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Taking 10 minutes to load Daz 8 females
almostfm said:
I appreciate all the help! I should have pointed out that I get the errors listed for all my characters. Not just the one that appeared in the segment of my log file that uploaded.
"All my characters"... Your characters are just a combinations of morphs for G8 base figure, and whenever you load any character that is using G8, all the morphs that you have installed for G8 will be read and morph dials created for them, also for the ones that are not used at that moment.
ultimate-pose-converter-bundle-for-genesis-9contact_40b2015a said:
Hello Icescrib , I want to retarget aniblocks with morph from genesis 8 to genesis 9 d'you think it will work ?
and animations with aniblocks do not slide on the floor ?
it's animations made with facemotion 3D for GEN 8 .. it makes morph because there is no bones on the the face
there is MOJO for Gen 9 but it's not using french speaking.. although Facemotion use reel face capture .
thank you very much
sorry for the english , i am french
iYou might get better answers on the Commercial thread ,RiverSoftArt is really good about answering questions
Issues with Lou's ZeebaRecently I had a friend who had purchased this product and who also recently started having issues with his Genesis 9 base - when bending the thighs up into sitting position the area between the hip bone and the thigh distorted badly. He asked me for help with it. Initially I assumed this was simply him turning off his base JCM parameter (something that happens if you zero out the entire figure) - but upon examining his figure files I found that the Zeeba character installs its own JCM bend morphs for the thighs that are not pinned to the character's body morph (FBM). In a nut shell, the Zeeba JCM was turning on when you bend the legs and was distorting the existing JCM on the hips. I recommended he remove the DATA files for Zeeba - and this fixed the problem with the Genesis 9. I'm not sure who should be aware of this. I have reported bugs in the past and not had much success with DAZ Support. So hopefully someone will pass this matter on to Lou or DAZ. I double-checked the DATA file installation and they were all in the proper file and location. But this needs to be fixed as the Zeeba JCM bends for the thighs are distorting constantly and not just when Zeeba's FBM is turned on. To be blunt, it messes G9 all up in the hips and thighs during posing unless you're using the Zeeba body.
Morph export / Import Issue in UE5So, in the Daz to Unreal export menu, i selected all the morphs i want / need, it goes through its process and then this is the result https://photos.app.goo.gl/doCijULyhDpPvsXe8 <--- please see link.
What am i doing wrong or what is not working... Is G8F Morphs broken? not importing???? i cannot use the morphs i made to adjust the boots for example. It's saying no bones are connected, giving a "0" , from what i remember in previous versions of UE4, when done, there would a slider of some sort...ultimate-pose-converter-bundle-for-genesis-9contact_40b2015a said:
Hello Icescrib , I want to retarget aniblocks with morph from genesis 8 to genesis 9 d'you think it will work ?
and animations with aniblocks do not slide on the floor ?
it's animations made with facemotion 3D for GEN 8 .. it makes morph because there is no bones on the the face
there is MOJO for Gen 9 but it's not using french speaking.. although Facemotion use reel face capture .
thank you very much
sorry for the english , i am french
iI am sorry, I don't work in animation. only 2d stills. Your English is good.
I think my model's lips are a bit too detailedWithout seeing, one culprit could be some morph. The morph may not be related to lips, or even the head in any way.
Not much participation in forums ?Mada said:
Haaaaahahahahahahaha - that is hilarious - and great job on making it fit!

I figured out something a while ago that, while not quite auto-fit clones, takes advantage of DS's morph transfer in a similar way, and I've been misusing that ability ever since.
It's not 100% - some things just don't like being morphed that much, some things wouldn't work with centaur physiology, but particularly with some Blender work to clean things up or mofify them, I can get a lot of things to work.
Something like this piece abusing Lyoness's new Druid Charms bundle needed me to cut some parts out and restitch two copies of it together.If I'm behaving myself, I should cut tail holes in most things, but it's not that vital. This was the very first experiment with it, and the results aren't too bad even without that:
Although if I'm putting enough focus on the butt, I'll probably put the effort in. (And unless I changed course somewhere, I think the fishnets in this one are converted from your recent Nocturne set / expansion )
Sven Dullah said:
While I certainly can appreciate the amount of work and skills that went into this, my brain hurts when I look at it

