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Legacy UVs for Genesis 9 [Commercial]
I did originally send this in as a support ticket, but you asked me to post it here, so here it is:
The grafting edge has been split by adding two vertices to it that don't match up to those on the base figure. As such, that vertex won't graft and while it seems to be weighted in a way that stops it ever opening up noticeably, it effectively creates a razor thin cut in the model that messes up subdivision and vertex/face normals around it.
I absolutely get the need for spliting these faces to create the different surface zones, but the grafting edge should remain unmodified, so the cuts either needed to use the existing vertices on that edge or the actual graft edge needed to be shifted a row lower so that this point could be blended in (rather than trying to treat the quad below as a 5-gon that it isn't).
This issue itself isn't the biggest problem in the world (it's visible in Iray renders, but easy to paint out in post), but I needed to know whether it would or wouldn't get fixed because, as far as I can see, any fix would mean geometry changes that would mess with what I was doing.
~~~~~
As far as what I was trying to do, I was looking at trying to create a script that could be given a list of face IDs to reassign to new surface names, so that the surfaces were split in a way that Map Transfer could be used to permanently bake textures over (I assume, anyway - Map Transfer does show face zones for connected geografts, although I admit I've not yet tested that trying to transfer on a grafted figure this doesn't have some really weird problem - I got derailed by the above).
It means I'd need to sort out part of the Arm UVs (I assume the default layout I'm seeing on the graft is from a development version of G9 when they were trying to do symmetrical arm UVs but then found that caused problems with normal maps?) but if I could make it work it seemed like a way the graft could be used to fully convert older characters to G9 and thus not need the graft long term (providing full compatibility with HD morphs, other geografts, geoshells, etc).
[SOLVED]: Transfer utility ruins a hair object...that's what I do so all the style and movment morphs work.
Some hair content can be a bit of a pain like a few that have a separate headpiece and tail or braid as you have to match them up properly and parent each to the head separately. OOT's Rasta Tails for G3F is one example. If you try to fit it straight to G8F throuhg autofit or use a transfer tool the tails have a "kink" in them at the lower neck level. This also can happen with long ponytails, and long braids as well.
Natural Movements Pack for Genesis 9barbult said:
Mechasar, thank you for responding to these concern! We always appreciate it when a PA participates in the forums to help us better use the products.
I believe that Active All button does not truly have overriding priority. Or at least this scenario causes it to not work as I expect:
- Load G9
- Turn Natural Movements Active All to On
- Observe that Natural Movements Body On-Off (and hands and feet) has been turned On, as expected.
- Turn Natural Movements Body On-Off to Off (sometimes takes two clicks).
- If Active All truly had priority, Body On-Off should not go Off, but it does.
- Now turn Active All Off.
- If Active All truly had priority, all other sections would go Off, but they don't; Body On-Off stays On and the Natural Movement body morphs retain their non-zero settings. This is confusing and frustrating.
Now perhaps it is user error to turn Body On-Off to Off after setting Active All on, but there are no instructions with the product to describe how to use it. Perhaps the DS morph system does not allow you to handle this situation, but if it does, the product would be more user friendly if this confusing scenario could be avoided.
If you manually adjust some automatic morphs, for what has been said above, there’s the possibility that some other morphs could not go to zero automatically when you try to zero the pose of your model's limbs. This is just how coding works, so I can’t do miracles :)
Aaaand, if you want to moderate the effect of the morphs, right click on the “Parameters” pane and select “Edit Mode”. Select all the morphs you need using the ctrl or shift key, then right click on them and select “Set/Min-Max Limits”. Put the max limit to a lower value. By doing this all the morphs will be softened. Hope this can help.
I have not tried modifying max limit yet. I don't know if changing the max limit could proportionally attenuate the effect of all the automatic settings, like normal ERC freeze controllers would, but I guess it could reduce the maximum effect that the automatic settings could attain. It seems like it would only reduce morphs that auto set to to max limit and have no effect on others with lower settings. Then it seems that they may be out of proportion, relative to each other. Or does reducing the high limit of one morph cause other dependent morphs to be lowered also, even if they are not reaching their limit?
