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Identify model or find one similar.
Hello @elizayutni
I made the assumption that you mean 'female' instead of 'male' above and looked in my runtime for G8F/G8.1F characters who were close in facial shape, skin tone, and age. In one case the sculpt is close, but the skin is frecled and two others are morph packs that might help you.
https://www.daz3d.com/phx-chantalle-hd-for-genesis-8-female
https://www.daz3d.com/faces-of-the-world--africa-for-genesis-8-female
https://www.daz3d.com/alt-darcy-8
https://www.daz3d.com/zephyr-hd-for-tasha-8
https://www.daz3d.com/shangrila-for-genesis-3-an-8-female
https://www.daz3d.com/milana-for-alawa-8
https://www.daz3d.com/sera-hd-for-genesis-81-female
This is what I found out of my 1410 characters. I hope some of them help you.
Mary
How to make a smoothing morph?If the hijab is still the one we helped to manipulate last time, Rigidity group won't give it "capabilities" to well fit to the head/body morphs of all characters... For the popular characters, for instance, you still have to fix FBM / FHM ( i.e. bs Body / Head on G9 ) on the hijab with Blender / ZB or re-simulate them with morph targets in Marvelous Designer... there's no shortcut if you wanna make a really good one.
How do I hide the lower half of g9 if I use centaur or spiderfolk bodyThose would have been set up as GeoGrafts on the original figure, and would hide specified areas of the mesh when fitted 9and weld to the edges left). Using them on a different figure, with different geeomtry and presumably parenting rather than fitting (to avoid AutoFit removing al the custom rigging) that won't work.
One option would be to create a simple primitive (say a 0.01m cube), rig it via the Transfer Utility (Edit>Figure>Transfer Utility) setting Genesis 9 as Source and the Cube as Target, then make sure it is fitted to the Genesis 9 figure. Now use the Geometry Editor to select the areas of the Genesis 9 figure you need to hide, right-click>Geometry Assignment>Create AutoHide Group for fitted Figures, and select the cube figure. If you then save a Wearables Preset for both the fitted Cube and the parented add-on you will be able to load that and have the lower body hidden (when using a regular pose tool - Geometry editor and soem other tools turn off the hiding). Of course that may leave some fiddling in the join area
How to not Automatically Triangulate imported OBJ on Marvelous Designer?some garments in Daz Studio are multiple objects. For example, they may have parented rigid follow nodes etc.
Export as obj at base res and tick the appropriate 'filter nodes' option on export.
- If you dont export at base res, you obviously cant load that back as a morph because subdivided geometry wont match.
- The Filter Nodes option should only export the node(s) selected.
How to make a smoothing morph?You can apply smoothing (Edit>Figure>Geometry>Add Smoothing Modifier, but be aware that there is a performance impact) or you could use the Geometry Editor to select areas of the mesh and apply Rigidity Groups, which limit the fine detail projected from unsupported morphs - they can be weight mapped too) but you can't create a morph that will smooth any possible shape as a morph is specific linear movements of one or more vertices, it isn't conditional or adaptive
Rediculously long load times for scenes.I haven't seen a specific guide out there, although it is probably needed since even if both products are reported to support, there is no guarentee that either product will receive a fix soon if at all :(
Not sure I am the best person to write a guide since I am not an expert on the intricate details of morph file construction, however, incase no-one else chips in here goes:
The basic cause will be two different morph files registering the same "unique ID" so you need to pick one of them and find & replace to set a different unique ID for one of them. So the first thing is to view the log for the guilty parties - as mentioned if you do this in the beta it provides more helpful info. You are looking for entries that start with "Duplicate:" and then list some lines followed by "Previous:" - both of these will be followed by a "File:" entry which will point to the files that clash and via the path names it should give you a hint of the guilty vendor and product. At this point, if they are from the same store then you probably should report both products - if they are from different stores then arguably neither is "broken" and so there is not much you can really do there.
To attempt the fix yourself you need to pick one of these files to edit - if one of them is a pose then I would choose that since it should be simpler (morphs might be used by other things which will then be broken because the ID has changed). I would advise backing up the file since even tho you can re-install if you break it would be easier to just put the original file back and/or try again. You will need to edit this file in a text editor - preferably one that is designed for editing code, e.g. Sublime Text or VSCode. Don't edit it in MS Word or any other word processor as it will probably corrupt the formatting and render the file more broken. If the file appears to be in binary format (a code-editor should warn you about this) then this means the file is compressed and you have to unzip it first.
