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GENESIS 9 - MORPH LOADER PRO [PROBLEM MORPHS]
Can anyone tell me why a morph created with blender sculptiong also changes my character scale when I load it with morph loader pro? I did not use genesis 9 base avatar
Face transfer so much bettertsroemi said:
paulawp (marahzen) said:
Here's another one I posted on my gallery and thought was worth sharing here.
Wow, lovely characters (and renders) you're creating with FG! I'm on the fence about buying it, as I'm mainly looking to recreate people from old online photos which are usually not that good in quality and/or not in a full frontal pose. Would you happen to have any advice on this? I'm not interested in the textures (the old photos are usually black and white anyway), only the morphs. Would you think FG was a good starting point, combined with the PhilC add-on?
Hi there! Always glad to chat about creating characters, one of my favorite 3d art subjects and the literal reason why I started using Daz a couple of years ago.
I have tried all of the comparable products that I know of (including one available elsewhere) and for now, I find that I am using Face Transfer (with Face Transfer Shapes) to create shapes and of late, have been experimenting with the latest version of FaceGen to create textures from the same source images. I prefer FT shapes but FG definitely appears to be more forgiving of source image blemishes and problems, like shadows and highlights. (That wouldn't be relevant to you, if you're using old B/W photos, but just saying.)
Most of my recent characters have been complicated Franken-figures that are the result of FT -> G8.1, converted to G9, with FG textures. The latest FaceGen release creates textures for any of the Genesis versions through G9, and after some initial experimentation with manual conversion of G8 -> G9, I've moved to using the ManFriday product. That's totally a WIP; I'm still refining the process for all of that from one figure test to the next.
This is one I just posted in my gallery. Of course the baby is not FT - this is one of several I did to test out the new Mechasar Mega bundle stuff for Tobyn and Caryn - but the parents are G8.1 FT characters that I'm using for my current round of new product testing.
Check out my gallery, also linked in my signature:
https://www.daz3d.com/gallery/user/6088047653289984#gallery=newest&page=1
Also, there's lots of commentary on these other recent threads, worth checking out if you're interested in the subject:
https://www.daz3d.com/forums/discussion/597876/face-transfer-on-genesis-9#latest
https://www.daz3d.com/forums/discussion/621496/face-transfer-unlimited-g8-expressions-morphs#latest
Custom Morph Question : Dialed Morphs for character preset, etc…Finished asset load (open): 0m 10.403s - /Scenes/new_char.duf
Processing morph projection queue: Genesis 2 Female << ActualHair2
/data/DAZ 3D/Genesis 2/Female/Morphs/DAZ 3D/Evolution Head/PHMTemplesDefineR.dsf
/data/DAZ 3D/Genesis 2/Female/Morphs/DAZ 3D/Evolution Head/PHMTemplesDefineL.dsf
/data/DAZ 3D/Genesis 2/Female/Morphs/DAZ 3D/Evolution Head/PHMJawSizeR.dsf
and so on EDITED BECAUSE RED CLOUDE didn't like the postHELP Richard Haseltine!
Fixing hip distortion on pelvis / thigh bendsThank you for the response Richard! Would you mind elaborating a bit? What should I be checking for updates? Gen 8? The morph packs I'm using? Daz Studio?
How do you get Leony onto Genesis 9?vickjkollamane said:
I'll try this, but Leony has unique eyes called "Look At Me" (LAM) eyes for Genesis 8, that require a morph injection, they're their own geometry mesh, is there a way to get those onto Genesis 9?
Probably not. If there is anything special/unique then it's probably not covered by a converter. Is there a reason you cannot just use the figure in it's original G8 form? If you have to convert the figure to G9 then you may have to compromise unfortunately. Outside of the Daz Originals I don't think most PAs tend to re-do earlier characters in later generations.
export Posecontrols as blendshapesPose Controls may well drive rotations, morphs can move the geometry only in straight lines. You need a way to link one property (the control slider) to others rather than trying to bake to a morph.
How do you get Leony onto Genesis 9?SofaCitizen said:
This should do what you want: RSSY Character and Material Conversion Genesis 8 to Genesis 9 Bundle
I'll try this, but Leony has unique eyes called "Look At Me" (LAM) eyes for Genesis 8, that require a morph injection, they're their own geometry mesh, is there a way to get those onto Genesis 9?
Custom Morph QuestionBoth in order to guard against license infringement, should you wish to share the morph, and for straightforward use you should import your modified shape with the reverse deformation option, then use ERC Freeze to link your morph to the originals as a controller so that dialling it up with set all of the required shapes and enable any corrective links.
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Ok, the morph must be saved in Step 5 before it appears in the DS Parameters tab.
But, setting -100% to this SS morph removes the entire morph, not just the nose, and crushes the face.
So, first try didn't work.In the video tutorial, they use the "Calculate" button, but this button is not mentioned in the "Negative Morphs" SS help docs. Is this button used in all cases, before saving the SS morph? Tried using it, didn't help.
Can someone just post a screenshot of Ollie's head morph without his nose, as proof that it works?
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Ok, I read a SS help docs section called "Negative Morphs". It says to set Limit Min Morph to -100%, and click Save Setting.
But I don't understand how "Shape Splitter" appears in the Parameters tab under Genesis 8 Male -> Actor (help docs screenshot). When and how does this happen? Is the SS script still running? How do you go from using the SS script back to the Daz Studio parameters tab?