This was my first attempt with Natural Movement Active All. I just opened a scene I had done the day before (why start over?) and applied Active All. The circled arm area looked strange and overly morphed to me. That is why I thought a slider to reduce the effect would be useful. I'm no anatomy expert! Maybe someone else will think it is accurate.
This is what she looked like before applying the Natural Movement Auto All. The posted images are crops of the originals and not exactly the same area, but you can see the arm changes.
The character above was highly morphed, so I decided to evaluate Natural Movement on an unaltered G9 Base before making a judgment. This is a similar pose with G9 Base arm up in the air over its head. This was even more disturbing to me. The shoulder looks out of joint. These were the tests I had done when I concluded that I was not thrilled.
Later with simpler poses, I had better results.
Then I discovered the manual "sit" helper morphs. They are very impressive and will be very useful, I think. These are the tests I did with them. This is G9 Feminine morph. The prop is a cube primitive with translucent shader so you can see that her leg sits on top and does not penetrate the cube. I wasn't able to find a morph to flatten the calf against the cube, though, so I made the shin bend away from the cube surface.
One leg up
Two legs up
Hey there! First of all, thank you for collecting and appreciate my creations, I’m very grateful. I just read your full comment, and before I answer, I’d like to point out here that logic and method always played a major role during my whole life, just because I used to be an engineer beyond being a PA. Now I try to reply as simply as possible, step by step:
- Sorry, I can’t replicate the problem you noted playing with those “Active X” buttons. They work properly to me. But the main question is, why would anyone do that combo? XD. That kind of “sequence” can't be a diagnostic test, it sounds like a shortcut for crashing your interface, and probably that's what happened there. I’m just saying it’s an useless thing, believe me. I couldn’t imagine a simpler way to let you manage those morphs, the “Active All” button turns on all the other “Active Body Part” buttons, if you don’t want to active all of them at the same time just use the individual buttons, that’s it. Maybe my mistake is in giving too many option to please the most of user wishes, I’ll keep it in mind for my next products. Anyway, if you think the “Active All” button is the cause of all the trouble, there’s a super-easy solution: find the related file in the data folder and just delete it. There will be no problem for the remaining morphs.
- About the extreme shapes, and the possibility of softening them, you got to know that every morph we PAs create MUST be designed on the base model without any figure shape applied on. We can never know what kind of characters mix you will be using in your artwork. And as an obvious result, every single morph can output different result on different characters, there’s no way to prevent it. Now I would ask you all a question. Let imagine you have to go to a dress store, and you have to buy a t-shirt without knowing the correct size in advance. Would you choose a small size with the risk of not be able to wear it and wasting your money, or do you prefer a larger size with the possibility to adjust it later in the day? ;) Well, that’s the same reason why all the PAs prefer to exaggerate in their body shapes design. All we ask is just a little cooperation and understanding from users, because despite the highest potential of DAZ Studio it’s practically impossible to give you a fully automatic and ready-to-use service.
Thank you for reading :)
Gen 8 to 9 AutoFit Screwing Up Material Poses for Peony HairAuto-fit removes custom bones on the hair... you either simply position and parent the hair to the figure's head or fit the hair in another way by bone-mapping, transfer rigging and post-fix, while the latter will take longer time and require some techniques...
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]On the first page, you show a promo video showing how to add Ollie's nose to the base G8M character.
How to do this in reverse?Assume the Ollie head morph is applied 100% to base G8M character. Now, how to remove Ollie's nose only, so it reverts back to base G8M character's nose, while everything else remains the same.
Natural Movements Pack for Genesis 9Mechasar said:
I have only tried the Natural Movements Pack on one character in one pose so far, but I'm not thrilled at this point.