I get a lot of questions about how they get dressed. Maybe one day I'll render an answer that's something other than "don't care, it's funny".
rcourtri_789f4b1c6b said:
1. There hasn't been a major addition or improvement to Daz Studio in years. Correct me if I'm wrong (or if you disagree profoundly), but I don't consider any developments since dForce (back in 2017) to qualify as "major"--they seem minor or incremental. A bit worrying for a software company, if we can still consider Tafi a software/applications company.
I'd say VDB (and the upcoming emissive VDB that's in the beta but not yet the main release) is not trivial. I also find tools like "Iray Visible to Primary Rays" and the like, while seemingly minor, very useful.
But then, I don't really consider Daz/Tafi to be a software company - they're a marketplace, and to some extent that means they have the problem that they need to try to not their vendors' toes. Lots of features I'd ask for as default have been released as products by the likes of Alvin Bemar and ManFriday, and - as far as I know - the vendors didn't want to sell their work to Daz. These could however be considered additions to the program, albeit paid ones. (And short of completely open-source applications, there's not a lot of programs these days that just hand out every latest update for free - it's all subscription models, or before that "Oh, you want that feature? You'll need to buy this year's version").
WendyLuvsCatz said:
I hate to state the obvious but it could be because of Machine Learning based image generation the so called AI Art
I think it's fair to say that art creation falls into a spectrum between those who want the journey, and those who want the destination.
Daz has for a long time been a fair way towards the "destination" side of that spectrum, given they're a business of premade assets. So they've probably scooped up a lot of people who wanted that convenience.
However, they're still not quite that mythical "make art button" in the same way as algorithmically-generated images are. That's a new offering, further towards the "destination" end of the spectrum. With a few keystrokes, you too can have a picture of George Washington in a skateboard battle with Fozzy Bear... no, not Fozzy Bear dressed as George Washington... no, not George Washington surfing on Fozzy Bear... no, not... you know, I'm not sure this thing entirely understands what I'm asking for.
I think Daz still has the niche of people who actually want the journey and - at least for now - those who want the control. Because at present, the ML images are kind of a one-armed-bandit. Pull the lever, try to see how many of the things you asked for it actually gets right. Perhaps refine the prompt if it keeps getting it wrong, see if that gets you closer. But with my own experimentation with Stable Diffusion, I've often had to go through hundreds of iterations to get something close to what I want, and even then it usually needs fixes.
Prompt interpretation getting better will naturally draw in more people who are "give me art now", but it'll take the rug out from people who are trying to set themselves up as prompt engineers as more and more people can get the results they want.
background said:
I thought we were addressing 'Not much participation in the forums' by um, participating.
Well, it's certainly my take that the forum would benefit from positive interactions that act as inspiration, rather than everyone telling each other why they won't be buying the latest product.
Carrara Non Photo Realistic Works 2BTW - The CEO's eyebrows were a problem. At first, I tried to grow hair on the brow, then use Philemo's plugin to make mesh, and then use the Daz Studio transfer utility to conform the converted hair mesh to conforming - only to have major hassle getting conforming face elements to follow expressions. Ultimately, I simply created a new shading domain on the face for the brows. Balancing a lot of trade-offs trying to get the effects I am going for. The thread on the hair-to-mesh-to-expressions issue, for which I am everlastingly grateful to Wendy for providing a variety of options, can be found here. https://www.daz3d.com/forums/discussion/654501/genesis-figures-custom-conforming-eyebrow-prop-not-always-follow-face-morphs
Geometry editor and morphs cleaning.lilweep said:
is there maybe a subcomponent morph that is activated by those other morphs? Maybe the subcomponent morph under control of those dials has the deltas.
Richard Haseltine said:
Clear deltas will not work with HD morphs, which I would think the pressure morphs must be. Check lilweep's suggestion and check for updates, but if it doesn't help you will need to open a ticket to report the issue.

I`m not sure if i`m doing it right way, but since there is no “Sub-Components” tab and there is a "HD-Limit" tab this is definitely an HD morph and thats a problem. If I turn on HD limit 0, the teeth become normal, but the morph itself loses a lot of detail. HD limit 1 and higher breaks teeth. So, it turns out that I really can’t do anything here on my own? Something like creating a teeth-only countermorph that will bring back the changes? I`m still not sure how this HD things works.
The older generation: Victoria 2/3, Michael 2/3 and their children rendersYou're very kind sazzyazzca. But how could I not share when I have had so much help over the years? It's only fair to return the favour.
I used the version of V3 I had tweaked to sorta fit G8F, and then moved the pose to fit G3F, and saved to create a G3F autofit clone. Here is TriAx GV3 with Rhiannon G3F Crux Attitude clothing. There seems to be less distortion fitting G3F clothing, with the default T pose than with G8F clothing:

And now for something slightly disturbing - activating the M3 morph! Nothing else is changed.

I have to confess I am astonished at how and how much the shoes changed.
And a final one with the A3 morph activated.

