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Gen 9 FN Ada Skin Tone
Use the texture maps from a character like Angela 9, maybe dial in some of her morph to give the character more African features.
Gen 9 & GoldenPalace geograft texture issueneoman said:
I will check out how Golden Palace behavers on my Genesis 9 characters, but I don't use G9 very much./ My suggestion, use Genesis 8! I have had very little problems with G8 and her Golden Palace... Work wonderfully everytime. Plus, Golden Palace for Genesis 8 has a lot of nice add-ons. I know G9 might be the future, but I still love G8 more...
Golden Palace works the same on G9 as it did for G8 on my end and has the same features and options, so no need to tell a user to go back to using G8 to get it to work.
To the OP, try it on a default female G9 and with different skins to see if it is happening all the time or with a specific skin/morph
Dartanbeck's Journey - CG FilmmakingDo you have other rigged (or not?) figures that you'd rather be using?
Daz Studio will allow us to make these dials for anything we can bring into Studio. Yes. This is Studio's thing - it helps Content Creators Create Content!
Figures like older Poser monsters... move some joints around and make a dial. Move other joints around and make another dial - rinse and repeat. You'll end up with a Really Fun to Animate solution in No Time!
Save the results as Morph Assets and they'll work every time you load that figure.
Anything that can load Daz figures and allow them to work as Daz figures will recognize these custom tools you've created. That's what Carrara always had over Every Other Modeler on the market - Always!!! But more. Crarrara has all manner of wonderful animation features - it literally begs us to animate!
Do Daz Animations only work well in Daz or can they work in Unity?Hi, just tested transfer of Babina 8 animation from Daz Studio to Unity using Daz to Unity bridge
and it works quite nicely. Just need to transfer more and then will create some video.
Bone Minion problems for anyone else?RiverSoftArt said:
WendyLuvsCatz said:
RiverSoftArt said:
WendyLuvsCatz said:
posting here as will be seen
I have the Genesis 9 Bone Minion for V4 and M4 poses
I assume it doesn't do hands, at least I haven't been able to transfer hand poses static or animated
Have you executed the Apply Changes script after applying the hand pose to the Bone Minion? A pose will not automatically transfer unless the hip bone changes.
yes but I may try adding some hip bone movement to see if that helps
That is not needed. BTW, I just verified again that I can transfer a V4 hand pose to G9.
I thought it carried all of my hand animations through....
Also, if we want to bring more 'special' types of motions through - those created using pose control and/or shape dials and such, the "Heavyweight" Bone Minion does it beautifully! An example being the jiggle I apply using real physics via VWD V2 along with all of my control dial adjustment tweaks all come through.
My workflow for that:
- I already had the animation completed for a different generation of figure - complete with jiggle and correction dials.
- Open that scene > Go to aniMate > Create aniBlock from Studio's Timeline > Check the "Morphs" box in the popup dialog > Accept
- Open a new scene > Load in my new target character
- Go to Scripts > Riversoft Art > Bone Minion > Apply the Heavyweight Bone Minion
- Go to Scripts > Riversoft Art > Bone Minion > Turn Off Limits (Very Handy and Fast Script!!!)
- Make sure I'm on frame 0
- Select the Bone Minion > Properties Pane > Bone Minion > Automatic Pose Transfer = Off (default is On)
- Automatic Pose Transfer is animatable, so always make sure you're on frame zero when turning this On or Off!!!
- With Bone Minion Selected, Apply the aniBlock I just created
- Go back to Frame 0 and head to Daz Studio timeline, set to "Play All Frames"
- On Frame 0, turn Automatic Pose Transfer back On
- Scrub forward one frame. then back to zero
- Hit the play button and let the magic begin!
- When done, hit rewind to go back to frame 0
- Turn Automatic Pose Transfer Off
- In Scene Pane, Select the figure (not Bone Minion)
- Go to aniMate > Right-click an empty part of aniMate > Create aniBlock from Studio Keyframes
- Play the animation
- Right-click the new aniBlock > Save as New > give the new aniBlock a home in your library
G8 & G9 jaw morphsI'm after a Lantern Jaw morph for either G8 and or G9.
Are there any? or can somone make one?
