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Daz 3D Forums > Search
  • Anomaly after importing a morph

    Hi,

    I exported the GF8.0 body in FBX format and imported it into Cinema 4D, to make a morph, for the torso only.
    I changed the position of some points only for the Chest upper and Chest lower parts.
    Then I exported this body modified using OBJ format.
    I used Morph Loader Pro to import this new OBJ file, and create a chest morph called Chest_Morph.

    By moving the slider of this morph, I see that the chest is gradually modified in a correct way (as I wanted it to be)
    But when I release the left mouse button which allows me to move the cursor, I notice an anomaly.
    Indeed, the head of GF8, on which I didn't make any modification, changes very slightly in appearance.

    On the images below, I didn't show the deformation of the torso for this morph, but the parasitic deformation on the face only.
    We see that the profile of the face doesn't seem to have changed, but the mouth is slightly half-opened.

    I noticed that the body of GF8.1 has the same problem.

    Of course, this parasitic deformation is very slight. It can be totaly erased, by applying a Mouth a Closed morph.
    But applying a morph to correct a spurious deformation is an exotic solution !

     

     

     

    By

    Willy2 Willy2 May 2022 in Daz Studio Discussion
  • Daz crashing after new GPU install.

    Hey, so I recently decided to update my graphics card to an RTX 3090 from a GTX 1080ti. After I installed the new card I spent night 1 rendering and it went find and rendered something like 52 renders in a night. Night 2 however, daz crashed after rendering 4-5 renders. I don't get a crash report though, daz just closes. I was told up update my graphics drives which I did and I was also told to update my daz to 4.20 which I also did. After updating my daz to 4.20 I could batch render again, however, all my ghost lights stopped working which I found was a common issue apparently. So I've now downgraded back to 4.16 which is what I was on before and my ghost lights have started working again, however, batch rendering and rendering in general has stopped working. Even if I just click the render button daz will start the render but like 20 seconds later just close on it's own.

    Any idea what the issue could be? I'm not sure where I can upload a crash report but here is a snippet of the end.

    2022-05-13 09:08:41.839 Starting NVIDIA Iray...

    2022-05-13 09:08:41.848 Iray [INFO] - CLUSTR:NETWORK ::   0.1   CLUSTR net  info : Networking is switched off.

    2022-05-13 09:08:41.851 Iray [INFO] - CT:IMAGE ::   1.1   CT     img  info : Plugin "ct" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.851 Iray [INFO] - DDS:IMAGE ::   1.1   DDS    img  info : Plugin "dds" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.851 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_bmp" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.851 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_cut" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.851 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_dds" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.851 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_exr" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.851 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_faxg3" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.851 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_gif" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.851 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_hdr" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.851 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_ico" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.851 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_iff" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.851 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_j2k" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_jng" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_jp2" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_jpg" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_jxr" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_koala" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_lbm" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_pbm" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_pcd" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_pfm" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_pict" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_png" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_psd" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_ras" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_sgi" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_targa" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_tiff" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_wbmp" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_webp" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.852 Iray [INFO] - FREIMG:IMAGE ::   1.1   FREIMG img  info : Plugin "fi_xpm" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.937 Iray [INFO] - IRAY:RENDER ::   1.1   IRAY   rend info : NVIDIA display driver version: 512.59

    2022-05-13 09:08:41.937 Iray [INFO] - IRAY:RENDER ::   1.1   IRAY   rend info : Your NVIDIA driver supports CUDA version up to 11.6; iray requires CUDA version 11.0; all is good.

    2022-05-13 09:08:41.937 Iray [INFO] - IRAY:RENDER ::   1.1   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 3090): compute capability 8.6 will be run as 8.0 by this version of iray.

    2022-05-13 09:08:41.937 Iray [INFO] - IRAY:RENDER ::   1.1   IRAY   rend info : Please look for an update with your software provider to render at optimal performance.

