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G9 eyelid geometry messed up
Laurita said:
crosswind said:
There're only 2 converters for G9 now...which one? Anyway, check the hidden properties of G9 in Currently Used, see if there're still some unexpected pJCM or CBS relate to EyeBlink or Eyelid... If there're, delete them as well from the file path in Parameter Settings.
I actually found the culprit in an old converted and distorted morph from the RS converter which remained in my system. Once I delted it the problem was gone. Thanks a lot!
Great! You're welcome ~
G9 eyelid geometry messed upcrosswind said:
There're only 2 converters for G9 now...which one? Anyway, check the hidden properties of G9 in Currently Used, see if there're still some unexpected pJCM or CBS relate to EyeBlink or Eyelid... If there're, delete them as well from the file path in Parameter Settings.
I actually found the culprit in an old converted and distorted morph from the RS converter which remained in my system. Once I delted it the problem was gone. Thanks a lot!
Simple way of fixing snaggy teeth in G8 import results from HeadShop?crosswind said:
I'm afraid this way won't work for OP's case, especially for the distorted teeth, gums, even mouth cavity on such 'stylized character' ... If you clear the selected delta, the position of the related vertices will totally change to the original shape, then it might be another mess with the current head morph.... It's not like the case that one head morph was ever ERC Freezed with a partial delta vertice change on a body part. I myselft have never succeeded in fixing such 'distorted teeth and mouth' case with this way.
But pls definitely try it as we'd like to know if it can help with fixing such an issue coming from Headshop.
Oh it would be somewhat challenging. Thankfully one can select by surfaces though to hopefully get all the teeth and whatever else needs to be reached inside the head. I would recommend working with the figure's mouth open.
For further morphing to fix the teeth back into the headshape, I would use the bridge to Hexagon etc. That's presupposin' I could even get HeadShop to work on my system. Facegen and Face Transfer, and a "kazillion" purchased and free morphs can also produce many a character.
G9 eyelid geometry messed upRestart Daz Studio after deleting the morph folder.G9 eyelid geometry messed upJus a follow up: I found out that *all* my pose controls point to a custom conversion folder of a G8 character. On this particular character the eye blink pose works perfectly fine.
So how can I remap the pose controls to the originals? The Paramater -> Asset path can not be changed and I don't think that changing all sliders one by one should be the right way to go anyway. Is there a way to restore the poses to default?
Edit: I just deleted the morph folder, but the problem remains. :-(
[Released] Turbo Loader for Genesis 8 and 8.1 [Commercial]RiverSoftArt said:
vholf said:
Hello, I just noticed Turbo Loader Scene Configuration "Scan" action only scans the current frame, I used different expressions in different timeline frames and only the current frame gets the morph detected and included. Any way to make the scan work across all frames?
Thank you.
Really? Sounds like I have a bug