Now you have your chosen file open, refer back to you log and note the "Input:" line - the text after this label is the the unique ID that you need to replace in this file. For instance, one such duplicate that I have had to fix myself has the line "Input: 10" which means that two products have used the "Unique ID" of "10" in their products.
This file you that you are editing is in a specifc format but you do not need to understand anything other than you will only be editing parts of text that are enclosed within speechmarks (") to the right of a colon (:). The new ID you are picking is technically not important aslong as it will be unique and so I would select something that retains the original but adds something that refers to the product.
I believe you need to change this in the following places:
- Under "modifier_library" -> "id" - for example I would change:
"id" : "10",
to
"id" : "BIGEXF10", - Every single instance (there could be hundreds of these) of the old id preceded directly by a colon and hash and followed by "?value", e.g.:
:#10?value
to be replaced with
:#BIGEXF10?value - The two places at the end of the file under "scene" > "modifiers", e.g.:
"id" : "10-1",
"url" : "#10"
to be replaced with
"id" : "BIGEXF10-1",
"url" : "#BIGEXF10"
Now you can save your file, clear your log, delete the figure from your scene and re-add it. Hopefully, the duplicate formula messgaes for that ID are now gone. You should then test both morphs/poses to ensure both work as expected. If everything went well then hopefully the issue is now fixed.
Oh, it might be worth just doing a search in your logs to make sure there are no instances of "Formula target property not found" that relate to the file you just edited.
How to make a smoothing morph?How to make smoothing morph like the Fit Control product?
I think I need to add that capability to my hijab.
So I don't have to make Head Morph for different figures.
Because often times the geometry "wrinkles" or "curls" around the neck-shoulder and breasts area.
It would be impossible to create the Head Morph for all figures.Missing File Problem G8 Malelcattus_9716520438 said:
Guys I got it.
I had a projection morph from a friend who'd adapted it for M8 (badly) - it had the extra space typo in a dsf file. Thanks for the support! - LuciaHello,
I got the same errot exactly. I know what files I installed that caused the issue. How do I fix it?
Diffeomorphic DAZ Importer version 1.7.0 releasedNot sure if this is the right place, but i am having problems with one particular custom morph, the eve 8.1 body morph. It seems to mess up my poses after aplying it to Genesis 8.1 Female. Any way to fix this?
Is there a discord for diffeo related things?daz to 3dsmax and support for Corona RendererAh videoninja719. It turns out I lied. I'm sorry. The original DazToMax does not place textures in "C:\TEMP3D\" folder. The fact is that I have been using the bridge modified by me for a long time. My plugin writes the Daz scene with the same name as it has in Daz studio into its own folder. The number of scenes in "C:\TEMP3D\" is unlimited because scenes with different names are not overwritten. In addition, the plugin collects textures for each scene into its own folder too. This is very convenient for me. And I forgot that the original bridge doesn't do that.
About the Corona renderer, you asked.
Looks like Max is getting materials from Daz Studio as Physical material data only (native 3ds max material). And it's not done very accurately. I'm currently working on improving the quality of the transfer from Iray surfaces Daz to Physical material Max. Many shortcomings have already been eliminated. Genesis 8 and Genesis 9 are doing well now (much better than before).
About other renderers. The bridge provides transformations from Physical material to Vray, Arnold, Corona and even the legacy Standard 3ds Max material. But these features are currently disabled. Apparently the creators of the plugin didn't have time to fine-tune them. However, if only the Physical material could be set up, then it could easily produce similar data for any of these renderers.
This can be done inside the maxscript part of the DazToMax bridge, but time, time...Edit: Vray and Arnold have simplified Physical material conversion functions and these functions are included in the control dialog DazToMax. But Corona renderer doesn't have a similar feature. However, this is not a problem. With a properly configured Physical material, it is possible to transfer this material to any other.
