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Opinions needed for Shape conversion products
You use Style - MMX-Dark DS ? You may check and customize Base / Accent color in : Windows - Style - Customize Style...
That Auto Follow toggle should have nothing to do with the 'Style' and/or Colors. Auto Follow in figure's head / body / partial morph means that the conforming wearables will 'auto follow' the morph(s), i.e. the morphs will be triggered in Wearables' hidden properties after 'fitting'.
Opinions needed for Shape conversion productsWhen I enable Auto Follow the name of the morph goes dark! So not if Auto Follow applies only to when clothing or hair or props are conformed to the figure so maybe Auto Follow isn't needed for the main figure?
If I will buy genesis 9 chain can I use it to genesis 8?foxyfoxfurries said:
crosswind said:
That's nice !
Well, Parenting to G8 means that you don't FIT the necklace to G8 but just load the necklace to the scene (do not select G8 first). Then select G8's Neck Lower, and drag the necklace to Neck Lower. ( Or right mouse button click on Necklace and 'Change ... Parent to...') So there will be no Auto-Fit dialogue popping up and it's a simple way to use some Wearables across Genesis generations.
But this product won't work well in this way... you have to adjust a lot by Scaling and tweaking Translate and Rotate. It is not like a parented short hair and it's unconformed, so it won't well follow the neck(s) rotations...
I tested the product. Auto-Fit with G9's Clone works well, and there're quite a few morphs on the necklace. Pls feel free to tweak them to make a better fitting.
Oh ok I understand! thank you very much you helped me a lot! Well I tryed to click with the mouse and make it change but didn't actually understand what I need to change haha.
The outofit you gave me its actually looking good I wont lie I really liked how it looks and my girl hair cover when it comes more small any way.
If you have some way to fix it to make it without make it small behind it's can be cool but also with that it looks awesome :PI don't get it... You mean the necklace is a bit small on the back of your characters neck ? That'll depend on the body morph you use. I found no problem on G8 Base. Or you name the character you use and post a screenshot... Everything could be fixed.
Opinions needed for Shape conversion productsOK, followed all of Jay's tutorial. Got all my custom morphs moved to the OBJ. I've run into are some strange bits.
1) They all come in so you can't see the title. I THINK I got that figured out but not sure. If I click on the second to the left icon it tells DS not to auto follow and the title of each morph lights up but not sure if that's correct.
2) The sort order is all backwards and I can't figure out how to have it sorted in the correct order, I'm stickler for that. How do I go about that? DO I need to be in Edit mode (which I am but can't find how to sort the dials in the proper order.
Thanks for feedback and help! :-)
Genesis 9 Morphs to Genesis 8 Female when?FSMCDesigns said:
ArtofGohan said:
FSMCDesigns said:
Plenty of shape and morph converters to move your G8 items to G9. This way you don't have to deal with any warping or distortion from autofit issues when autofitting G9 clo9thing to G8
I can't use G9. I do NSFW artwork and my custom characters don't convert right, unfortunately. I think it has to do with the idea of Gen 9 being a UNI mesh and not having female and male bodies being separate. Hopefully Gen 10 goes back to having separate bodies cause its sort of hurting NSFW artists to upgrade.Not sure what the issue is, but I do mostly NSFW images also and use G9 all the time. I have several custom G8 full body morphs that I use most of the time and with the ManFriday converter, was able to transfer all of them over to G9, so which figure I use depends on what skin UV I want to use and what little clothing or heels I want to use.
Well i tried Sickleyields and it didn't covert them right at all to where they kept either being all screwed up or not looking right. Reason being is the models im trying to convert were taller than the gen 9 and also their chest areas are way bigger so it screws up the conversion process. If there was a better way to convert them, I would do it in heartbeat.[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]Xagrim said:
The char has three sliders.
Sloane Body (Only the body dials in)
Sloane Head (Only the head dials in)
VYK_Sloane (Its the body but if oyu dial in the sloane Head dials in too.)
So i think the Head is the important thing. The file is called "Sloane Head.dsf" But i have checked the files and i don't think a morph is missing.But the curiousity is if i dial out the victoria 7 on the original Genesis 3 they look similiar (error2)
The left in error 1 is the original Sloane.
Its crazy.
