-
Too many morphs or should I just give up on this?
crosswind said:
...Might not all be exactly how the PAs do things, but this was working for me:
https://www.deviantart.com/catherine3678ab/art/Making-pJCMs-for-Clothing-872454630
In it I make a third morph as a controller morph for the 2 thigh morphs if doing the splits ;-)
@Catherine, yea I've ever read that. But if I remember correctly, the 3rd morph you created was not a controller morph other than a corrective morph still... then 2 pjcms are its controller, n'est-ce pas?
And you might've used Scalar, I guess ~~

Good catch, that sounds more like it. It had its own morph which was dialed if required by the 2 pjcms.
Generate morphs for Morningstar Wings....
He said he did that... otherwise he had no way to have obj imported and saw that distortion. I've not used Legacy for a long time but I tried it again with these wings. Only when setting wrong Scale values, I could see 'distortion'.
Thank you! Your method has meant a considerable improvement in the results I have obtained, there is no doubt about that. However, it still doesn't work.
You see, my model is a 1.65 meter (5.41 f) G8.1 Female and the Morningstar Wings are exaggeratedly larger than her by default.
Scaling the wing bones has given me results and relocating the entire rig, but, in my opinion, in the hypothetical case that a human being could develop wings, the most suitable bone to support that structure would be the scapula. I'm not an anatomy expert, but this is fantasy!
The point is that with the scaling of the bones I can adapt the wings much better, but they do not coincide with the scapulae. Once I have the mesh of the model and the wings in Blender, adapting both figures so that they "connect" is not very complex.
I make a slight deformation in the scapulae of the model that I import as a morph and everything is perfect, but when I alter the wings, apply new ones to the model and add the morph, they lose all the height and scaling information that I gave them in Blender. The Morningstar joints remain at the height of the character's thighs.
Thanks to NOT exporting as Wavefront OBJ (Legacy) like you said, I no longer have the terrible distortion in the mesh, but they are still out of place.
I have exported the meshes of the original wings to Blender with Daz Studio preset at 100%, the ones adapted to my model, fit to the figure, unfit and I can't do it. The Genesis figure's morph works perfectly.
Okay, I understood what you wanted and ever did. So, do not use edit mode in Blender, use sculpting mode with Mask / Moving / Scaling, etc. I guessed that you might've made the vertices stretched or something...
Anyway, I tweaked the wings to make them placing on G8F's scapulae with smaller size in Blender, then sent back to DS ( non-Legacy ) and found no problem. Tested with morphs and poses, all fine.
P.S.: Better not do scaling / rigging or whatever on the wings in DS, that'll be cumbersome. You just touched the G8.XF figure and do all tweaking on the wings in Blender.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIImago said:
Muscleman said:
Io non concordo in queste repliche. IMO.
Vale dire?
Non vuoi i morph Mufasa, Draco e Giovane?

No, non mi piacciono le repliche di persone reali perchè ho già visto cosa fanno con personaggi inventati... e non mi sembra giusto.
Too many morphs or should I just give up on this?...Might not all be exactly how the PAs do things, but this was working for me:
https://www.deviantart.com/catherine3678ab/art/Making-pJCMs-for-Clothing-872454630
In it I make a third morph as a controller morph for the 2 thigh morphs if doing the splits ;-)
@Catherine, yea I've ever read that. But if I remember correctly, the 3rd morph you created was not a controller morph other than a corrective morph still... then 2 pjcms are its controller, n'est-ce pas?
And you might've used Scalar, I guess ~~
Too many morphs or should I just give up on this?crosswind said:
Richard Haseltine said:
If I undrstand correctly I think you are OK - you set up the correctives for each separtate bend, then you make a morph to remove the doubled effect when both are applied and you need it linked to one of the correctives at first stage and oen at second - that way if both are at 100% so will the corrective be (100% * 100% = 100%) and if one or both are only partially applied yiu get the required partial correction (100% * 50% = 50%, for example).
TBH, with my gut feeling, not exactly... It's not like the case of placing a head or body morph on 2nd stage by using 'Multiply' to influence the % or the sub-component(s), or visa versa.
For both thighs XRotates, the 3rd corrective morph should have the controllers with the same 'factor of influence' on the 1st stage rather than using Add + Multiply from each thigh. I'll have a test as I've never done so before. My head is getting a bit messy now... haha

I was using the two corrective morphs as the drivers, that way all the scaling and limiting is already handled.