    2022-05-13 09:08:41.939 Iray [INFO] - IRAY:RENDER ::   1.1   IRAY   rend info : Using iray plugin version 5.1, build 334300.9558 n, 27 Mar 2021, nt-x86-64-vc14.

    2022-05-13 09:08:41.998 Iray [INFO] - IRAY:RENDER ::   1.1   IRAY   rend info : CUDA device 0 (NVIDIA GeForce RTX 3090): compute capability 8.6, 24.000 GiB total, 22.904 GiB available, display attached

    2022-05-13 09:08:41.999 Iray [INFO] - IRAY:RENDER ::   1.1   IRAY   rend info : iray photoreal CPU fallback is enabled.

    2022-05-13 09:08:41.999 Iray [VERBOSE] - IRAY:RENDER ::   1.1   IRAY   rend stat : Environment cache size capacity: 5.

    2022-05-13 09:08:41.999 Iray [INFO] - BLEND:RENDER ::   1.1   BLEND  rend info : Plugin "blend render" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.999 Iray [INFO] - IRAY_CLOUD_CLIENT:NETWORK ::   1.1   IRAY_C net  info : Plugin "iray_cloud" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.999 Iray [INFO] - IRAY_CLOUD_CLIENT:NETWORK ::   1.1   IRAY_C net  info : Plugin "irt_cloud" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.999 Iray [INFO] - IRAY_CLOUD_CLIENT:NETWORK ::   1.1   IRAY_C net  info : Plugin "nitro_cloud" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:41.999 Iray [INFO] - IRAY_CLOUD_CLIENT:NETWORK ::   1.1   IRAY_C net  info : Plugin "iq_irt_cloud" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:42.000 Iray [INFO] - IRT:RENDER ::   1.1   IRT    rend info : Plugin "irt" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:42.000 Iray [INFO] - EIAXF:IO ::   1.1   EIAXF  io   info : Plugin "axf importer" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:42.000 Iray [INFO] - ICB:IO ::   1.1   ICB    io   info : Plugin "cb_importer" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:42.000 Iray [INFO] - IRAY_CLOUD_CLIENT:NETWORK ::   1.1   IRAY_C net  info : Plugin "iray_bridge_snapshot" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:42.000 Iray [INFO] - IRAY_CLOUD_SERVER:NETWORK ::   1.1   IRAY_C net  info : Plugin "iray_bridge_server" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:42.000 Iray [INFO] - EEMI:IO ::   1.1   EEMI   io   info : Plugin ".mi exporter" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:42.000 Iray [INFO] - EIMI:IO ::   1.1   EIMI   io   info : Plugin ".mi importer" (build 334300.9558, 27 Mar 2021) initialized

    2022-05-13 09:08:42.001 NVIDIA Iray GPUs:

    2022-05-13 09:08:42.001 GPU: 1 - NVIDIA GeForce RTX 3090

    2022-05-13 09:08:42.001 Memory Size: 23.9 GB

    2022-05-13 09:08:42.001 Clock Rate: 1725000 kHz

    2022-05-13 09:08:42.001 Multi Processor Count: 82

    2022-05-13 09:08:42.001 CUDA Device ID: 0

    2022-05-13 09:08:42.001 CUDA Compute Capability: 8.6

    2022-05-13 09:08:42.001 PCI Bus ID: 1

    2022-05-13 09:08:42.001 PCI Device ID: 0

    2022-05-13 09:08:42.001 TCC Mode: disabled

    2022-05-13 09:08:42.001 Display: attached

    2022-05-13 09:08:42.001 NVIDIA Iray Scheduling Configuration:

    2022-05-13 09:08:42.001 CPU Load Limit: 16

    2022-05-13 09:08:42.001 CPU Thread Affinity: disabled

    2022-05-13 09:08:42.001 GPU Load Limit: 1

    2022-05-13 09:08:42.158 Total class factories: 2078

    2022-05-13 09:08:42.159 Creating Script Engine...

    2022-05-13 09:08:42.168 WARNING: 3DConnexion Plug-in Error: Could not create Device, CoCreateInstance failed

    2022-05-13 09:08:42.169 3D mouse support library could not be loaded.

