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Morph from custom sculpt?
Got a tutorial for that? I see Blender can do that. Do I need to superimpose them over each other? This is uncharted territory for me.Richard Haseltine said:In principle yes, load it into a 3Dmodelling application with some kind of shrink-wrap or push-constraint tool/function, scale and position it to match the head of an imported Genesis whichever figure (ideally get the neck to match, and if possible the eyes as adjusting those can be fiddly), then use the tool/feature to bring the surfaces of the Genesis head into alignment with the doll head. Export the Genesis mesh and import into Daz Studio as a morph for that figure using Edit>Figure>Morph Loader
Morph from custom sculpt?In principle yes, load it into a 3Dmodelling application with some kind of shrink-wrap or push-constraint tool/function, scale and position it to match the head of an imported Genesis whichever figure (ideally get the neck to match, and if possible the eyes as adjusting those can be fiddly), then use the tool/feature to bring the surfaces of the Genesis head into alignment with the doll head. Export the Genesis mesh and import into Daz Studio as a morph for that figure using Edit>Figure>Morph Loader
syntax / structure of custom mdl shaders ?Thanks. The shader code is actually from the mdl handbook, so I assuem it is correct.
The issue is that DS throws an error and does not import the mdl file at all. I assume DS wants additional code in the mdl that is not explained in the mdl handbook. Is there any DS specific documentation available?
dForce Magnet on Posed CharacterTo turn a simulation into a morph export as OBJ, then reimport as morph - the ideal path would probably be to clear the simulation and then import with Reverse Deformations on, so that the morph was separate from the pose and could potentially be used with other, similar poses.
Adding Dual Quaternion support to UnrealEngine4 (Images inside)Hello AlienRenders,
If you export Genesis 3 Female as FBX and import it into UE5 (your DQS mod) this is how a character's head looks.
Stock UE5 does not have this problem.
syntax / structure of custom mdl shaders ?I am trying to create a custom shader.
mdl search path etc. is set in DS shader mixer.
But importing the mdl file into shader mixer creates an error in the log file.
Obviously logic and / or syntax in the shader are wrong with respect to DS.
Is there a documentation about how to write custom shaders for DS?
I am trying to understand the rules by reading existing shaders but that takes way to much time by way to much trial and error runs.
My shader trial:
mdl 1.5;
import df::*;
import math::*;
import base::*;
import state::*;
import anno::*;
import daz_3d::property_annotations::*;material anisotropic_volume(
color absorption = color(1.0),
color scattering = color(1.0),
float directional_bias = 0.0,
uniform color ior = color(1.0))
= material (
ior: ior,
surface: material_surface(
scattering: df::specular_bsdf(
tint: color(1.0),
mode: df::scatter_transmit)),
volume: material_volume(
scattering: df::anisotropic_vdf(directional_bias: directional_bias),
absorption_coefficient: absorption,
scattering_coefficient: scattering));Error log (edited for better readability):
[WARNING] MDLC comp warn : C:\...\volume.mdl(10,1): C244 unreferenced local material 'material anisotropic_volume' has been removed
[WARNING] MDLC comp warn : C:\...\volume.mdl(10,1): C244 unreferenced local material 'material anisotropic_volume' has been removed
[WARNING] MDLC comp warn : C:\...\volume.mdl(10,1): C244 unreferenced local material 'material anisotropic_volume' has been removed
[INFO] MDLC comp info : Loading module "::daz_3d::volume" from "C:\...\shaders\iray\daz_3d\volume.mdl".The "Animators Assemble!" thread for Daz animation WIPs, clips, and tipsDigiDotz said:
Looks good. If only the import to daz worked better
I was all excited too. I think I'll learn to animate in Cascadeur anyway though and hope things improve. I noticed and "export to daz button" in cascadeur commands menu but it doesnt seem to work either at the moment.Like I said, the animation works just fine on a G8 in other programs, so I don't know why DS of all programs would have trouble with it. Both of the Avatar animations I've posted in this thread were built with Cascadeur and applied to G8.1s bridged into C4D.