Anyone know this character?Generation3dx said:
crosswind said:
Generation3dx said:
The great thing about Daz and working with morphs is that, often, like in this case, you start out trying to copy another character or real person, but end up being "inspired" by it, and create something entirely new. Attached is my "Maryam" character, as a result of this. I used RareStone's Face Morphs Collection for Genesis 8 and 8.1 and Genesis 8 Female Head Morphs based on FWArt's "Dayana" figure. Her hair is Morgan Hair, her skin from JASA's "Flynn" figure and her eyes from Victoria 8.1.
Indeed ~ and she looks great! I roughly made a new one by using four character's head morph + Rs' Face Morphs Collection + some sculpting. Though it could be further refined, now it's already hard to tell which characters form the 'Base'. So that's the magic of Daz - controllable while having much more potentials...
Thanks, and lovely result from you also. I agree, that once you are mixing around so many different morphs, then it becomes hard to tell which was the "base" that was used, and I think it should be this way, because otherwise one's characters look derivative. I've seen this on other DA artist's pages. I try hard to make all my girls look different.
Thanks and me too. So let's keep refining them. Happy tweaking and rendering !
Too many morphs or should I just give up on this?spearcarrier said:
Problem 2: It's looking like for THE FIFTH TIME!!! I have to restart a simple pair of PJ bottoms I've been making.
I do well until I get to the end, the final combo morphs, and suddenly things go wrong. Vertices go in odd directions. The object won't drape without going in odd directions. It doesn't matter how many times I restart DAZ, reset... I've even tried removing morphs... and it's always the same. I actually will have to reimport the mesh and start from complete scratch, which I am beyond sick of doing.
I've been going through all the numerous morphs, checking each one, to see if anything is wrong. I have no idea.
What do I do here? This is just too much over the top!!
Problem 1: Yes, it's all very nice this script from DAZ to create multidimensional morphs. Huzzah. I'm going to attach a picture of the mess it makes. Does anyone remember how to simply do it by hand or have access to a step for step tutorial on how to do it by hand? A linear step by step, minus the director's notes? I've picked apart the messes the script makes and have tried to fix, and sometimes I get lucky. Sometimes.
A simple Thigh to Side morph to a 45 degree angle has to be keyed to tell it when to stop. Which doesn't always work.
So sick of having to start all over again. Does anyone have any answer?
Might not all be exactly how the PAs do things, but this was working for me:
https://www.deviantart.com/catherine3678ab/art/Making-pJCMs-for-Clothing-872454630
In it I make a third morph as a controller morph for the 2 thigh morphs if doing the splits ;-)
Extracting a single animation frame from a timeline to its own scene?Oh, as per OP's requirements (each frame + dForce simulation results), it could be pretty simple but only 'repetitively'. Well, Puppeteer's 'dots' just memorize Keyframes, so only manipulating keyframe(s) on the timeline will be good enough.
1 - Ensure each firgure / object has a keyframe ( seems already done for 10 frames in OP's scene). If not, create for them by Selection + Create Keys
2 - Simulate your dForce item(s) first. Go to each frame, export dForce item to obj files (Base Resolution ! ), frame by frame. Number obj file names from xxx-0 to xxx-9 *
3 - Save the scene file. Then Save As the scene file to 10 duf files, by numering the file names from frame-0 to frame-9
4 - Now, open each 'frame-x' duf file. As per the number 'x', marquee-select the objects on 'that' frame, drag them to frame 0, then marquee-select and delete all other frames *
5 - Use Morph Loader Pro to import the corresponding obj file (same suffix number) to dForce item (reverse def. + delta) and dial the morph *
6 - Save the scene file.* Actually step 2 and 5 are not really necessary, you may just run simulation for frame 0 in each Scene file. 2 + 5 just give you 100% the same simulation result on each frame as per the original scene file.
* If you don't wanna 'drag' frame(s) to frame 0, you could use Memorize / Restore Selected Items, but the side-effects -: a bit cumbersome... and bring you lots of Default Values on properties... It's up to you but not really recommended.Generate morphs for Morningstar Wings.crosswind said:
Dartanbeck said:
Also, and this is important: make sure to set the mesh resolution to Base before exporting out of Daz Studio in the first place. Not doing so will give headaches similar to those you describe
He said he did that... otherwise he had no way to have obj imported and saw that distortion. I've not used Legacy for a long time but I tried it again with these wings. Only when setting wrong Scale values, I could see 'distortion'.