That makes it sound like the converted Victoria 7 morph is not dialed in or converted incorrectly?
export only visible object problem (brings to morph loader problem)Hi,
I have tried both both the instructions of this video [video link removed] to convert some heels from G3F to G8F, which is similar to what indicated from this thread https://www.daz3d.com/forums/discussion/comment/8405866/#Comment_8405866 for G8 to G9, and it would seem OK, but I got a small glitch.
The step where I have to use morph loader pro to load the original shape of the shoes fails with a geometry error, and I realised with some trial, that the problem is because even if I select only the G3F shoes and they are the only thing visible, Daz exports as OBJ everything that is in the scene, not only the visible objects.
To be clear, nothing to do with base geometry or high geometry, it was set to base, and more importantly, I checked the OBJ even with Daz itself, it really puts everything in it as one object, not just the visible shoes.
I actually did a test even deleting (not just hiding) all the characters and leaving only the shoes, one pair hidden one visible (removing the characters means it is not really useful anymore, but whatever), but the result is the same - if I export, both pair of shoes, the visible and invisible one, are in the OBJ file.
I tried both exporting from the menu and using directly the icon, that is not the problem. The funny side is that I use version 4.21 final, the video used the beta version of 4.21 and clearly did not have the problem.
Does anybody know a way to export only a given object (and again, yes, I did try the hiding approach, it did not work) ?
I cannot even try do the longer "save the object of G3F with right shoes, save as OBJ base res, load G8 with the shoes, and load with morph loader pro" process (counting the only difference would be the shoes shape), because it would save the entire character, not only the shoes, and even at base resolution, G3F and G8F have different geometry (I even checked with the mesh statistics), so, morph loader pro would complain (correctly) about the different geometry.
Thanks
Taking 10 minutes to load Daz 8 femalesOptimal way -:
Always wisely install Characters / Shaping products;
Activate/deactivate morph *.dsf files on demand ( with Turbo Loader or some app. );
Fix all duplicate formulas;
Resolve all warnings of 'Formula output property not found' and 'Formula target property not found' if one sees hundreds of even thousands of these warning msgs in log. It requires more knowledge, tricks and time but it's worth doing if one really cares about loading time.Morph Loader Pro - Geometry did not match, but I did not make any changesvideoninja719 said:
OK i works now, just heads up for anyone else having problem, for genesis 9 to wrap set to base resolution and sub to 0, also remove eyes, eyelashes teeth
Thank you. Spent a good 2 hours just trying to export and then Morph Loader Pro the same file without modification. But exactly: change those params and remove the eyelashes (teeth I didn't have)
Taking 10 minutes to load Daz 8 femalesWe've known for a few years what causes the slow loading, it's a combination of events happening at the same time.
First - The process used to load a figure is single threaded, this means DS is only using a small fraction of the power of your CPU.
Second - The number of files DS has to read and process every time you load the base G8F or a G8F character DUF. Some people have well over 200,000 files in their "data/DAZ 3D/Genesis 8/Female" folder.
Third - Formulas - Pretty much every DSF file in the figures "Morphs" folder has them, and depending on the file you can have anywhere from a couple to over a 1000. Your average G8 character has over 1500 of them, roughly 550 in the head morph, roughly 950 in the body morph, and several more spread through the other files.
Fourth - Error messages - depending on how bad you are above, then the more of these you have in the log, the longer they can stretch out load times.
Easiest way to think of it is to pretend DS is a truck, and G8F is the trailer it'a towing, the more stuff you have loaded into the trailer the heavier it gets, and the more effort the truck has to use to get it moving. Bottom out the suspension on the trailer and the truck will still move it, it just takes a hell of a lot longer to get up to speed and even longer to slow down again. Add in alarms (error messages) and the truck has to slow down and stop, check and report the alarm, then start moving again. On a light load you'll barely notice the errors, on a heavy load your going to be there all day trying to load the figure.
To give you some idea of "how bad", I helped one user deal with a 65 minute load time for G8F, the log was over 2Mb in size, now for a .txt file that is huge.
2 sets of Duplicate Formulas, 8 bad parent, and the rest were a mix of the two variants of "Formula output/input property not found". Over half the log was from one product, they weren't happy about uninstalling it, but that cut their load time in half, by the time I'd talked them through dealing with the rest of the errors, their load time was down to just under 10 minutes.Displacement map seamsI want to create a displacement map for a workaround of creating HD morph. Here are my steps:
- Sending the character to zbrush with GoZ
- Subdivide the chararactor 5 times.