    2022-05-13 09:08:42.169 Creating Main Window...

    2022-05-13 09:08:42.170 Creating Viewport Manager...

    2022-05-13 09:08:42.197 Successfully created OpenGL viewport for Viewport1.

    2022-05-13 09:08:42.254 Successfully created OpenGL viewport for Viewport2.

    2022-05-13 09:08:42.291 Successfully created OpenGL viewport for Viewport3.

    2022-05-13 09:08:42.328 Successfully created OpenGL viewport for Viewport4.

    2022-05-13 09:08:42.371 Creating Action Manager...

    2022-05-13 09:08:42.376 Creating Pane Manager...

    2022-05-13 09:08:42.465 Successfully created OpenGL viewport for AuxViewportView.

    2022-05-13 09:08:42.895 Updated metadata for 0 of 1 items.

    2022-05-13 09:08:43.031 Executing startup script...

    2022-05-13 09:08:43.077 Started in: C:/Users/CellStudios/Desktop/DAZ Studio_4.5_(64-Bit)/DAZ 3D/DAZStudio4 Public Build

    2022-05-13 09:08:43.077 DAZ Studio Started

    2022-05-13 09:08:43.077 Creating Pixel Buffer

    2022-05-13 09:08:43.097 Pixel buffer - Width: 1024 Height: 1024

    2022-05-13 09:08:43.097 Compiling OpenGL Shader...

    2022-05-13 09:08:43.101 Fragment Shader:

    Fragment Shader compiled successfully.

    Linking Shader:

    Shader Program successfully linked.

     

    2022-05-13 09:08:43.486 WARNING: ..\..\..\..\..\src\sdksource\cloud\dzcloudtasknotifier.cpp(660): sync completed successfully, 1 items succeeded, 0 items failed.

    2022-05-13 09:08:43.486 Metadata update succeeded.

     

    By

    zillaboom_6832aa1fb9 zillaboom_6832aa1fb9 May 2022 in Technical Help (nuts n bolts)
  • iClone 8 and CC4 anyone?

    Apparently CC4 and iClone 8 have been released.

    Has anyone bought these new versions or had a chance to evaluate them? Anything worth knowing for DAZ Studio users? Such as how easy is the export/import between the two applications? What are the limitations (geografts/geoshells, etc.)? Do they compliment DAZ Studio or are they an alternative?

    By

    marble marble May 2022 in The Commons
  • Tutorials for creating new figures from scratch.
    Hi all! I have created a number of figures for my work that are literally a main body and appendages, whether that's landing gear or three legged aliens. So far that has meant making the objects in Blender and after import, making sure they are stacked correctly in the hierarchy window. But many folks have suggested converting them to figures... but I not only have no clue on this, but I don't even know the language to search properly. Are there tutorials out there that I can find or even could someone tell me the keywords to search for? Thanks!!

    By

    Aabhnormal Aabhnormal May 2022 in Technical Help (nuts n bolts)
  • Decal suddenly showing bright background on all characters that worked in previous renders

    Hello everybody,

    I'm currently working on a pool scene that involves decals to simulate water running down G8's body, but I've run into an issue that I just cannot resolve.

    For some reason if I import a new character into the scene and use the decal it will now have the area where the decal intersects with G8's body show up a lot brighter than the rest of the body (see left side of screenshot).

    Existing characters in the scene that use the same decal work just fine. This even holds true for the very same character - I used the same sub scene for a specific G8 - the one I had added to the scene a few days ago (right side of screenshot) still works fine, but the newly imported (and identical) one will have the issue.

    While tinkering around I noticed that the issue does not seem to appear when I use a spotlight. In my scene I use several mesh lights (a lamp prop with the glass set to emit white light) and setting just one of them to visible triggers the behavior.

    The product I'm using is the WetFX decal kit by KindredArts (https://www.daz3d.com/wetfx-decal--shader-kit), although I don't think it's the product that's the issue here, since it has worked fine in the same scene before. I'm running v4.20 of DAZ Studio with the most current nVidia drivers.

