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[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]
vwrangler said:
Does this combine all of the head morphs for a character into one morph to transfer, for example, or does it transfer each individual morph in the head and then make a controller slider?
According to the promo pictures, if you have multiple morphs active when converting, they will become a single morph in the target figure. If you want them to be separate morphs, you have to convert each individually.
[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]vwrangler said:
or does the product read the shape in the scene, combine them all into one file for the shape beforehand, and then transfer only *one* morph file for the character shape, and the Darius/Floyd/Aron individual head morphs stay with G8M and don't get sent to G9 as separate morph files at all.
This
[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]Let me try an example to hopefully make my question a bit more clear.
Let's say I have a character that I call "Bert". Bert's head has a combination of the following character's heads:
FHM Darius 8
FHM Floyd 8
FHM AronThe product creates a single slider for the character called "Bert", and I can use the interface to split it into head and body shapes for Bert -- that I do understand. What I'm not clear about is, are the individual head morphs for Darius, Floyd and Aron *also* transferred to G9 so that the product can make the combination that way, or does the product read the shape in the scene, combine them all into one file for the shape beforehand, and then transfer only *one* morph file for the character shape, and the Darius/Floyd/Aron individual head morphs stay with G8M and don't get sent to G9 as separate morph files at all.
I'm asking in this way because, with the G9 unimesh, I'm very concerned about morph bloat -- having so many that loading just gets bogged down. G9 has only been out for a year, and may be around for some time longer, and there are already well over 50 characters available as native G9, so I don't want to make it impossible to use by transferring characters and all their component morphs.
[Released] Magic - Smart Actions for Posing [Commercial]VividImaginator said:
Hi Fairyteller,
I'm having problems with Magic - Smart Actions For Posing; I tried using one of my Genesis 3 characters and whenever I select a bone, or some bones, and click on Magic - Pointer my Daz Studio Pro Public Build (Beta 4.21.1.48) freezes over.
Same thing when I try Genesis 8 and 8.1.
I get a lot of warnings like...
2023-07-16 16:40:53.357 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(8088): Animation property not found: name://@selection#SCLArmsLength:?value/value
And...
2023-07-16 16:40:50.431 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(746): Formula target property not found:
File: /data/DAZ 3D/Genesis 3/Female/Morphs/Zev0/Bend Control/Smoother Victoria 6 R.dsfIt seems like the script can't find the morphs or their properties.
I have some morphs in the regular installation folder and the rest in another drive; my library is massive and I don't have enough room in my system drive for all my assets.
Is that what is causing troubles?
Is the script looking for the morphs and values inside the default installation folder?
Can I point the script to look for morphs and values in a custom library folder?
Your product looks amazing but I can't use it at all.

Halp!
Hey,
First, let's get this out of the way: Magic - Smart Actions For Posing is not creating, altering or looking for any morph or any external file. All it does is alter basic rotations for the selected nodes, bones and props. If a figure has a morph or hard drive lookup problem that causes major performance issues when posing its bones, then the problem is with the figure and morphs, and there's not a whole lot that I can do to fix it, sadly.
I have a few questions to help diagnose if the issue comes from the Magic - Pointer script:
Can you confirm that Magic-Pointer is not causing problems on plain Genesis or Genesis 9 figures? Or any animal figure, if you have any?
Do you still see the warning/morph errors in the log if you just load a Genesis 8 figure into a scene?
What if you manually change the value of the "Bend" slider for the problematic bone of a Genesis 8 figure ?
What if you manually (without Magic) set a Point At target for this bone (create a Null, then select the bone and in the Parameters pane, in the "General/Constraints" category, set the "Point At" property to the Null you created)?
What if you then translate the Null to a different position?
I'm asking because these are all the elementary actions that the Magic-Pointer script does, and it does a lot of them. Each of these, individually should be instant. If they take a long time, like half a second or something, and raise a warning in the log each time, then yeah Magic probably won't be good for Genesis 8 until you fix your morph errors :(
[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]barbult said:
vwrangler said:
Does this combine all of the head morphs for a character into one morph to transfer, for example, or does it transfer each individual morph in the head and then make a controller slider?
This question has not been answered. The question is not about head vs. body morphs. It is about whether individual head morphs used by the original character get lumped into a single morph in the G9 character, or whether each individual head morph used by the original character gets converted to an individual G9 morph, and then an ERC controller is created to combine their result to create the G9 head. I'm guessing it is the former: all lumped into one head morph. A definitive answer, when time allows, will be appreciated.
It creates a single head morph.
[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]vwrangler said:
Does this combine all of the head morphs for a character into one morph to transfer, for example, or does it transfer each individual morph in the head and then make a controller slider?
This question has not been answered. The question is not about head vs. body morphs. It is about whether individual head morphs used by the original character get lumped into a single morph in the G9 character, or whether each individual head morph used by the original character gets converted to an individual G9 morph, and then an ERC controller is created to combine their result to create the G9 head. I'm guessing it is the former: all lumped into one head morph. A definitive answer, when time allows, will be appreciated.
[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]vwrangler said:
Does this combine all of the head morphs for a character into one morph to transfer, for example, or does it transfer each individual morph in the head and then make a controller slider?
You can create a single morph, or separate head or body morphs, or both. The way the head and body morphs work is that first the full body morph gets created, and then the result is sent through the head/body morph splitter that ships with the Genesis Essentials. The tool never creates ERC controller dials, but if you want one, you can create the head and body morphs and then create a controller dial yourself that dials both up.
[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]vwrangler said:
Does this combine all of the head morphs for a character into one morph to transfer, for example, or does it transfer each individual morph in the head and then make a controller slider?
The head and body have seperate sliders.