- Creating morphs
- Export displacement map with ZPlugin -> Multi Map Exporter
- Import exported map into daz
The displacement map works, but seems like the entire torso was pushed outwards. I have no idea how to fix this, I alse tried method mentioned here but with no luck.
Does anyone successfully create a displacement map from zbrush? Please help.
Clothing Converter Heelscrosswind said:
Converting high heels shoes is a bit cumbersome from G8 - G9 or vice versa. It's easy for the vendors to do so but not for us since we don't have the original project files...
But actually all heels could be 100% perfectly converted across generations as long as we know the tricks + knowing one modeling / sculpting software. Key steps as below:
0) Well use Clone to align 2 figures, try to make them have the same feet poses AMAP. Save G9's feet pose as a High Heels Pose Preset ( very important! );
1) Load high heels to G8, auto-fit high heels to G9 with G8's Clone
2) Export G8's high heels to obj file. Import it to G9's high heels with Morph Loader Pro to make a 'Base Fix' morph dial (import options: Reverse deformations + Delta only)
3) Reset G9's pose, apply G9's High Heels Pose Preset
4) Export G9 figure + G9's high heels to obj file. In Blender or Zbrush... tweak the high heels' shape by sculpting. Import back to Ds to update 'Base Fix' morph on the heels
5) Check all cbs (corrective morphs) in hidden properties of high heels by rotating G9's feet. Fix them if there's distortion, as well as bs (base shape) of the characters you use. Fix them as needed.I ever converted some. Here's an example.
Thank you, I'll give this a try.
The Girl (Gen 3) Expansion Kit and Other Old AssetsWell, I purchased Boopsie, and while examining the ReadMe I discovered that "You must have DAZ3D's the Girl and Kim Goossens’ the Girl Morphs (emphasis mine) installed on your computer for Boopsie to function properly".
I brought Boopsie into Daz, and sure enough, a file called "! INJ KG Morphs" returned an error message about missing deltas. So for full functionality I will need to somehow acquire that old morph pack.
Some years back I was able to sweet-talk a staffer into "unretiring" the old DAZ Camel and allowing me to buy it, though this was before the whole "submit a ticket to tech support" thing that's used nowadays.
[soapbox]This is what grinds my gears about "disappearing" older content: sometimes other older content that grognards like me still get good mileage out of requires the "disappeared" stuff to function fully. But ultimately that's not my call to make.[/soapbox]
Animate2: Baking timeline to aniblock gone wronganiMate 2 works on V4 and earlier even.
Something to know:
When "Create New aniBlocks from Studio's Timeline", it HAS to start at frame 0 no matter what you want. It has to. It's taking everything you have key framed for that figure's joint rotations on the timeline, and packages them up into a non-linear animation block - an aniBlock.
I always animate starting from frame 30. So when I create a new aniBlock from my animation, it also grabs those first 30 frames. So I move the aniMate time scrubber to the one second mark, cut the new aniBlock and delete the first 30 frame using the garbage can icon. That information (the first 30 frames) is still within the clip - I just clipped it off is all. To remove those, I select the clip so it's no longer blue and click the Crop icon. Now if we save the aniBlock, those first 30 frames won't be there.
If we also want to collect Morph information, like Arms Up/Down, Torso Twist, Hand Fist, Expressions, etc., we need to check the little radio button that says to include Morphs, etc.,
That pops up after Right-click > Create new aniBlock from Studio's Timeline.
If you have an animation on the timeline and then you go into aniMate > Right-Click > Bake to Studio's timeline instead of Create aniBlock, yeah... it'll mess things up and we have to start again.
If you really want to safeguard your animation befpore making an aniBlock, save it as a Pose file somewhere first and check the All Frames option.
The Girl (Gen 3) Expansion Kit and Other Old AssetsRichard Haseltine said:
pwiecek said:
There was also a product called Grrrl. I can't find it in the store, but there is Grrrl! Plus! the wording of the promo page makes it look like Grrrl is included.
https://www.daz3d.com/grrrl-plus
As far as I can remember, this and Boopsie were the only morph packs. Everything else was individual all or nothing characters.
I think Grrrl Plus was an add-on for Girl 3, not for an intermediate product.