    I'm happy to provide more details, I'm just not sure what is relevant.

    Any suggestions or pointers in the right direction would be much appreciated.
     

    By

    mpathy mpathy May 2022 in Technical Help (nuts n bolts)
  • Daz to Blender Bridge - Meet the Team

    Hi!

     

    Is there any way to import .duf files directly into Blender to pose and render in there?

    Unfortunately, my DAZ Studio 4.20 is totally kaput and unusable at this time. There are techs working with me to T/S D|S for the issues, but I can't afford to wait around to get it fixed. It is able to load some things, like .obj files. However, it cannot load the figure I want to use at all so that I can export a posed character as an .obj file, so that option is completely out. There is no associate .obj file hidden in a Geometries folder that I can find anywhere.

     

    What I need is to import a figure directly into Blender using the product's .duf file where I might be able to convert to a model that Blend works with and try posing it there.

     

    Can anyone help, please!?

     

     

    Thanks in advance,

    Ryuu

    By

    Ryuu@AMcCF Ryuu@AMcCF May 2022 in Blender Discussion
  • pJCM Poses - For Clothing Creators - Questions

    thank you  !
    I tried and you can't change the Name in "Parameter settings".
    I redid my morph from scratch with the right name.
    The transfer into Morph Loader Pro is successful.
    But I don't see where he is?
    When I put the pose on my character, the polo shirt does not run.
    I don't see it anywhere.
    I thought it was the quality of my import.. I redid it to be independent (my .obj with another name) and this time it appears and I have the little cursor and everything works very well in the slider...But it is not automatic...
    I think I have a particular concern. Maybe using Morph loader pro? I'm stuck. Do you have an idea?

    By

    Wojtko Wojtko May 2022 in The Commons
  • Loading Wardrobe Figure Originally Intended For?

    Most Genesis product names include Generation name, but otherwise you can right click on the product and select "Edit Metadata", and look under "Files".  Otherwise you can select "More Information" to open the ReadMe file.

     

    By

    Taoz Taoz May 2022 in The Commons
  • How to import weight map for custom contents?

    Not to derail Icemage1993's thread, but in "painting" in/on the weight maps within D|S, we are essentially paint-projecting onto the mesh/internal UV map.  Is there a way(for congruency) to paint "weight maps" in corresponding blue to red values onto a UV map(outside of D|S), and import that in to D|S as a weight map?  Especially for symmetrical clothes, parented props, geografts, and other items?  It would be a lot easier to try and experiment with different weight ratios without having to painstakingly repaint a complicated mesh within D|S.  -David

    By

    Starkdog Starkdog May 2022 in The Commons
  • SOLVED: Daz Studio looking for animation that doesn't exist

    The inital message means just what is says - the rpeset was saved as a play range, not a single frame, and the ttoal number of frames in that is higher than the current settings in DS so it is asking permission to add extra fames to the play range. That won't affect the render settings. The log file shows the last rnder completing, then there was obviously a crash (or forced quit) as theer is no line for existing before the start of the session that was active when you loaded the log. Unforunately the log starts after the load started - try opening the log without reopening Daz Studio, or leave it open, import the pose and render, then allow the log to update and save that.

    By

    Richard Haseltine Richard Haseltine May 2022 in Technical Help (nuts n bolts)
  • How to import weight map for custom contents?

    I have exported rigged weight mapped props from blender using dsf exporter, those import into DS with rig / weight map.

    https://www.daz3d.com/forums/discussion/67464/getting-objects-from-blender-to-ds/p3

    By

    stem_athome stem_athome May 2022 in The Commons
  • Make Blender reveal vertecies assigned to multiple vertex groups [Solved]

    lukon100 said:

    TheMysteryIsThePoint said:

    lukon100 said:

    TheMysteryIsThePoint said:

    @lukon100 Sorry, I just now saw this:

    import bpy

    o = bpy.context.active_object

    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.mesh.select_mode(type="VERT")
    bpy.ops.mesh.select_all(action = 'DESELECT')
    bpy.ops.object.mode_set(mode = 'OBJECT')

    for vertex in o.data.vertices:
        if len( vertex.groups ) > 1:
            vertex.select = True

    bpy.ops.object.mode_set(mode = 'EDIT')

    Thanks, The Mystery.