Thank you! Your method has meant a considerable improvement in the results I have obtained, there is no doubt about that. However, it still doesn't work.
You see, my model is a 1.65 meter (5.41 f) G8.1 Female and the Morningstar Wings are exaggeratedly larger than her by default.
Scaling the wing bones has given me results and relocating the entire rig, but, in my opinion, in the hypothetical case that a human being could develop wings, the most suitable bone to support that structure would be the scapula. I'm not an anatomy expert, but this is fantasy!
The point is that with the scaling of the bones I can adapt the wings much better, but they do not coincide with the scapulae. Once I have the mesh of the model and the wings in Blender, adapting both figures so that they "connect" is not very complex.
I make a slight deformation in the scapulae of the model that I import as a morph and everything is perfect, but when I alter the wings, apply new ones to the model and add the morph, they lose all the height and scaling information that I gave them in Blender. The Morningstar joints remain at the height of the character's thighs.
Thanks to NOT exporting as Wavefront OBJ (Legacy) like you said, I no longer have the terrible distortion in the mesh, but they are still out of place.
I have exported the meshes of the original wings to Blender with Daz Studio preset at 100%, the ones adapted to my model, fit to the figure, unfit and I can't do it. The Genesis figure's morph works perfectly.
Is it possible to convert a morph for G8 female into a morph for G8 male?PerttiA said:
If it's about some particular morph, one could export both base models into Blender, use the Blender's "wrap" function or manipulate the mesh manually.
A few years back, I copied the shape of Millennium Gorilla to G3M by moving the vertices of G3M head manually to match the shape of the Gorilla.
Thank you very much! It looks very usefull!

I am a biginner with Blender too... Could you tell me where I can find the wrap function, please?Thank you in advance!
Is this Amelia 9?Amelia and Joan are so similar you could believably use Joan as a slightly younger version of Amelia with no alterations. Just keep the eye color, the eyebrows and the translucency levels similar.
Thorne's G9 figures already were wasting this figure base potential with their repetitive sameness, but I think Amelia 9 is so far the lowest point of this generation. Because she's supposed to be realistic so all the G9 Feminine repetition stands out more.
scorpio said:
Charlie Judge said:
Matt_Castle said:
To confirm, the promo artist confirmed that it is not Amelia. (In fact, it's a Genesis 8 morph, not Genesis 9).
The image was mistakenly chosen out of the individual promos by the advertising team (they don't have any special insight into how submitted promo images were made), but they were informed and the main Pro bundle promo image has now been replaced.
I am still seeing it as the main promo image on the Pro Bundle sale page.
I don't think it is the same image - very close but not the same.
The new image is G9 redo version, which unfortunately ends looking worse (LOL!) than G8 one (skin textures look better, but that's about it). Not the best sales pitch if you ask me.

It does look as if Daz tried to capitalize on a video game premiere trying to release something with a similar theme so the bundle was thrown together with whatever they managed.
Is it possible to convert a morph for G8 female into a morph for G8 male?If it's about some particular morph, one could export both base models into Blender, use the Blender's "wrap" function or manipulate the mesh manually.
A few years back, I copied the shape of Millennium Gorilla to G3M by moving the vertices of G3M head manually to match the shape of the Gorilla.
MSAD Skin Plus Merchant Resource for Genesis 9 texture problemHello I have this product https://www.daz3d.com/msad-skin-plus-merchant-resource-for-genesis-9
I noticed the nipple texture doesn't realy match the position of the female or male nipple morph...
I almost fits the female morph, but.. just almost it's still a bit of center and looks awkward..
This isn't what I expect from a product for 29,99€ on Daz Store.
Is there a way to correct this?
Is this Amelia 9?scorpio said:
Charlie Judge said:
Matt_Castle said:
To confirm, the promo artist confirmed that it is not Amelia. (In fact, it's a Genesis 8 morph, not Genesis 9).
The image was mistakenly chosen out of the individual promos by the advertising team (they don't have any special insight into how submitted promo images were made), but they were informed and the main Pro bundle promo image has now been replaced.