- There is a control for "Natural Movements Active All". If I turn it to On, lots of morphs get activated, as I expect. But when I turn it to Off, they don't all get reset to 0. The body morphs are left On. Why? This seems like a bug. Edit: I can't reproduce this problem now, even though it happened repeatedly in this one scene. So, it might be fine. Edit 2: Oops the problem is happening again. I don't know what's up.
- The Auto On looks too extreme on my character in her pose. There is no mechanism to attenuate the overall effect. The Auto is simply On or Off. To adust the strength, each individual morph has to be adjusted separately and manually. I would like to just dial down the overall effect.
I'll wait until I try a few more scenes, before I decide whether to keep this.
Hi there! I think that’s not a bug, and here’s why: there was a huge amount of work on the interconnection between individual morphs in order to make the result as good as possible. As I wrote in the product description, a lot of morphs (especially the Hidden Morphs) are triggered automatically when two or more morphs are active, so they can smooth or moderate the effects of one morph over the other. But that behavior is not limited to the Hidden Morphs only, e.g. the “Arm Left/Right Front” morph turns off the effect of the “Arm Left/Right Down” automatically, in order to reduce the effect of a pressed arm when you bend it in front. So keep in mind there’s a dense network between all the morphs.
Now, if you turn the “Active All” button on, every other “Active X-Body Part” will remain active even if you try to turn them off, because the “Active All” button has priority. So, just use the individual body-part buttons if you need to enable or disable independently.Mechasar, thank you for responding to these concern! We always appreciate it when a PA participates in the forums to help us better use the products.
I believe that Active All button does not truly have overriding priority. Or at least this scenario causes it to not work as I expect:
- Load G9
- Turn Natural Movements Active All to On
- Observe that Natural Movements Body On-Off (and hands and feet) has been turned On, as expected.
- Turn Natural Movements Body On-Off to Off (sometimes takes two clicks).
- If Active All truly had priority, Body On-Off should not go Off, but it does.
- Now turn Active All Off.
- If Active All truly had priority, all other sections would go Off, but they don't; Body On-Off stays On and the Natural Movement body morphs retain their non-zero settings. This is confusing and frustrating.
Now perhaps it is user error to turn Body On-Off to Off after setting Active All on, but there are no instructions with the product to describe how to use it. Perhaps the DS morph system does not allow you to handle this situation, but if it does, the product would be more user friendly if this confusing scenario could be avoided.
If you manually adjust some automatic morphs, for what has been said above, there’s the possibility that some other morphs could not go to zero automatically when you try to zero the pose of your model's limbs. This is just how coding works, so I can’t do miracles :)
Aaaand, if you want to moderate the effect of the morphs, right click on the “Parameters” pane and select “Edit Mode”. Select all the morphs you need using the ctrl or shift key, then right click on them and select “Set/Min-Max Limits”. Put the max limit to a lower value. By doing this all the morphs will be softened. Hope this can help.
I have not tried modifying max limit yet. I don't know if changing the max limit could proportionally attenuate the effect of all the automatic settings, like normal ERC freeze controllers would, but I guess it could reduce the maximum effect that the automatic settings could attain. It seems like it would only reduce morphs that auto set to to max limit and have no effect on others with lower settings. Then it seems that they may be out of proportion, relative to each other. Or does reducing the high limit of one morph cause other dependent morphs to be lowered also, even if they are not reaching their limit?
This was my first attempt with Natural Movement Active All. I just opened a scene I had done the day before (why start over?) and applied Active All. The circled arm area looked strange and overly morphed to me. That is why I thought a slider to reduce the effect would be useful. I'm no anatomy expert! Maybe someone else will think it is accurate.
This is what she looked like before applying the Natural Movement Auto All. The posted images are crops of the originals and not exactly the same area, but you can see the arm changes.
