E/:My Daz 3D Daz Originals Library/People/Genesis 8 Female/Characters.
4. Select a single character, Babina 8.
5. Click Execute. The script begins to do its thing. Babina is loaded, then Genesis 9. As things work, a pop-up comes up asking if I want to zero the figure shape or restore it. I pick Restore.
6. A few seconds later, the script says it's finished. Everything seems to have worked smoothly.
However, nothing seems to have been saved. The character dials do appear on the G9 figure in the scene, though the values are not set as expected. If I delete the G9, those dials disappear so they haven been saved as part of the process. If I put in a value of 100% on the head and body and then dial up the G9 Feminine morph, the shape is fairly close to Babina 8's. Do they need to be saved manually? Also, no presets are appearing in the Converted Characters folder, and the materials don't seem to be getting converted either. The log is showing errors relating to the conversion, and it says it can't find the Genesis 8 Female Head property. Is it only looking for that in E/: ? So I'm definitely missing something along the way. Any idea where I've gone wrong?
Dentures?There are dentures in this set
https://www.daz3d.com/millennium-teeth
They're not actual dentures. It's a set of teeth with a denture morph.
Star Trek Builders Unite 8: THE REBOOTrschulte said:
Thanks for this update....
FYI....new freebies
Magnus1781 released a TOS Spock (Nemoy) and Kirk (Shatner) morph for G8:
https://www.deviantart.com/magnus1781/art/Various-VG-Characters-1001533311Ryselle-chan has released a Tholian for Daz:
https://www.deviantart.com/ryselle-chan/art/Free-Download-Tholian-for-DAZ-Studio-1001977976I hope it fixes the problems - and doesn't create more! I need to set up another machine to test these on that doesn't presume they're installed.
Thanks for the heads-up on the morphs. I tried them both - not real happy with either. Shatner looks more like Pine, and Nimoy, if looked at individually, isn't bad, but I decided to try using additional morphs. One thing I hate about a lot of these characters converted from VG characters is that they have scalps molded in the shape of hair. At the moment, I don't have any decent Spock hair, and I haven't purchased 3DUK's Spock, yet. This example uses the standard Genesis 8 Male texture, but I removed the brows and added a physical brow from "Aniyah' for G8F; I also changed the base and translucency colors. Next to the out-of-the-box morph, the original looks like Alex Baldwin
Star Trek Builders Unite 8: THE REBOOTThanks for this update....
FYI....new freebies
Magnus1781 released a TOS Spock (Nemoy) and Kirk (Shatner) morph for G8:
https://www.deviantart.com/magnus1781/art/Various-VG-Characters-1001533311Ryselle-chan has released a Tholian for Daz:
https://www.deviantart.com/ryselle-chan/art/Free-Download-Tholian-for-DAZ-Studio-1001977976