I am still seeing it as the main promo image on the Pro Bundle sale page.
I don't think it is the same image - very close but not the same.
Yeah, the previous one had dirt on the side of the nose, the new one doesn't
Is this Amelia 9?Charlie Judge said:
Matt_Castle said:
To confirm, the promo artist confirmed that it is not Amelia. (In fact, it's a Genesis 8 morph, not Genesis 9).
The image was mistakenly chosen out of the individual promos by the advertising team (they don't have any special insight into how submitted promo images were made), but they were informed and the main Pro bundle promo image has now been replaced.
I am still seeing it as the main promo image on the Pro Bundle sale page.
I don't think it is the same image - very close but not the same.
Is this Amelia 9?Matt_Castle said:
To confirm, the promo artist confirmed that it is not Amelia. (In fact, it's a Genesis 8 morph, not Genesis 9).
The image was mistakenly chosen out of the individual promos by the advertising team (they don't have any special insight into how submitted promo images were made), but they were informed and the main Pro bundle promo image has now been replaced.
I am still seeing it as the main promo image on the Pro Bundle sale page.
Too many morphs or should I just give up on this?Richard Haseltine said:
If I undrstand correctly I think you are OK - you set up the correctives for each separtate bend, then you make a morph to remove the doubled effect when both are applied and you need it linked to one of the correctives at first stage and oen at second - that way if both are at 100% so will the corrective be (100% * 100% = 100%) and if one or both are only partially applied yiu get the required partial correction (100% * 50% = 50%, for example).
TBH, with my gut feeling, not exactly... It's not like the case of placing a head or body morph on 2nd stage by using 'Multiply' to influence the % or the sub-component(s), or visa versa.
For both thighs XRotates, the 3rd corrective morph should have the controllers with the same 'factor of influence' on the 1st stage rather than using Add + Multiply from each thigh. I'll have a test as I've never done so before. My head is getting a bit messy now... haha
[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]I just recently purchased this. The manual says one can adjust the rigging but no, there is no adjust the rigging feature. Thanks to this thread, I see that indeed that feature was pulled but since somebody commented that the manual had been updated, no it was not.
eta: It also says "Can automatically run “adjust rigging to shape” after the conversion" on the product page.
Manually installed, entered key, restarted and after a few bumps in the road got a few success.
What I do like are the 3 morph options: full character ; head ; body ... and each morph works independently of the others. [i.e. the full character is not a controller]
Adjusting rigging to shape: be careful to have only one of the new morphs dialed up full. Adjust rigging to shape. Oh yes, "always" work with the Parameter dials in "edit mode" -- if you don't, it will look like you did stuff but no, upon returning you will find nothing changed. Then Run the ERC freeze. Then zero the morph and save it.
[If some rigging expert wants to come by and correct me in this, feel free to] For the body morph: deselect all the bone references to neck and head. [right-click toggles can be very helpful] Also on the surface weight sides [whatever it's called, D/S on other computer] For the head morph: deselect everything and then select all the neck and head choices ... again both for the bones and for the surface weight stuff. For the full character: leave everything selected and accept.
As for morphing the eyes, there are some G9 utitilies to help create things for G9. However as I recall, if one names their new eye morph the same as the name for the character's morph, when the character is dialed so too will be the eye morph on the eyes. [kind of similar to how FBMs etc. work].
Too many morphs or should I just give up on this?spearcarrier said:
Because Mada has said to in her video series early on. "Creating ERC Morphs". Maybe that's not for corrective morphs, but she is working on a pair of pants in the video. She also had said - I think in a thread that directed me to the videos - that her videos were for Genesis 8 but that Genesis 9 used the "exact same" protocols.
I was originally not doing it, but the complex morph problem had lead me to trying to find... anything... which lead me to her videos.
Before I fix my pants on G9, I review that episode from her first 'cause I must've forgotten some details.
Too many morphs or should I just give up on this?If I undrstand correctly I think you are OK - you set up the correctives for each separtate bend, then you make a morph to remove the doubled effect when both are applied and you need it linked to one of the correctives at first stage and oen at second - that way if both are at 100% so will the corrective be (100% * 100% = 100%) and if one or both are only partially applied yiu get the required partial correction (100% * 50% = 50%, for example).









