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Daz 3D Forums > Search
  • Sub-D Back & Forth: DAZ & ZBrush

    Dartanbeck said:

    crosswind said:

    Dartanbeck said:

    Daz Premiere Artists are granted an "HD Morph" plugin for Studio, which is needed for this.

    Yep ~~ the only way that can create "genuine HD morphs"... BTW, Published Artists.. laugh

    They changed it back again?

    I was a Published Artist, then they changed it to Premiere Artist....

    I've seen no change there: - https://www.daz3d.com/vendor

    Ahh, got it ~ Starting from the 1st tuotrial product, that's the Premiere, then Published...then...

    By

    crosswind crosswind November 2023 in Daz Studio Discussion
  • .

    Officially standing in line to buy this. Pops out lawn chair, hydration pack and empty 2 litre bottle, for, uh, you know. Have been doing a series of underwater dinosaur renders and would LOVE to get my opposable thumbs on your product!  <rustle rustle> (That's the sound of my money eagerly waiting to transfer itself over to you!)

    By

    Gogger Gogger November 2023 in The Commons
  • Wha's the next Character PFA

    He is pretty amazing. Looks great with the supplied texture, but as I like to mix and match, I have tried him with several others and wow. Even some of the female textures look great on him.I also picked up that age morph set, because I thought it was required, and the different characters you get by adjusting your skins and those morphs is just great. Thanks for this guy!

    By

    Choppski Choppski November 2023 in The Commons
  • POSES FOR G9 ON CUSTOM RIGGING

    @Richard Haseltine

    I don't want a fitted item.. I want to create a standalone figure.
    It's a robot with only leg, torso and arms joint: no fingers, no mouth, no expression. It's a mechanical figure so I only have rigid parts. I don't need all G9 joints but only some ones to be able to apply G9 poses. This figure has also different body proportion, so I should heavly morph a G9 to use Tarnsfer to.
    I also tried to use a Fit to.. because it's an unknown figure DAZ destroys old rigging to project all G9 joints and create new weight maps 

    By

    Kainjy Kainjy November 2023 in Technical Help (nuts n bolts)
  • weight map problems (pls help)

    You haven't turned off normalisation? If not it is probably a morph being projected from the base figure, you could add a custom morph of the same name - either one to rshape more to your liking, or simply a dummy to block the projection.

    By

    Richard Haseltine Richard Haseltine November 2023 in Daz Studio Discussion
  • Clothing exported from Zbrush deforms with transfer utility

    Richard Haseltine said:

    When using Transfer Utility set Curent under Source Shape, then use the button at the bottom to show additional options and check Reverse Source Shape from Target.
     

    Oh thank you so much, I'm struggling with this for some hour(s) <3  

    By

    BubbleCloud BubbleCloud November 2023 in New Users
  • POSES FOR G9 ON CUSTOM RIGGING

    Hi

    I have a custom model that I rigged in DAZ.
    Is there a way to make it compatible with G9 Poses ?
    For example a cloth can be posed (by a pose file) without a G9 figured fitted to: DAZ read joints name and applies the joint rotation even if there is a different rigging (example: pants don't have upper body joints).

    So what should I do to make my custom rigging compatible with G9 figure ? I have already renamed my joints and checked every axis orientation like a G9 figure.

    PS I don't want to use Transfer To

    Thanks

    By

    Kainjy Kainjy November 2023 in Technical Help (nuts n bolts)
  • Sub-D Back & Forth: DAZ & ZBrush

    crosswind said:

    Dartanbeck said:

    Daz Premiere Artists are granted an "HD Morph" plugin for Studio, which is needed for this.

    Yep ~~ the only way that can create "genuine HD morphs"... BTW, Published Artists.. laugh

    They changed it back again?

    I was a Published Artist, then they changed it to Premiere Artist....

    By

    Dartanbeck Dartanbeck November 2023 in Daz Studio Discussion
  • Sub-D Back & Forth: DAZ & ZBrush

    Ililweep said:

    kevphil said:

    I know that I have to export a model at Base Resolution to work on it in ZBrush, with the intent to bring it back to DAZ as a Morph Target. Once in ZBrush, however, can I subdivide the model to add detail, then go back to Base Res and return it to DAZ with the goal of picking up that added detail when the model is returned to full DAZ-native resolution?

    Thanks!

    Not sure what you are asking, but as long as its base res you can send it back and forth to Daz. 

    If you have high res version in Zbrush, you can bake that to displacement map to use on your figure in Daz (subdivided in Daz) to get the high res details.

    Sorry, I did my best to be as clear as possible!  lol
    Is there a tut (in ENGLISH), video or text, that would show me how to apply such a map to a figure model inside DAZ? Can I even export such a map from ZBrushCORE? Or maybe Blender?

    Thanks!
     

    By

    kevphil kevphil November 2023 in Daz Studio Discussion
  • weight map problems (pls help)

    Hello, I have a problem using the weight map.

    After that use the “Transfer Utility” tool. I began the process of modifying the bone weights of an armor to be used as clothing on the G8F figure. In certain parts what I did is completely erase the weights of some bones that affected areas of the suit that I do not want to be affected but when I did the tests to see if the movement of the suit with the modified weights looks good, I I notice that the mesh of the suit is deformed when moving

    example :
    on the left knee of the armor, I deleted the weight that affected the "Left Thigh Twist" bone (image 1: https://imgur.com/rPdxlwH) so that the "Left Shin" bone would only have the entire weight of that area of the armor and would move completely with that bone (image2: https://imgur.com/n7aCjeN)

    I also reviewed and deleted the weights that other bones affected in that area and left only the weight of "Left Shin", but when I tried to move the bone of "Left Shin" in figure g8f, I see that the mesh of the knee of my armor is deformed. (video1: https://imgur.com/q0VDwSu)

    Could someone tell me why this happens and how I solve it? pls help

    By

    fereremenx52 fereremenx52 November 2023 in Daz Studio Discussion
  • Resolved - Need help with finding morphs for Twist Hair

    Worlds_Edge said:

    DIM.