Custom Morph Question : Dialed Morphs for character preset, etc…as a BAD example if i used any of these:
https://www.daz3d.com/200-plus-head-face-morphs-for-genesis-3-male-s
in order for my morph to work on your computer you would have to own this.
(BAD example) because this is 'Merchant resource' so i can include/embed the morphs with my morph, correct???
nice price[9-4-2023 -70% -> $5.39]
and no i did use, or own the above package.Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Thanks for the reply, but where/what is that nose value, -100%, which step (1-5) ?
Step 1: Select Regions, Nose.
Step 2: Select Ollie 8 Head, morph strength: 100%.
Step 3: n/a?
Step 4: n/a
Step 5: n/aCustom Morph QuestionNah, neither of them... It seems that you just wanna have a single dial of the morph you customized. If so, you should zero figure before importing obj file.
Custom Morph Question : Dialed Morphs for character preset, etc…You just check Currently Used in Parameters pane, the morph sliders that you dialed are what you look for. If you've dialed nothing, there'll be no need to use 'Reverse Deformation'.
Custom Morph Question : Dialed Morphs for character preset, etc…so I followed everything stated here:
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/packaging/tutorials/saving_morphs/start
to “Reverse Deformation”.So the question is how do I know which package(s) I used? So that those will be a requirement. I have many!
Mechasar's Characters Catalog: Who's next? (commercial)I really **"hate" this Natural Movement Pack for the simple reason that it has now ruined most corrective morph packs for me! :^) ;^)
Mechasar has combined multiple virtual morph packs into one, first muscles and bends, then creases and contours, I'm kicking myself for originally suggesting that the morphs weren't anatomically realistic as much as stylistic. <= Boy, was I wrong!
I keep finding nice little surprises with this pack that continually impresses me, particularly of note the wrinkle morphs with the hands and FINGERS<= I tried the same, and holy crap, what a pain in the a** it was to do, hell, I never actually finished the morphs! :^P
Yeah, I now have ample reason to get on the G9 train, as I was waiting for the Ultimate Natural Bend Morph package to arrive, and yes, I'm still getting UNBM, (If it comes out as that is my go-to as well as NMP) so if and when it does, I may have difficulty making both work as I love both styles equally for different reasons!
**Satirical comment.
EDIT: Ok, I just took a peak at Mechasar's catalogue, and just snagged Gladys as I want moar morphs, now I'm spoiled... ;^)
Custom Morph QuestionI make a pouting lips morph.
At first I dialed some mouth morphs, rotated some mouth bones, etc.Then I exported, make some adjustment and imported back.
My question is, is it better to attach those morphs and bones I dialed to the custom morph (ERC) or is better just to leave all those bones alone and let the custom morph by itself?
Simple way of fixing snaggy teeth in G8 import results from HeadShop?Try this free tool:
Full Body Morph Fixer
https://sharecg.com/v/92305/browse/10/Software-and-Tools/Full-Body-Morph-FixerIt can reset the vertex morph deltas for different body parts. For your case, I wouldn't just reset the teeth, because the teeth are attached to the jaw, and perhaps the jaw is distorted too. So, I would reset all of these parts:
- Teeth
- LowerJaw
- UpperJaw
- TongueYou can then modify the node transforms to move or scale them so they fit better if something doesn't look right. See these nodes:
- Upper Teeth
- Lower Jaw
- Lower TeethAmazing results: Daz + Stable DiffusionThe best way to use the two together is to use Daz Face Transfer with Stable Diffusion. Start with a base G8 model with 3 directional lights. One light at the default parameters, one at -75 rotation on the Y, and another at 75 rotation on the Y (the goal is to get even lighting with as little shadow as possible. Render a straigh- on headshot. Use that headshot with ControlNet in Stable Diffusion, with the Lineart and Tile models, a CFG of 0.9 and a denoiser strength of 0.7. Put in some prompts, and pick out an image with the best symmetry. Use that for a Daz Face Transfer. If you are serious about using Face Transfer, you should have Face Transfer Shapes too.
Now, put the new character, with the new textures and morphs in a scene and do some renders. The renders don't have to be perfect, you can even use filament renders. Bring a few different renders of the same character back into Stable Diffusion. Use the same ControlNet models, but change the Denoiser Strength to somewhere between 0.2 to 0.5. Use the same prompts you used for the image you used for the Face Transfer. If your Face Tranfer looked good, you're basically just using Stable Diffusion to make the renders look better now. For animation, I use 0.2 to avoid flicker. A denoise strength of 0.5 creates richer images.
A couple other notes. 1. It is best to do separate renders for the background and the character if doing animations. The flicker ends up being much worse if the background is part of the Daz renders. 2. My best results are when I do Canvases of the character's clothing and hair and add those back to the characters after I use Stable Diffusion. So I basically do nude and bald renders in Daz. When I do that, Stable Diffusion usually gives me the best results, especially when I render the hair separately. If you do this, you can use a Denoiser strength up to 0.65 and get some really amazing images with the same character. You may have to go in and do some post work to clean up inconsistencies though (Stable likes to add things when shadows and angles confuse it, like nose rings, belly button rings, moles and freckles.
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]It is very simple, only change the value of the nose from 100% to -100%, this means that for example only the head of Ollie's is left without the change(morph) of the nose.
Ollie's head 100%
Nose (Shape Splitter) -100%