Thanks;)
Bone Minion problems for anyone else?WendyLuvsCatz said:
RiverSoftArt said:
WendyLuvsCatz said:
posting here as will be seen
I have the Genesis 9 Bone Minion for V4 and M4 poses
I assume it doesn't do hands, at least I haven't been able to transfer hand poses static or animated
Have you executed the Apply Changes script after applying the hand pose to the Bone Minion? A pose will not automatically transfer unless the hip bone changes.
yes but I may try adding some hip bone movement to see if that helps
That is not needed. BTW, I just verified again that I can transfer a V4 hand pose to G9.
Bone Minion problems for anyone else?RiverSoftArt said:
WendyLuvsCatz said:
posting here as will be seen
I have the Genesis 9 Bone Minion for V4 and M4 poses
I assume it doesn't do hands, at least I haven't been able to transfer hand poses static or animated
Have you executed the Apply Changes script after applying the hand pose to the Bone Minion? A pose will not automatically transfer unless the hip bone changes.
yes but I may try adding some hip bone movement to see if that helps
Bone Minion problems for anyone else?WendyLuvsCatz said:
posting here as will be seen
I have the Genesis 9 Bone Minion for V4 and M4 poses
I assume it doesn't do hands, at least I haven't been able to transfer hand poses static or animated
Have you executed the Apply Changes script after applying the hand pose to the Bone Minion? A pose will not automatically transfer unless the hip bone changes.
Bone Minion problems for anyone else?posting here as will be seen
I have the Genesis 9 Bone Minion for V4 and M4 poses
I assume it doesn't do hands, at least I haven't been able to transfer hand poses static or animated
Any idea about creating corrective morph using Goz ? [Solved]You might've misunderstood how GoZ works as per the cases of " fixing corrective morphs (JCMs or cbs) " and "fixing FBM / PBM / bs, etc". The former is pose-based, so the exported morph and modified delta morph is with "a pose" , while the latter is based on the figure with zeroed-pose. The "process of fixing" is different as per what you need...
Gnoll figure?Gordig said:
Lycan looks a bit closer to what you're looking for. You might not want to dial it in all the way, because it's a very overpowering morph.
WOW! I like that Lycan!!
Measuring the height of a Genesis 8 figure/modifying heightMWall 2 for measuring
https://www.deviantart.com/spyrorue/art/MWall-2-0-for-Daz-Studio-793218213Many morph packs come with dials to change the height and proportions of the figure
Using a Persona's Morph with a Different PersonaOn Zerala 8 and Nix 8 there is a spine interaction HD morph. When I examine the Nix file list there is are separate line items for a spine interaction HD morph. Does this mean it has a separate slider in the Shapes tab for that particular morph which I can use on any G8M persona? For example to add the spine prop to the Peter HD for Vladimir 8 and dial in the HD morph to make it look like it belongs on Peter, but not add the Nix 8 general body shape morph. See attached picture for details.
Also which of these line items indicate a separate slider for that HD morph?
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/data/DAZ 3D/Nix 8 Spine/Base/Morphs/Daz 3D/Base/MCMNix8SpineInteraction_HDLv4.dsf
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/data/DAZ 3D/Nix 8 Spine/Base/Morphs/Daz 3D/Base/PBMNix8SpineInteraction_HDLv4.dsf
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/data/DAZ 3D/Nix 8 Spine/Base/Morphs/Daz 3D/Base/SpineDetails.dhdm
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/data/DAZ 3D/Nix 8 Spine/Base/Morphs/Daz 3D/Base/SpineDetails.dsf
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/data/DAZ 3D/Nix 8 Spine/Base/Spine_Cage_2920.dsf
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/data/DAZ 3D/Nix 8 Spine/Base/Tools/Script Loads/Nix 8 Spine.duf
http://docs.daz3d.com/doku.php/public/read_me/index/56189/file_list
https://www.daz3d.com/zelara-8
https://www.daz3d.com/peter-hd-for-vladimir-8
Any idea about creating corrective morph using Goz ? [Solved]duckbomb said:
This doesn't really address the GOZ issue, specifically, but I've had MUCH better success simply exporting the figure out at base resolution manually, making the morph, saving it as an OBJ, and re-importanting through Morph Loader Pro.