There's two Grrrl Plus products, one is a complete add-on for The Girl, and the second is an upgrade to people who already owned the original add-on, "Grrrl!".
https://www.daz3d.com/grrrl-plus-upgrade-from-grrrlClothing Converter HeelsConverting high heels shoes is a bit cumbersome from G8 - G9 or vice versa. It's easy for the vendors to do so but not for us since we don't have the original project files...
But actually all heels could be 100% perfectly converted across generations as long as we know the tricks + knowing one modeling / sculpting software. Key steps as below:
0) Well use Clone to align 2 figures, try to make them have the same feet poses AMAP. Save G9's feet pose as a High Heels Pose Preset ( very important! );
1) Load high heels to G8, auto-fit high heels to G9 with G8's Clone
2) Export G8's high heels to obj file. Import it to G9's high heels with Morph Loader Pro to make a 'Base Fix' morph dial (import options: Reverse deformations + Delta only)
3) Reset G9's pose, zero Clone, apply G9's High Heels Pose Preset
4) Export G9 figure + G9's high heels to obj file. In Blender or Zbrush... tweak the high heels' shape by sculpting. Import back to Ds to update 'Base Fix' morph on the heels
5) Check all cbs (corrective morphs) in hidden properties of high heels by rotating G9's feet. Fix them if there's distortion, as well as bs (base shape) of the characters you use. Fix them as needed.I ever converted some. Here's an example.
Opinions needed for Shape conversion productspaulawp (marahzen) said:
I actually am finding a small eye problem that crops up with a fairly routine G8 -> G9 transfer with the ManFriday converter (and, I would bet, other conversion processes and utilities, since this is going to be about the separate eye geometry in G9 in general) that in my brief test becomes noticeable with comparatively extreme eye poses. It seems to come in at the point of adjusting rigging to shape. In my initial test - this is in territory I don't know well - it appears that this step, run without any special changes - fixes the eyelid so you don't get eyelashes tracking into the eye, but introduces an eye gap. I tracked down some old threads on the subject of eye rigging and I got to the point of confirming that it doesn't -appear- to happen if you uncheck the eye/eyelid parts of the standard adjust rigging to shape, but I haven't figured out how to safely use the Adjust Eye Rigging step under G9 Dev Utilities. It says to "Put the Parameters Pane in Edit mode and select a morph" which sounds like maybe something I shouldn't do if I'm not sure what I'm doing. Barbult, do you know how this is done? ChangelingChick had popped in to comment on an old thread but I don't think that person has been involved in any of the current threads.
As long as one uses Clone to convert G8 to G9, there must be eyeballs rigging issue and Irises distortion, etc. and it's more serious in Stylized characters. I use Wrap with pair points, so rarely see rigging issue but just tiny distortion on Tears.
For re-rigging eyes, RMB-click on Parameter list, check Edit, then select the morph dial of G8 that you imported via Morph Loader Pro. Click Adjust Eye Rigging in Dev Tools panel. In most of the cases, it works like a charm.
@barbult, pls correct me if I'm wrong.
Help installing Kids 4 (Solved)You neeed to run that initialization program in "Runtime\Libraries\!DAZ\DzCreateExPFiles-K4.bat". It will create the support folder and all the morph references. Installing with DIM calls that routine automatically, IIRC. If you have Morphs++ and the Power Loader, you can configure which morph injections to create and use each time you load a K4 figure. You need to generate the ExP files at least once for every morph package that is added (for all Millennium Generation 4 figures).
Genesis 9 Morphs to Genesis 8 Female when?ArtofGohan said:
FSMCDesigns said:
Plenty of shape and morph converters to move your G8 items to G9. This way you don't have to deal with any warping or distortion from autofit issues when autofitting G9 clo9thing to G8
I can't use G9. I do NSFW artwork and my custom characters don't convert right, unfortunately. I think it has to do with the idea of Gen 9 being a UNI mesh and not having female and male bodies being separate. Hopefully Gen 10 goes back to having separate bodies cause its sort of hurting NSFW artists to upgrade.Not sure what the issue is, but I do mostly NSFW images also and use G9 all the time. I have several custom G8 full body morphs that I use most of the time and with the ManFriday converter, was able to transfer all of them over to G9, so which figure I use depends on what skin UV I want to use and what little clothing or heels I want to use.
Clothing Converter HeelsWhat boots are those? They might be ones where you're supposed to hide the feet, or which had a custom fit morph for them.