Problem with Faust HD for Genesis 8.1 Male and for Mick - ID 81899Well, I don't think those files - which look to be parts of the base and anatomical elements - should be in a character set so it may simply be bad references. You could try uninstalling again, then find the product's entry in the Content Library in the Products list, right-click on the container (the "folder"), and delete it, then Connect.Update Metadata and try reinstalling - they may have been bad references since purged. If the issue persists please open a support ticket as I think the product data may need updating.
Importing Blender MapI have an arena map that works beautifully in Blender, and I want to do the posing features in Daz with it, but when I import it as an obj, the textures disappear and it becomes a single asset, and when I import it as an FBX, part of the map sort of implodes and all the light riggings go away, with a message about the skeleton being broken or something like that. Is there a safe way to import Blender stuff where that won't happen, or do I have to set up my characters in Daz and export them into Blender?
How to make shirts drape properly on large-chested girls?NylonGirl wrote:
I think this would be less bad if it were made more clear. DAZ and its affilliates always create an impression everything will be easy. Would it kill them to put something in their description that says, "this only works with Genesis 8 in the default shape"?
Maybe it would kill them. But it seems to be the truth with some of these dForce outfits.
To be fair, the quality of results with dForce doesn't have that much to do with how much the user has pushed the figure beyond its default proportions--whether that is obese, slender, muscular, buxom, or what have you. It's much more about whether there is extra/slack fabric or looseness of fit. dForce usually gives us great results with things like a loose skirt on a seated figure or a tablecloth--Items consisting of unstructured fabric subject to gravity, air resistance, and collision with a leg or tabletop (respectively). But dForce isn't intended to be an all-purpose fitting morph, and it won't really help with garments like sports bras or socks because the snug fit overrides anything to do with gravity or air.
As to "this only works with Genesis 8 in the default shape", I think that's a bit harsh. The Daz user ought to be willing to put the same amount of effort into adjusting the clothes as they put into adjusting the underlying figure's shape or pose. (Hence some of my issue with dForce or export/re-import as solutions to clothing fit--You don't usually need a separate simulation stage or export/re-import ordeal to make a character more muscular or pear-shaped, or to pose them. Shouldn't alterations to clothing fit be achieved by similar methods to alterations to the underlying body?) Hoping for perfect autofit without poke-through or other fit problems when the sliders have been pushed to extremes is not a realistic expectation. We should expect to make some manual adjustments.
Yes, dForce has been overhyped to some degree. It's a great solution for some clothing issues. Daz isn't alone in emphasizing the benefits of a product while not mentioning limitations. Some folks don't accept marketingspeak with a grain of salt, as they should.
(Incidentally, I can't be the only one who feels that the term "dForce" doesn't need to be included in product titles anymore. It certainly doesn't need to be the the first word in the product name. It's not an automatic attraction or deterrent to me as a buyer. I can look for it in the product description just like any other feature.)
Blender Addon: Daz For Blender Bridge: Everything from DTB 2022 + 14 more featuresmikael.kangas said:
For me if i import a charater into blender 2.97 for example i get the rigify rig and expressions and shapekeys. If i then save the file and open it in blender 3.1 the control rig and shapekeys are intact but it will no longer show the expressions pannel.
If i import a character straight into blender 3.1 i get shapekeys and expressions but not the rigify rig functions.
if i import the character into 3.1 to get all the shapekeys and expressions and then try to pair it with the rigify rig from 2.97 the facial expressions disappears again.
I assume due to some update on blenders end to rigify but i cant figure out how to get around it.
There are many differences between Blender 2.9x and 3.x. Just try not use any 2.9's project in 3.x.
Nothing showing up in Smart ContentFixmypcmike said:
On the Content Library tab, click on the Options menu (the rectangle with horizontal lines in the upper corner) and choose "Content DB Maintenance" > "Re-Import Metadata".
If that doesn't fix it:
Make sure you Stop the CMS before uninstalling it, and either delete the databases or install them to a different location when you reinstall DS4. When you start up DS4, if you are not prompted to import the metadata, do the Re-Import described above.