The character above was highly morphed, so I decided to evaluate Natural Movement on an unaltered G9 Base before making a judgment. This is a similar pose with G9 Base arm up in the air over its head. This was even more disturbing to me. The shoulder looks out of joint. These were the tests I had done when I concluded that I was not thrilled.
Later with simpler poses, I had better results.
Then I discovered the manual "sit" helper morphs. They are very impressive and will be very useful, I think. These are the tests I did with them. This is G9 Feminine morph. The prop is a cube primitive with translucent shader so you can see that her leg sits on top and does not penetrate the cube. I wasn't able to find a morph to flatten the calf against the cube, though, so I made the shin bend away from the cube surface.
One leg up
Two legs up
Natural Movements Pack for Genesis 9Mechasar said:
lilweep said:
the armpit and shoulder area look really good. The product promos show lots of little CBS, and i assume some HD ones. I look forward to testing this once i get around to purchasing.
Thank you for giving me this opportunity to highlight that each single morph has been sculpted at its 3rd HD level, so the more you increase the subdivision level of your model, the more the details (I always suggest to switch to the higher HD levels once you finished posing it).
There's some fantasitic little details in the hands and feet.
Before and afters and one already very well sculpted figure:


And on a more stylised one:

Natural Movements Pack for Genesis 9lilweep said:
the armpit and shoulder area look really good. The product promos show lots of little CBS, and i assume some HD ones. I look forward to testing this once i get around to purchasing.
Thank you for giving me this opportunity to highlight that each single morph has been sculpted at its 3rd HD level, so the more you increase the subdivision level of your model, the more the details (I always suggest to switch to the higher HD levels once you finished posing it).
Natural Movements Pack for Genesis 9memcneil70 said:
@sid showed it, but I hadn't seen his posts before I downloaded the product and loaded Victoria 9 and opened the Parameters Tab and prepared myself for a fight to fight them. Instead, in bold, there the 'Natural Moveme...' morphs showed up right under Hidden on my screen. Couldn't be simpler. So many morph packs hide themselves with cute names or acronyms that I end up forgetting where I found them and they gather dust.
I tried a falling backward pose for Vicky and other than adjusting her bikini's poke through, it worked wonderfully.
Thank you Mechasar.
I'm glad you're pleased!
Celebrity Look-a-Likes for 3D figures Part 4WayneX said:
Pokimane:
https://hanyodaz.gumroad.com/l/pokimane_3dmodel-Daz?layout=profile
Ana Kasperian:
https://hanyodaz.gumroad.com/l/ana-kasparian-G8-3D?layout=profile
Emma Stone:
https://hanyodaz.gumroad.com/l/Emma-Stone-G8?layout=profile
Lauren Boebert:
https://hanyodaz.gumroad.com/l/lauren-boebert-3d-Gensis8?layout=profile/
Thomasin-Mckenzie:
https://hanyodaz.gumroad.com/l/thomasin-mckenzie-3d-daz-g8?layout=profile
Georgia Dow (Youtuber)
https://hanyodaz.gumroad.com/l/ClaireforGenesis8?layout=profile
Shakira:
https://hanyodaz.gumroad.com/l/Shakira-3d-daz?layout=profile
Ebba Busch (Swedish Politician):
https://hanyodaz.gumroad.com/l/EbbyforGenesis8?layout=profile
Annie Loof (Swedish Politician):
https://hanyodaz.gumroad.com/l/AnnikaforGenesis8?layout=profile
Stormfront (The Boys Actress) - Aya Cash:
https://hanyodaz.gumroad.com/l/Stormfront-for-Genesis8?layout=profile
Victoria Newman (The Boys):
https://hanyodaz.gumroad.com/l/Vicky-for-Genesis-8-Female?layout=profile
Queen Maeve (The Boys)
https://hanyodaz.gumroad.com/l/Vera-Genesis-8-Female-Queen-Maeve?layout=profile
Sanna Marin (Freebie):
https://hanyodaz.gumroad.com/l/Sanna-morph-Genesis-8-female?layout=profileThanks for this, appreciated. If you could keep this post up to date I've linked to it from the OP as a resource.