    Check the Installed Files in DIM, see if the morph files (*.dsf) have been successfully installed and right locate in your Daz Library...

    By

    crosswind crosswind November 2023 in The Commons
  • Sub-D Back & Forth: DAZ & ZBrush

    kevphil said:

    I know that I have to export a model at Base Resolution to work on it in ZBrush, with the intent to bring it back to DAZ as a Morph Target. Once in ZBrush, however, can I subdivide the model to add detail, then go back to Base Res and return it to DAZ with the goal of picking up that added detail when the model is returned to full DAZ-native resolution?

    Thanks!

    Not sure what you are asking, but as long as its base res you can send it back and forth to Daz. 

    If you have high res version in Zbrush, you can bake that to displacement map to use on your figure in Daz (subdivided in Daz) to get the high res details.

    By

    lilweep lilweep November 2023 in Daz Studio Discussion
  • Sub-D Back & Forth: DAZ & ZBrush

    Dartanbeck said:

    Daz Premiere Artists are granted an "HD Morph" plugin for Studio, which is needed for this.

    Yep ~~ the only way that can create "genuine HD morphs"... BTW, Published Artists.. laugh

    By

    crosswind crosswind November 2023 in Daz Studio Discussion
  • Sub-D Back & Forth: DAZ & ZBrush

    Daz Premiere Artists are granted an "HD Morph" plugin for Studio, which is needed for this.

    By

    Dartanbeck Dartanbeck November 2023 in Daz Studio Discussion
  • Sub-D Back & Forth: DAZ & ZBrush

    Technically you certainly can do that and bring back the morph target back to the figure...but you'll lose the sculpted details at the same time...

    By

    crosswind crosswind November 2023 in Daz Studio Discussion
  • Sub-D Back & Forth: DAZ & ZBrush

    I know that I have to export a model at Base Resolution to work on it in ZBrush, with the intent to bring it back to DAZ as a Morph Target. Once in ZBrush, however, can I subdivide the model to add detail, then go back to Base Res and return it to DAZ with the goal of picking up that added detail when the model is returned to full DAZ-native resolution?

    Thanks!

    By

    kevphil kevphil November 2023 in Daz Studio Discussion
  • Can you separate skeleton/weight mapping from a copyrighted mesh for redistribution?

    Squishy said:

    I followed your steps exactly, I'm looking at the file contents and I see vertex/face data ¯\_(ツ)_/¯

    4.22.0.1 

    although at worst, I can just remodel the item I'm working with from scratch and transfer the skeleton/weights with these steps so that's all right

    e: Actually I lied a little bit, I had checked "Include face groups" because I'd defined some face groups (for interaction with posing tools) - you're correct, when I followed your steps exactly it didn't include the vertex/face data, thanks again

    Yeah, no problem ~ Even if you include modified Face Groups, they're just "face group assignment" rather than "vertex positions change". No worry ~

    By

    crosswind crosswind November 2023 in Technical Help (nuts n bolts)
  • Generation X2 - Anyone recall this?

    Muon Quark said:

    crosswind said:

    Muon Quark said:

    Was wondering if anyone recalled this issue with Generation X2 and if there was a fix?  The attached is the Genesis 3 maile with the Genesis 2 dwarf base dial in.  The eyes stay and don't move.  I vaguely recall an issue with either the genesis 2 male eyes in Morphs maybe needing an edit or I need to transfer more than the basic dwarf shape?  Sorry I can't remember more, just that I had an issue with this when Generation X2 first came out.  Thought I would reach out and see if anyone remembered anything.  Thanks.

     

    Edited for typo

    Yes... old but still have that memory. Because of the rigging and ERC Freezing issue of Dwarf Base(eyes have translate values...), you have to create another single dial by export / import Dwarf Base, re-rigging ( use Rigger Plus! default Adjust Rigging to Shape is not perfect, with artifacts...) and ERC Freezing. Reload G2M, then go for conversion with GenX. (...while GenX is not perfect though)

    If you know Hexagon or Blender, etc, finetune it a bit (smoothe torso, refine limbs, etc...)

     

    Thanks for that tip as well!!  I really like the Gen2 Male dwarf and wanted to see if I could get it to Gen3 Male.

    No problem. Pls just try it. yes

    By

    crosswind crosswind November 2023 in The Commons
  • Can you separate skeleton/weight mapping from a copyrighted mesh for redistribution?

    I followed your steps exactly, I'm looking at the file contents and I see vertex/face data ¯\_(ツ)_/¯

    4.22.0.1 

    although at worst, I can just remodel the item I'm working with from scratch and transfer the skeleton/weights with these steps so that's all right

    e: Actually I lied a little bit, I had checked "Include face groups" because I'd defined some face groups (for interaction with posing tools) - you're correct, when I followed your steps exactly it didn't include the vertex/face data, thanks again

    By

    Squishy Squishy November 2023 in Technical Help (nuts n bolts)
  • Tutorial: Making TriAx Figures from Old Parametric Characters

    I can confirm Objaction Mover, RTE Encoder and Morph Manager all work fine on Windows 10, at least on older files. I used all of them recently without issues. I was away from anything 3D for the better part of a decade and lost some files in the interim. I had to redownload them and go through the process of making them usable again.

    By

    sazzyazzca sazzyazzca November 2023 in Freebies
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