I know this is an old comment but this really saved my behind today and solved my problem! Thank you so much, Mike! You're AWESOME! *big hugs*
[Released] Turbo Loader for Genesis 8 and 8.1 [Commercial]RiverSoftArt said:
weirdsciencex said:
I bought the Boost Utilities and performed the reset of Turbo Loader now everything just shows as unknown product
Booster Utilities would have nothing to do with everything showing as unknown product (nor would doing the scan again). It sounds like they were NOT showing as unknown before. What changed? Did you move stuff? Are you logged in?
I did have to do a clean installation of Daz at one stage, I think this is the first time I've used Turbo Loader since then. I know when I used it on 4.16 the product names showed up then.
Edit:
I logged in via Daz, and it downloaded some metadata and then some *unknowns* were identified, I tend to stay logged out as Daz Connect has messed up my installs more than once, I use DIM or manual installations for 3rd Party and I understand they won't identify
I meant to say, amazing product, the slowdowns on Daz had pushed me away from using it or only having a small percentage of purchased products installed, this really is a game changer and something sorely needed!
How to make shirts drape properly on large-chested girls?felis said:
Here are 3 images:
1: Shirt just fitted
2: Shirt fitted, followed by dForce simulation
3: Shirt fitted, breast (here character) dialed in during the timeline, and done dForce simulation
And if wanted, you could export the last, and import it as a morph for the shirt.
That result looks very good, but tbh the process is a PITA. Simulation is pretty slow to begin with.
How to make shirts drape properly on large-chested girls?rcourtri_789f4b1c6b said:
lou_harper, I'd try:
https://www.daz3d.com/sy-clothing-breast-helper-genesis-8-female
and
https://www.daz3d.com/sy-universal-breast-helpers-genesis-genesis-2-and-genesis-3-female-s
These are not the same as Sickleyield's Clothing Morphers. Completely different set of sliders. Can help with both the "no bridging between the breasts" and the "too snug below the breasts" aspects of the shrink-wrap problem. Almost certainly less time-consuming than running a dForce simulation or export/import to other apps.
Looking at your sample renders, I think it's unlikely that dForce will really help. The shirts would need to be looser fitting to begin with. If the fabric is already stretched tightly over a body part, simulating gravity or air resistance isn't going to do that much.
I'll give the Breast Helper a try.
Daz to Unity Bridge Issuesno said:
I'm trying out the Daz to Unity script and while it's useful, there's a few major issues which I think the dev team (and users) should be aware of.
The importer generates way too many materials! The importer should combine any materials which use the same texture maps. For example, on a G8 figure, Face+Lips+Ears+Eyesocket can be combined into one material. Also, Mouth+Teeth, Arms+Fingernails, and Legs+Toenails. Realtime assets should use as few materials as possible, so it's very silly to have so many unneccessary duplicates.
In the import settings, "Blend Shape Normals" is set to "calculate". This is very bad! This will cause unwanted changes to the normals across the entire mesh any time a blendshape dial is used. Just look at any figures ears while turning up a dial to see what I mean. "Blend Shape Normals" should be set to "None".
The script allows the export of JCMs, but there doesn't seem to be a way to have them be automatically driven by the figure's pose inside of Unity. Are there plans to include a JCM driver script in a future version of Daz to Unity?
Limits on bone rotations would also be very useful for posing.
I've also noticed that every selected morph is exported for every item. This is very wasteful of resources. We do not need JCMs on eyelashes and hair, for example. Or upper-body morphs on pants, etc. Please give us the option to select which morphs we want to export for each item that is attached to the figure. This is probably the biggest issue with the addon, because there is no way to remove blendshapes after importing.Thanks very much for your feedback! There are plans to do duplicate material merge as well as many other game optimization operations. JCM drivers are also planned, but may be a little further out, since it would involve developing an efficient "runtime module" that is incorporated into the end-user game executable rather than just scripts which are run in Editor-only mode. Regarding exporting of all morphs, we are aware of the issue. Unfortunately, it is more difficult to solve in the short term. For many reasons, the Daz Studio FbxExporter is currently being treated as a black-box for DazBridge development. In the longer term, that and many other things will definitely get overhauls.