To make it even simpler, when I create charaters I take the whole thing and break it up into different group so my hair/clothes/accessories is separate from the base figure. THis way, I can easily hide everything I don't want to export. In the end it looks like this:
- - G8.1 Girl FULL
- _GirlNameHere
- _GirlStuff
Again, I know your question was about GoZ, but mine broke about 4 years ago and I never bothered to fix it once I started doing it manually. It might be worth a shot if you feel like you're struggling more than necessicary.
Thanks man, that's what I called traditional way, and it's really reliable.
Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)maiscxdo said:
Hi everyone, I'm having a super unusual problem and I haven't seen anyone talking about it yet. The problem started in this new version 4.22.
It turns out that when I save and reopen a project (after 2-5 times) the character LOSES his shaping. In other words, it looks weird, and it's not a slider that resets, the shaping just gets lost as if i had deleted it.
I don't know why this happens. I work with a virtual influencer on DAZ, and maintaining the shaping is essential. Thankfully I still had the original files and was able to save it as a shaping preset, so when the shape changes I just apply it.I hope this gets resolved because I was really scared of losing my job!
xoxx, akari
Was this a preset for existing shapes or a newly imported morph or master slider setting existing shapes? If either of the latter, had you saved a new Morph Asset for it or was it just embedded in the scene?
Big monster morph for MookiMooki the Critter looks like a small monster. So he should have a morph where he becomes much larger and has claws, more teeth, and bigger horns.
Any idea about creating corrective morph using Goz ? [Solved]This doesn't really address the GOZ issue, specifically, but I've had MUCH better success simply exporting the figure out at base resolution manually, making the morph, saving it as an OBJ, and re-importanting through Morph Loader Pro.
To make it even simpler, when I create charaters I take the whole thing and break it up into different group so my hair/clothes/accessories is separate from the base figure. THis way, I can easily hide everything I don't want to export. In the end it looks like this:
- - G8.1 Girl FULL
- _GirlNameHere
- _GirlStuff
Again, I know your question was about GoZ, but mine broke about 4 years ago and I never bothered to fix it once I started doing it manually. It might be worth a shot if you feel like you're struggling more than necessicary.
I’d like to hire someone to create a modelWendyLuvsCatz said:
unless it's a morph of a Genesis figure
Good idea, thank you.
Genesis 9 and Male Chestsvwrangler said:
Vinme Morphs do a decent job of reshaping the masculine chest -- although they do call those specific morphs "breasts masculine". Mind, that's a hefty price to pay for the six morphs that affect the male chest, so you would want to get the whole package to use for other things. (And they've finally corrected how it crashed into Shape Shift and caused duplicate formulas.)
Write Idea said:
G8M does have a morph called Pectoral Undercurve (or something along those lines) that either enhances or decreases its size to give a flat chested look. That might help with G9 (if it has one). Though, all those faces might cause some distortions.
Genesis 9 has morphs called "Chest Volume Fix" for both left and right pecs. It reduces the outer curve and maybe a bit on the undercurve. Not sure if that's in the Starter Essentials or the Essentials Expansion add-on.
It's possible that Soto's Breast Utilities might help with this, but the promo images for the male are ... discouraging on that front, let's say. However, I don't have that set so I can't say for sure. And again, not cheap.
Sickleyield's free morphs package also has one morph (SY Free Pecs Shape 02) that squares off the bottom of the pec a bit to attenuate the moobtacular shape. That combined with the Chest Volume Fix might get you where you want to go.
MelissaGT said:
It's not so much the size of the pectoral that is an issue...it's the shape/angle itself. I bought some chest morphs specifically for male figures on the 'other' site and I'm hoping that will help.
@MelissaGT - was that the package by SF-Design? Did it do what you wanted?
Yeah, it's the SF-Design and so far it hasn't really helped. But that chest volume fix is promising! WHY IS THAT HIDDEN UNDER TOOLS??? Vinme morphs has been help. I'm definitely going to give the SY free morphs a shot.
Basically what I've been trying to achieve is a moderately thin yet toned body with defined chest/pecs...which is what has been difficult. Because you either end up with defined everything else and moobs...or a flat bird chest. I'm going to keep playing with it...I'm focusing on the rest of the body right now. It's for fanart of a game character so I've been using screenshots from the game as reference so it's a distinct look I'm going for. I'm not against personalizing it to my tastes and to help give the game character more realism, which is what I did with the face (which came out awesome if I do say so myself), but I still need it to be recognizable.