Genesis 9 lost default shape in my libraryHere is a quick tutorial on how to fix base figures that load with an unwanted morph applied
Daz bridge to Blender and back to Daz as morphI tried that, but ran into an issue (that problem is not present when exporting to Blender via the bridge, which is why I asked about it in the first place) that when you import the obj in Blender, in object mode it looks fine (surfaces are smoothed), but once you switch to sculpt mode, surface loses smoothing, and the base mesh is way too coarse to be workable in that condition, smoothing is a MUST, I can apply a modifier, but that doesn't quite work and I'm not that proficient in Blender to figure out what is wrong, there don't seem to be any import options in Blender that help with this, and addition export options in Daz for obj also doesn't seem to say anything about smoothing
edit: found the problem - in object mode right click and Shade Smooth, that fixes that issue
But I find it very weird for the Daz to Blender bridge to not have this functionality back and forth functionality like GoZ, unless they do it on purpose to steer users towards payed Z brush, and I tried to use the free Zbrush version, and the cheaper subscription, GoZ doesn't work with those, it only works with the full one, which is not exactly cheap (nor necessary for the quick back/forth to fix collisions or make some small morphs)
I had high expectations when I saw that there was update to the Daz2Blender bridge, only to find that it addressed none of this... when it seems pretty trivial to do considering where they are with that tool already
so now on the wish list is an option in the OBJ export window to export everything in base resolution (so as not to forget to switch to base/high every single time for every single item you might need to bring back)
edit: another wishlist item would be to be able to click a particular morph in Daz and have an option in context menu to update it from the source OBJ instead of having to dial it out, delete, reimport with Morph Loader again or importing it as another morph, that would be an extremely useful feature when you want to check intermittently the progress you're making, since sometimes how it looks in Blender is not exactly how it looks in Daz, despite setting viewport focal length to be similar etc
OK, fine, I guess I'll make some DAZ stuff after all.Dodger said:
Mada said:
When you create a custom ERC for a JCM that is not in genesis - for example left thigh bend at 70, make sure to select the thigh bend on the clothing item when you ERC freeze to the JCM, not the thigh bend on the figure itself.
oh, i don't use the "freeze" thing. I read the documentaton on it. three times. then I said "whatever, i don't need that, whatever it is"
but i haven't had any problems with that part
It is actually how you can avoid the problems you're running into and doing all of the below:
Once all morphs are loaded and set up:
9: Right click any morph and select "Show in Property Hierarchy"
10: Open every single JCM I just added (this sort of marks them for "need fixing")
11: for each, drill down to the Controllers -> 1st Stage (Add/Subtract) -> ERC [DeltaAdd]: <controller rotation dial info here> -> Attributes -> Save With and set it to be this morph.
Its already set up when you use ERC freeze.
OK, fine, I guess I'll make some DAZ stuff after all.Dodger said:
Mada said:
My next question then is are you making custom JCMs for everything?
Yes.
Are you not using the Genesis auto generated JCMs?
I am also using those. I am leaving those as-is. These are separate JCMs for improvement over what those do.
Why not use them for the improvements instead of leaving them as is. That means less fixes and less morph bloat.
Anyhow - whichever workflow suits you is fine, that is the strength of DS. :)
TOR for Genesis 9 [commercial]This looks great. Oddly, it makes me want for a Hell Boy morph for G9!
Daz bridge to Blender and back to Daz as morphFor morph creation the OBJ route would be the normal route to take, rather than using the bridge (which is intended for sending content from Daz Studio to Blender - it isn't meant to be analogous to GoZ)
Is there a good Harry Potter model for G8M?There is a face morph here https://www.deviantart.com/magnus1781/art/D-Radcliffe-904263723
Is there a good Harry Potter model for G8M?Looks like there was a specific Harry Potter G8M at one of the other sites but has been removed. There is D.Radcliffe by magnus1781 at DeviantArt but that is only the head morph so you'd have to create the scar on the forehead yourself.
Digital Screen Content not showing up in UnrealSure, glad I still have those pics hehe... I uploaded them to another site since the upload here is still not working for me...
DazToUnreal base material on the left, a simple emissive material on the right. The node "texture sample" is where you put in your emissive texture. So just change your material on the screen and use or build one that looks like the one on the right side with texture sample connected to emissive...
Here is how it looks with that material:
And yeah, it can really take some time to get even halfway competent in a game engine. These really are huge environments. And even when things go wrong, it is not always your fault and when something crazy happens, it doesn't hurt to just restart your PC and open UE again and if it still not works, check if there are some common bugs of a similar nature... There are a lot of things that can go wrong in UE, and there are a lot of things were the documentation is obsolete or hardly existent...
But it still is absolutely worth the effort to learn it. I think tutorials are the best way, even though not all are great and you probably will encounter some stuff that is outdated or doesn't work so well in your project for some reason or is just plain wrong... Just keep at it and invest time regularly and you will make progress. And you can transfer a lot of your knowledge to completely different areas, inside Unreal and also to other things like programming languages (if you get into Blueprints) or modular synths (if you get into Metasounds) and so on... It's a long journey, but imho it's absolutely worth it.
Scroll that unfurls?SnowSultan said:
Ah, I think X Marks the Spot is the one I was thinking about! Thank you very much Havos and Silent Winter! The Fantasy Clutter set has a lot of scrolls, but they're all static props.
Not quite, some of them do have morphs, although the unfurl morph is more of a pose control than a morph. The bend morphs though are genuine morphs.