    So I assume this is a script to reveal verticies that belong to more than one vertex group.

    I intuit that "len( vertex.groups ) > 1:" is the condition in which a vertex belongs to more than on vertex group.

    If so, can another script be made to identify verticies that belong to NO vertex group, by the condition:

    "len( vertex.groups ) = 0:" ?

    Yes, your intuition is spot on, but it would be with a double equal sign, i.e.  "if len( vertex.groups ) == 0:"

    Awesome help from you, Mysteryis!

    Now I just gotta learn how to run custom scripts in Blender. I've never done that sort of thing before.

    1. Right click on the bottom boundary of the 3d viewport, and select Horizontal Split. Drag it up a little bit.
    2. Now go to the drop down on the new window's upper left corner, and select "Text Editor" or hit Shift-F11.
    3. Click "Open" and navigate to the script.
    4. Make sure your object is selected, and in object mode.
    5. Click the triangle pointing to the right to execute the script.

    It'll be left in edit mode, with your vertices of interest selected.

     

    By

    TheMysteryIsThePoint TheMysteryIsThePoint May 2022 in Blender Discussion
  • SOLVED: Daz Studio looking for animation that doesn't exist

    Things were working fine on a few renders.

    Then on my latest attemoted render I don't even have the animation pane open or docked. When ever I try to load a pose I get a DS popup :

    "Animation Range: Total Frames

    This preset contains information for frames beyond the length of your current timeline. Would you like to add frames to the timeline in order to import the entire file"

    I check no and it lets the pose preset load.

    I only use the timeline for dforce, which I did use in the affected scene before loading poses.

    When I try to render it seems as though it is rendering an animation, even though in Render settings it is set at current frame.

    When I close the render it shuts down Daz Studio. (Just stops and I go to desktop, no warning, no crash notice).

    I see nothing that even reflects Daz Shut down in the log. I see some warnings in the log dealing with plugins dealing with .dll files om startup.

    I'm at a loss as to how to get things working again.

    Windows 10. Most current Daz Studio 4.20.0.17 (64-Bit). 2080ti studio driver 511.65.

    By

    Umi no Senshi no Ishi Umi no Senshi no Ishi May 2022 in Technical Help (nuts n bolts)
  • Make Blender reveal vertecies assigned to multiple vertex groups [Solved]

    TheMysteryIsThePoint said:

    lukon100 said:

    TheMysteryIsThePoint said:

    @lukon100 Sorry, I just now saw this:

    import bpy

    o = bpy.context.active_object

    bpy.ops.object.mode_set(mode = 'EDIT')
    bpy.ops.mesh.select_mode(type="VERT")
    bpy.ops.mesh.select_all(action = 'DESELECT')
    bpy.ops.object.mode_set(mode = 'OBJECT')

    for vertex in o.data.vertices:
        if len( vertex.groups ) > 1:
            vertex.select = True

    bpy.ops.object.mode_set(mode = 'EDIT')

    Thanks, The Mystery.

    So I assume this is a script to reveal verticies that belong to more than one vertex group.

    I intuit that "len( vertex.groups ) > 1:" is the condition in which a vertex belongs to more than on vertex group.

    If so, can another script be made to identify verticies that belong to NO vertex group, by the condition:

    "len( vertex.groups ) = 0:" ?

    Yes, your intuition is spot on, but it would be with a double equal sign, i.e.  "if len( vertex.groups ) == 0:"

    Awesome help from you, Mysteryis!

    Now I just gotta learn how to run custom scripts in Blender. I've never done that sort of thing before.