[SOLVED] Strange deformation around the pelvic region on some characters when Glacia is installedlol another one. Many such cases.
https://www.daz3d.com/forums/discussion/637586/weird-g9-bends
https://www.daz3d.com/forums/discussion/comment/8317191/#Comment_8317191
The solution is to:
1. Uninstall product and file bug report and wait several months (?) for a fix2. Temporary: Dial the CBS morphs out to zero in Parameters tab whenever they are active, or put their max value to 0 so can never fire.
3. Permanent: in Property Heirarchy, put the character body morph into the 2nd stage Controller using the Multiply setting (so when character body morph is 0 it multiplies the subcomponent morph to 0 too), then save out the morph (Properly! with correct product name and vendor name to override the old morph). I won't elaborate further as explained in other threads.
[SOLVED] Strange deformation around the pelvic region on some characters when Glacia is installedEdit : the problem seems to be solved and the problematic morphes are not loaded anymore with other G9 characters.
Hello,
All renders were done with a Genesis 9 Dev figure, with Mira 9 body morph applied, the figure is wearing Genesis base clothes and I applied the 'G9 Base Pose 10 Seated G9F'. While Mira is among the figure where the problem is the most visible, it is visible with other poses and others Genesis 9 caracters.
The first render is with Glacea installed, the second is with Glacea uninstalled:


Looking at the log file with Glacea installed, four morphs for Glacea are loaded when they shouldn't:
2023-09-02 17:16:56.455 [INFO] :: Loaded morph deltas: 0m 0.2s - /data/Daz 3D/Genesis 9/Base/Morphs/vyktohria/Glacea/VYKGlacea_body_cbs_thigh_x90n_l.dsf
2023-09-02 17:16:56.465 [INFO] :: Loaded morph deltas: 0m 0.5s - /data/Daz 3D/Genesis 9/Base/Morphs/vyktohria/Glacea/VYKGlacea_body_cbs_shoulder_z55p_r.dsf
2023-09-02 17:16:56.472 [INFO] :: Loaded morph deltas: 0m 0.5s - /data/Daz 3D/Genesis 9/Base/Morphs/vyktohria/Glacea/VYKGlacea_body_cbs_thigh_x90n_r.dsf
2023-09-02 17:16:56.474 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 9/Base/Morphs/vyktohria/Glacea/VYKGlacea_body_cbs_shoulder_z55p_l.dsfUsing Turbo Loader to prevent the two morphs related to tighs to load seems to also solve the problem, allowing to use the rest of Glacea.
I'm not knowledgeable enough to investigate further and understand why those four morphs are loaded even when I'm not using Glacea, let alone finding a solution, so if a wiser person has an idea about what to do, I'm all ears
Natural Movements Pack for Genesis 9@sid showed it, but I hadn't seen his posts before I downloaded the product and loaded Victoria 9 and opened the Parameters Tab and prepared myself for a fight to fight them. Instead, in bold, there the 'Natural Moveme...' morphs showed up right under Hidden on my screen. Couldn't be simpler. So many morph packs hide themselves with cute names or acronyms that I end up forgetting where I found them and they gather dust.
I tried a falling backward pose for Vicky and other than adjusting her bikini's poke through, it worked wonderfully.
Thank you Mechasar.
Wither for G9 [commercial]How does it mix with female shapes? I would guess it neds the breasts dialled down and the natural morph, at least. (In my cart regardless.)
Let's appreciate/discuss today's new releases - ongoing threadRichard Haseltine said:
tsroemi said:
frank0314 said:
tsroemi said:
I've just bought the 3du male toon character for G9, and I can't seem to find a morph to open the pants pockets as shown in most of the promos - https://www.daz3d.com/cartoon-adult-male-character-hair-and-outfit-for-genesis-9. Has anyone else bought this and can help me? Am I just being stupid somehow?