I might have found another one. When there is more than one G8 figure in the scene of the same gender, only one will be scaned by Turbo Loader Scene Configuration. I noticed not all the morphs where loaded for all figures involved in the scene, and when I searched the log for "Inspecting", I only see 1 male and 1 female G8 scanned, although there are 2 male and 3 females in the scene, all with different set of morphs being used.
If I delete the inspected figure, then another single figure of the same gender is inspected.
I also tested this with a blank scene and just 2 G8 Females, only one gets inspected.
For the previous bug I just wrote a script to set all used morphs in a figure to some low value at frame zero so all morphs in the timeline will be scanned, but this one I can do nothing about and it's a breaking bug for me, I need all characters in the scene to be inspected.
Simple way of fixing snaggy teeth in G8 import results from HeadShop?I'm afraid this way won't work for OP's case, especially for the distorted teeth, gums, even mouth cavity on such 'stylized character' ... If you clear the selected delta, the position of the related vertices will totally change to the original shape, then it might be another mess with the current head morph.... It's not like the case that one head morph was ever ERC Freezed with a partial delta vertice change on a body part. I myselft have never succeeded in fixing such 'distorted teeth and mouth' case with this way.
But pls definitely try it as we'd like to know if it can help with fixing such an issue coming from Headshop.
Removed Old Morph FilesHaven't experienced 'upper limit issue'... but normally if you load the character preset from a product into the scene, the character's morph (control dial) is 100% as default ( value is in dark grey). Then even if you dial it to zero, the channel of this morph is always saved within DSON User File. So if delete or deactivate the morph file (DSF), there'll be an error message...
You may identify if it was the way you ever did... If so, better load base figure first, then manually dial the character's morph next time...
Simple way of fixing snaggy teeth in G8 import results from HeadShop?This is a wonderful tutorial on removing unwanted vertices from morphs.
n.b. once removed, you may or not find that an additional morph is required to make them fit nicely in the mouth but that's another topic.
https://youtu.be/XuQwnTd4Fok?si=Ybba6j24MKDweOPx
Removed Old Morph FilesDialing in a morph and dialing it back to zero, then saving the scene, the scene save file might still 'remember' that morph was used, even if it is at zero. This might sound ludicrous, because it is ludicrous, but it does sometimes happen. I use Turbo Loader a lot, and I have ran into a similar problem when I load scenes saved before I removed certain morphs, even when those morphs are zero. It doesn't seem to happen every time, though.
There are also a number of morphs that automatically dial in, and can do so without you noticing. Some morphs are hidden, make sure "show hidden properties" is enabled. Make sure the morphs you deleted do not have any other morphs that call for them, you will still get errors. You need to get rid of any controller morphs that may use the morph as well, and these can be hidden. If you did any ERC freezes you may have messed these up a bit. There is also a chance the PA goofed this process, too, or Daz goofed the DUF when it uploaded it for users. There can be several things going on to cause the errors you see. It might even tie to temp files in Windows.
Resaving the scene again with all the morphs deleted usually fixes these issues. If it doesn't, there may be a controller type morph looking for the morph you deleted.
On that note, I recommend Turbo Loader as the best way to deal with morphs. It simply disables them, DS will not see the morph. But the data is still there, so you do not need to juggle everything. You can select to disable what you want and enable any particular morphs you want to use again later. It also does a good job grouping all the morphs in a product together, so you can easily spot the controller morphs. It really helps keep things organized and trim when your morph library grows too big.
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Removed Old Morph FilesI recently deleted some old, unused morph files from my library as my rather immense file system was making Daz very slow. However, now all of the old scenes and characters are not loading properly. I get the error for the missing morphs (as expected), but the scene characters to no load with the other morphs intact. Has anyone run into this and found a solution?
Baking the SkinIf you wanna render a scene with Blender, you need to tweak the shader nodes in Blender no matter you use Daz to Blender bridge or Diffeomorphic Daz Importer. The settings in Surfaces pane (shaders) could be only saved as a material preset or shader preset rather than 'baking skin textures'. Some function like Map Transfer is used for baking texture maps only (without shader settings) across UVs.
Change resolution size and/or visibility of objects without opening a scene? (Preload objects?)From technical standpoint, yes, you can open DSON User Files ( DUF ) with an Editor software (Notepad++, EmEditor, etc.) , or DSON Editor( https://www.daz3d.com/dson-editor ) to modify sth. like Visibility of objects or whatever, as long as you know well about DSON format / structure and syntax.
Long loading time might not result from the number of morphs you've installed, remember to check you log first to see if there's any warning like duplicate formulas. Turbo Loader is used for deactivating morph files so as to speed up loading the scene where there're Genesis figures, so they're relevant.
Finally, if you're talking about sth. like making visual novels or comics that you want one scene file covers multi storyboards, e.g. multi cameras + multi poses, you may wanna check this product -: https://www.daz3d.com/camera-magic and the 2 add-ons, for saving different poses and shapes to different cameras in a single scene file. Well, at least they're game changers for me.
Ps: AFAIK, there isn't a way of 'pre-loading' a scene file in DS. When you dbl-click to load a scene file, it'll be fully loaded...
Custom slider problemLD1 said:
Thanks for your help crosswind. I had no idea that I had to resave it as a morph asset. I though I could just make the changes in the slider’s parameter setting, hit Accept, and that was it. Thanks again.
Great! You're welcome.
Custom slider problemThanks for your help crosswind. I had no idea that I had to resave it as a morph asset. I though I could just make the changes in the slider’s parameter setting, hit Accept, and that was it. Thanks again.
G2 on G8/8.1Yes, that depends on the design of the clothing... Most of the clothing of G2 could be well auto-fitted to G8. However if there're custom / unique bones on the clothing, they'll be removed by auto-fit, so bone mapping + transfer rigging + post-fixing could be a workaround but that'll require some techniques and take more time
Besides, some corrective morphs might not work on G8, if there's any ugly distortion on the clothing when posing your figure, you have to fix them by yourself. Since there's no G2 clothing with dForce, you could only use external applicaton to fix the corrective morphs (pJCMs), or add dforce modifier if needed.
RiverSoftArt ever developed a Clothing Converter for G2-G8, that could be another option. If you know to use some modeling / sculpting software like Zbrush / Blender, that'll be much easier for fixing anything on the converted clothing.
Send the animation back to Daz3dIf you have Maya, use the daz to maya bridge and send a character over, you don't need clothes or hair if you're bringing it back into Daz. Set the character up, do your animation and you can then bring the keyframes back through the bridge into Daz as an animated pose preset. The feet slide a smidge still though, but it's not the worst. Also the collar bones do not transfer over, so move your arms how you want them in Maya, but know you'll have to delete the keys for the collar in Daz and redo that. And make sure you turn off rotation limits in Daz. It's a hassle, but it'll work.
WinterMoon Wants Attention.
OK, here's what I was actually trying to do when the little accident above happened.

I'd been wondering for a couple of years why my newer model of Tara didn't look like the original I made back when I was a complete newbie. She looked tired and drawn. I didn't understand why. All I'd done was dial in a new body, right?
Then it dawned on me that Tara had originally been made with the teen morph from Growing Up. When I gave her a new body morph I dialled out the teen one, because the new body was already teen and the bust became.... well, inverted. You know how it is. Tara's short and waifish, which is why I use teen bodies for her. Anywho, the Growing Up morphs affect the face, making it rounder and more babyish. Since Tara was meant to be an adult in her 20s, I thinned out her face a bit, and made her look older. When the GU morph was removed, she started looking really skinny and prematurely aged. It was such a simple explaination, and I'm kind of facepalming at not figuring it out years ago.
Anyway, Tara's back in another version. This time I didn't remove the GU morph completely. I dialled it down from 16 to 12, which allowed her to gain some height, and I only dialled the other body morph in a little past 60%. Expect to see Tara a lot in the future, because I'm way more happy with her looks now.


Colour versions, in case you're interested.
Diffeomorphic DAZ Importer version 1.7.0 releasedIf you trasfer morphs to face meshes that should take care of the eyemoisture too, together with eyelashes and eyebrows. You can check what shapekeys are transferred and eventually transfer manually, it's morphs > transfer shapekeys.