How to make shirts drape properly on large-chested girls?felis said:
Here are 3 images:
1: Shirt just fitted
2: Shirt fitted, followed by dForce simulation
3: Shirt fitted, breast (here character) dialed in during the timeline, and done dForce simulation
And if wanted, you could export the last, and import it as a morph for the shirt.
Would you mind explaining point 3 in more details, for total dummies like me, please?
How to make shirts drape properly on large-chested girls?Here are 3 images:
1: Shirt just fitted
2: Shirt fitted, followed by dForce simulation
3: Shirt fitted, breast (here character) dialed in during the timeline, and done dForce simulation
And if wanted, you could export the last, and import it as a morph for the shirt.
script not finding the model in the sceneHey Fellow Daz entousiast !
i'm following the tutorial here (https://www.deviantart.com/3dstrobist/journal/Transfering-Mixamo-Animations-to-Daz-Genesis-8-1-906594358) to import mixamo animation into Daz and apply it to a G8 model, but when I try to execute the script from this tutorial to fix the messed up rotation, i get this error:
TypeError: Result of expression 't2' [null] is not an object.
Stack Trace: ()@F:/daz2unity/g8mixamo fix.dsa:11
Error executing script on line: 11
Script executed in 0 secs 7 msecs.it seems that the script is not able to grab t2 (the genesis 2 model)
here is the script if you dont need to go through the tutorial:
<span style="color:inherit"><em>function transferY(a,b){</em></span><span style="color:inherit"><em>var t8,t2;</em></span><span style="color:inherit"><em>t8=Scene.findNodeByLabel(a);</em></span><span style="color:inherit"><em>t2=Scene.findNodeByLabel(b);</em></span><span style="color:inherit"><em>var valr=t2.getYRotControl().getValue ();</em></span><span style="color:inherit"><em>t8.getYRotControl ().setValue (valr); </em></span><span style="color:inherit"><em>}</em></span><span style="color:inherit"><em>function transferX(a,b){</em></span><span style="color:inherit"><em>var t8,t2;</em></span><span style="color:inherit"><em>t8=Scene.findNodeByLabel(a);</em></span><span style="color:inherit"><em>t2=Scene.findNodeByLabel(b);</em></span><span style="color:inherit"><em>var valr=t2.getXRotControl().getValue ();</em></span><span style="color:inherit"><em>print (valr);</em></span><span style="color:inherit"><em>t8.getXRotControl ().setValue (valr); </em></span><span style="color:inherit"><em>}</em></span><span style="color:inherit"><em>var nframes=Scene.getAnimRange().getDuration ().valueOf()/Scene.getTimeStep().valueOf();</em></span><span style="color:inherit"><em>for( var fr = 0; fr <= nframes; fr+=1 ){</em></span><span style="color:inherit"><em>Scene.setFrame( fr );</em></span><span style="color:inherit"><em>transferY("Left Thigh Twist","lThigh");</em></span><span style="color:inherit"><em>transferY("Right Thigh Twist","rThigh");</em></span><span style="color:inherit"><em>transferX("Right Shoulder Twist","rShldr");</em></span><span style="color:inherit"><em>transferX("Left Shoulder Twist","lShldr");</em></span><span style="color:inherit"><em>transferX("Left Forearm Twist","lForeArm");</em></span><span style="color:inherit"><em>transferX("Right Forearm Twist","rForeArm");</em></span><span style="color:inherit"><em>} </em></span>thank you in advance for your help!
How to make shirts drape properly on large-chested girls?lou_harper, I'd try:
https://www.daz3d.com/sy-clothing-breast-helper-genesis-8-female
and
https://www.daz3d.com/sy-universal-breast-helpers-genesis-genesis-2-and-genesis-3-female-s
These are not the same as Sickleyield's Clothing Morphers. Completely different set of sliders. Can help with both the "no bridging between the breasts" and the "too snug below the breasts" aspects of the shrink-wrap problem. Almost certainly less time-consuming than running a dForce simulation or export/import to other apps.
Looking at your sample renders, I think it's unlikely that dForce will really help. The shirts would need to be looser fitting to begin with. If the fabric is already stretched tightly over a body part, simulating gravity or air resistance isn't going to do that much.