I'm not seeing anything from the file list on the readme that explicitly says anything about the pockets so it must be embedded in with another option not clearly marked for that particular function.
Yes, I checked the file list too after I couldn't find it. I've sent in a ticket, maybe DAZ can just check in with the vendor and ask them about it. Still, if anyone solved the mystery, it'd be cool to know!
May have been done with a dForm, using a weight map to get a clean break at the edge of the pockets.
Well yes, possibly, but my point rather is that I think it should be an included feature if it figures so prominently in the majority of the promos.
Let's appreciate/discuss today's new releases - ongoing threadtsroemi said:
frank0314 said:
tsroemi said:
I've just bought the 3du male toon character for G9, and I can't seem to find a morph to open the pants pockets as shown in most of the promos - https://www.daz3d.com/cartoon-adult-male-character-hair-and-outfit-for-genesis-9. Has anyone else bought this and can help me? Am I just being stupid somehow?
I'm not seeing anything from the file list on the readme that explicitly says anything about the pockets so it must be embedded in with another option not clearly marked for that particular function.
Yes, I checked the file list too after I couldn't find it. I've sent in a ticket, maybe DAZ can just check in with the vendor and ask them about it. Still, if anyone solved the mystery, it'd be cool to know!
May have been done with a dForm, using a weight map to get a clean break at the edge of the pockets.
Let's appreciate/discuss today's new releases - ongoing threadfrank0314 said:
tsroemi said:
I've just bought the 3du male toon character for G9, and I can't seem to find a morph to open the pants pockets as shown in most of the promos - https://www.daz3d.com/cartoon-adult-male-character-hair-and-outfit-for-genesis-9. Has anyone else bought this and can help me? Am I just being stupid somehow?
I'm not seeing anything from the file list on the readme that explicitly says anything about the pockets so it must be embedded in with another option not clearly marked for that particular function.
Yes, I checked the file list too after I couldn't find it. I've sent in a ticket, maybe DAZ can just check in with the vendor and ask them about it. Still, if anyone solved the mystery, it'd be cool to know!
Let's appreciate/discuss today's new releases - ongoing threadtsroemi said:
I've just bought the 3du male toon character for G9, and I can't seem to find a morph to open the pants pockets as shown in most of the promos - https://www.daz3d.com/cartoon-adult-male-character-hair-and-outfit-for-genesis-9. Has anyone else bought this and can help me? Am I just being stupid somehow?
I'm not seeing anything from the file list on the readme that explicitly says anything about the pockets so it must be embedded in with another option not clearly marked for that particular function.
Let's appreciate/discuss today's new releases - ongoing threadI've just bought the 3du male toon character for G9, and I can't seem to find a morph to open the pants pockets as shown in most of the promos - https://www.daz3d.com/cartoon-adult-male-character-hair-and-outfit-for-genesis-9. Has anyone else bought this and can help me? Am I just being stupid somehow?
Natural Movements Pack for Genesis 9sid said:
I'm very happy to support this product, I don't think we have anything like it for Genesis 9. It can't fix every character in every pose, but for the most part it makes things look better to my eyes and I've been waiting so long for something like this to come out!
I'll have to do some before and afters for this thread.
It has that quirk mentioned earlier, when you turn it on and bend an arm for example, the morph kicks in as intended, yet if the arm is still posed and you turn off the global morph controller, the arm morph is still activated until you un-bend the arm... So it has one-way switching as long as the limb is bent and while it's not like with other corrective morphs, it's not a deal-breaker for me as it's easily corrected by un-posing the figure/parts.
Mechasar said:
Thank you, I'm glad you like it. Here's the thread were we can discuss about everything related to my catalog ;)
Definitly pinned that tab!


