    By

    lukon100 lukon100 May 2022 in Blender Discussion
  • How to import weight map for custom contents?

    icemage1993 said:

    I modelled and weight painted it in blender and exported it as OBJ file.

    OBJ is an unrigged format and while it can support extremely basic vertex groups, cannot actually contain a true bone weight map.

    The only workable method I currently have for transferring rigged figures out of Blender is to go via MikuMikuDance format and a now-hard-to-find DLL for importing that into DS, *then* transferring that weighting back onto an untriangulated OBJ import (MMD formats force triangulation). DS and Blender do not agree about any standard rigged interchange format I'm familiar with.

    By

    Matt_Castle Matt_Castle May 2022 in The Commons
  • How to import weight map for custom contents?

    Generally it's better to weight-map in DS rather than an external application, though I think DS will import some (Motion Builder?) weight-mapped figures from FBX.

    By

    Richard Haseltine Richard Haseltine May 2022 in The Commons
  • Custom vertex normal in Daz

    One of my biggest annoyances in DS. Looks amazeballs in blender, bring it into DS and it looks like poopballs instead with normal artifacts. Creation process takes ten times as long, having to be sure to import often, to make sure my changes still work in DS properly, before I get too far along and can't undo enough to get back.

    By

    RL_Media RL_Media May 2022 in Daz Studio Discussion
  • How to import weight map for custom contents?

    Hello guys, Iam making this simple short dress for genesis 8 female.

    I modelled and weight painted it in blender and exported it as OBJ file.

    When I import and try to fit it to g8f, everything is working fine, except for the weight map.

    This weight map option here, if I tick it, then Daz will automatically make a new weight map for the dress, completely disregard my hand painted weight map.

    What did I do wrong, guys, or the weight map must be painted inside daz studio?

     

    By

    icemage1993 icemage1993 May 2022 in The Commons
  • Diffeomorphic DAZ Importer version 1.6.0 released

    I did report some issue with dforce hair a while ago (on page 9 here on the forum). I had issues with dforce body hair correctly export and import into Blender which got fixed. I did now various tests with head hair and something seems broken. Is it normal that the conversion phase takes like 5-10 minutes with not so heavy hair? My guess is that it's taking so long because the amount of generated single hair strands is insane. I tried it with https://www.daz3d.com/dforce-navarro-hair-for-genesis-8-and-81 and the generated single hair strands are somewhere in the tens of thousands, that's way too much. Converted mesh hair usually ends up somewhere between hundreds and a few thousands. Is it maybe possible to implement a option that for example only like 1 out of 5 hairs within a certain radius get considered and the rest filled in with children? I'm not sure if that would fix the performance issue of the conversion though.
     

    By

    surody surody May 2022 in Blender Discussion
  • Converting Male to Female, with shapes?

    Ok, so first, let me explain what I am wanting, and why. 
    I have a plugin (very expensive) in C4D that creates control rigs and links face mocap data to G8M. I know this workflow and have used it in the past with great results. 
    It looks like the company that created this plugin no longer supports C4D, as I was going to buy the G8F version (not the most wallet friendly way to go about things but, I know the workflow and produces good results)
    But I cant get or locate this plugin, I have contacted the developers of the plugin, without a reply. 
    But production needs to go on, and characters are always the first to get sorted. 
    I have tried using the plugin on G8F, but it knows (even after file renaming etc) that its not the G8M, and wont allow me to work. 
    Is there a way, such as a plugin or way to export etc (currently using Daz to c4d bridge) to export a G8F with a G8M name (not sure how plugin recognises that is not G8M, but must be some sort of metadata etc). I tried using the daz plugin Cross Figure for Gen 8, but that does not allow to use female paremeters/ shaping etc to get the look I want, it appears to be purely for clothes. 
    Ideally, I want female shape sliders/morphs, applied to a male and I can easiliy relink textures etc. 
    Anyone with any ideas/ methods?
    Thanks, 
     

    By

    Ken_9629cf53 Ken_9629cf53 May 2022 in The Commons
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