Regards,
Richard.
Geometry editor and morphs cleaning.is there maybe a subcomponent morph that is activated by those other morphs? Maybe the subcomponent morph under control of those dials has the deltas.
Geometry editor and morphs cleaning.Clear Delta can only work with one morph each time. You may dial the morph and Clear Delta one by one.
PS: I just noticed I have this product. Will check it later.
Looking for Consultant - add 3d obj garment to daz models in different PosesI would argue in favour of using Blender or Marvelous Designer to do draping simulation for one-off projects rather than using rigging. Transfer Utility rigging process could be time consuming and results may not be as good. Of course, with hard-surface clothing/armour you may want to use rigging process instead of simulation for obvious reasons.
You can see some results of Marvelous Designer draping workflow on my deviantart page.
By the way, I have no wish to consult on this project as I don't have time nor expertise. But I would say that as long as your Blender clothing is fully welded, you should be able to simulate them in Marvelous Designer fairly easily. If clothing is not welded, you may need to look at welding the vertices first.
Additionally, you may want to look into the Sagan Alembic Exporter for an efficient and vertex-exact format (alembic) to get Daz Studio animations into Marvelous Designer and Blender.
Geometry editor and morphs cleaning.Okay, full story. I have a https://www.daz3d.com/umbra-outfit-for-genesis-8-and-81-females clothing set and it comes with some morphs for Genesis 8 itself that simulate the pressure of clothing on the skin. It`s awesome. The sad part - by unknown reason this morphs also affect teeth making them looks weird. Look at the pics below.
And fortunately I know how to fix such things! Ain't my first rodeo! So i put the necessary morphs into favorites, then Geometry Editor > Vortex Selection > Selecting face area with teeth > Morph Editing > Clear Selected Deltas from Favorites... BAH! Didn`t work. Nothing. No effect. It works for every single morph i have, but not for this four. And now i`m here begging for help. Why it didn't work? What else can i do, to stop this morphs ruining her teeth?
Looking for Consultant - add 3d obj garment to daz models in different PosesAre they modelled towards a Daz (base) charatcer?
THen you can import them in Daz Studio and use transfer rigging.
Then it will follow the basic poses of the character, although might need to adjust weightmaps.
Alternatively if the mesh is welded and not too dense, you can add dForce to the clothing, and let the simulation handle the adjustments to the pose.
How Do I Rig clothing for Kat Genesis 9?As crosswind says, the rigging is doen treating the current shape of the clothing as the base shape, then any morphs are projected into the clothing - so you get double-Kat. Reversing the Source Shape out does the opposite - it (tries to) pull the shape out of the item, giving it a shape to fit the base figure. You can then load the original OBJ as a morph, at least if Kat is a single morph, and if you name (not label) itt o match the kat morph it will be used instead of projecting a new morph, which will get you back to where you started.
How Do I Rig clothing for Kat Genesis 9?Use the settings as attached.
Suggest you alwasy use Genesi Base figure rather than a Character to make garments in MD. Then make a Full Body morph on the garment for your character. This is the most standardized and perfect way.
PS: This issue is not weight relevant. If you use Default in Item Shape, TU will transfer Base figure's rigging to the garment.
How Do I Rig clothing for Kat Genesis 9?Hi!
I usually work with Marvelous Designer and Blender. I am now learning DAZ 3D and I exported Kat to Marvelous Designer and did a bodysuit.Until now all is good, then I click on Kat > Edit > Figure > Transfer Utility and this is my settings: Source: Kat, target: Bodysuit.
Anyway, when i click ok, the Bodysuit seems to go inside the body.
I think this is an automatic weight issue? How do I Manually weight paint on Daz Studio? And, if i want to correctly export the body with its bones to rig it on blender, how should I do? Is it also possible to paint weight manually on Daz?
Thanks in advance.Limbs going through ClothingYou want to fix corrective morphs (pJCM or cbs) on this skirt, but you don't have to do so... If you do want to fix it, you need to know at least one modeling / sculpting tool, e.g. Blender or ZB.
If the char in your scene is G3F or G8F, select the skirt while Showing Hidden Properties, you may find a corrective morph : 'pJCMThighFwd_115_L' or 'pJCMThighFwd_57_L' in Parameters pane - Currently Used. If it's G9, it should be 'body_cbs_thigh_x90n_l'. Then you export the skirt to obj file with Base resolution and fix it in external application as above mentioned. Then use Morph Loader Pro to import the fixed obj file to update the corrective morph on the skirt.
As for dForce, turn on 'Start Bones From Memorized Pose' in Simulation Settings pane before simulation.
JCM process creating duplicate formulasRichard Haseltine said:
crosswind said:
Richard Haseltine said:
You are creating two formulas - first by drag-and-drop, then by ERC Freeze. That is why you are getting the error. If you are going to need JCMs for both fdirections then drag-and-drop is the way to go, if there is just the one JCM for bend then you can use either method - but not both.
should not be that reason...there was only one corrective morph that he created, how could there be duplicate urI generated ? Though that was not a standard way, I tried his procs. for times, no error was found.
Drag-and-drop creates a link between the dragged property and the dragged-to property (or vice versa - I can't recall which the poster did). ERC Freeze with the dragged-to property as controller and the dragged property still non-zero also creates a link between them, Two links are two formulas, hence the error.
Oh, you meant ERC Freeze with dragged-to property, i.e. the corrective morph itself... but serious ? That'll be just like Drag 'n Drop twice which is impossible in DS, or write very same lines of formulae into the very same dsf file. I've never done that before so I tried in the latest General Release and Public Build, both of them crashed when ERC Freezing in that way.
So I think there could be the very same formula in two different dsf files but it's not possible to do so in one dsf file with standard functionality in DS, unless one directly modifies dsf files. There was no crash on OP's side 'cause he / she ERC Freezed on Bend property of one Hand joint...