[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]Does this combine all of the head morphs for a character into one morph to transfer, for example, or does it transfer each individual morph in the head and then make a controller slider?
[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]https://www.daz3d.com/figure-converter-for-genesis-9
Update your favorite Genesis shapes to Genesis 9!
Figure Converter for Genesis 9 is a plugin for Daz Studio 4.20 and above that can convert old Genesis shapes to Genesis 9 in seconds. It supports Genesis 3, 8, and 8.1 source figures, both female and male, all in one product. By default, it creates separate head and body morphs.
For Daz Published Artists (PAs) with access to high-resolution morphs, the tool will convert high-resolution character morphs as well.
Like the Pose Companion, the Figure Converter does not inspect any files or directories on disk. It operates directly on the current scene:
1. Load the Genesis figure that you want to convert into the scene and a stock Genesis 9 figure. Select both in the Scene tab.
2. Run the utility (either with the menu item in the new Convert menu or with the Ctrl + Alt + C keyboard shortcut).
3. In the window that appears, keep all the default options and press Convert. Wait a few seconds, and your Genesis 9 will have new shape morphs with the conversions.
The tool will then also offer you to save the new morphs as morph support assets into a content library, making them available to all Genesis 9 figures. See the screenshots for details.
The tool converts only shapes, not materials or geografts (such as horns or tails).
While the tool has reasonable defaults to convert most figures, Genesis 9 has separate geometries for eyes and teeth. Those parts of the source figure shape will not be converted. Figures with extreme deformations in the morphs (like monsters) may need manual adjustments for the eyeballs.
Comes with 64-bit Windows and Mac binaries and a comprehensive PDF manual.
Let's appreciate/discuss today's new releases - ongoing threadhttps://www.daz3d.com/figure-converter-for-genesis-9
Looks like this one is a single package that works on G3, G8, and G8.1 M/F characters and also offers PAs the ability to transfer HD morphs.
For reference and comparison, the RSSY converters.
Converting problematic clothing, hair, and poses to G9 is useful (especially considering recent releases such as Van Helsing 9 and 3DU's Cartoon Adult Female), but I don't find the idea of converting characters from previous generations to G9 to be appealing at this point.
However, I am curious if MF's converter produces better results as I recall noticing some issues in promos for the RSSY converters.Need 8.1 Figures to be able to use 8.0 tattoosLoad the tattoo onto an 8.1 dev load set to G8 UVs, then Map Transfer to 8.1 UVs. I'm using only G8.1 figures for my animation project, and a number of them have tattoos and other products that were made for G8, so I've had to do this a few times.
Hair mismatchs the head, placed lower then it should becrosswind said:
Select the hair first, Parameter pane - Show Hidden Properties ~, click Currently Used, there's a dial named "head_bs_ProportionNeckLength", Zero it...
Proportion.. relevant morphs on this Character could've been combined into her Head Morph.. or there better be a fix on the Hair...
!!!
Hair mismatchs the head, placed lower then it should beSelect the hair first, Parameter pane - Show Hidden Properties ~, click Currently Used, there's a dial named "head_bs_ProportionNeckLength", Zero it...
Proportion.. relevant morphs on this Character could've been combined into her Head Morph.. or there better be a fix on the Hair...
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIRuthven said:
Ragazzi, una domanda:
vorrei realizzare qualche immagine della dea egizia Hathor come raffigurata in queste immagini:
ovvero essenzialmente in forma umana - con abiti e accessori in stile, quelli sono facili da trovare - ma con orecchie bovine.
Secondo voi, se prendo una di loro due
https://www.daz3d.com/taurette-for-genesis-2-female-hd
https://www.daz3d.com/clarabelle-for-genesis-8-female
si può riuscire abbastanza facilmente a estrarre solo il morph delle orecchie o, essendo morph full-body, faccio prima a tampinare RawArt per fargli aggiungere La Possente alla sua collezione di divinità egizie? Magari in abbinata con Sekhmet, visto che in realtà sono la stessa dea... (beh, in realtà lei dovrebbe essere facilmente ottenibile con uno dei Cat World).
Se hai X-morph (mi sembra si chiami così) puoi "tagliare" i morph che ti servono e applicarli separatamente.
Oppure usi Genesis1 che ha direttamente le orecchie bovine con il Creature Creator pack.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIRagazzi, una domanda:
vorrei realizzare qualche immagine della dea egizia Hathor come raffigurata in queste immagini:
ovvero essenzialmente in forma umana - con abiti e accessori in stile, quelli sono facili da trovare - ma con orecchie bovine.
Secondo voi, se prendo una di loro due
https://www.daz3d.com/taurette-for-genesis-2-female-hd
https://www.daz3d.com/clarabelle-for-genesis-8-female
si può riuscire abbastanza facilmente a estrarre solo il morph delle orecchie o, essendo morph full-body, faccio prima a tampinare RawArt per fargli aggiungere La Possente alla sua collezione di divinità egizie? Magari in abbinata con Sekhmet, visto che in realtà sono la stessa dea... (beh, in realtà lei dovrebbe essere facilmente ottenibile con uno dei Cat World).
Daz3d gets frozen/stuck when I use the posing controlsHi, I am puzzled by the behaviour of my Daz3d Studio. I have created a scene that uses the Gothic Style Room as environment G Female Gothic Style Room | Daz 3D and loaded two Genesis 8 figures with all the bells and whistles (Face Transfer faces, hair, clothes with textures, etc). Whenever I try to change the pose of any of the characters thrugh the control bars of the posing, the software gets stuck for SEVERAL seconds (up to one minute or more) and I cannot see any changes in the position of the anatomical part in real time.
The software seems to work just fine when I navigate the scene, even in Filament and Iray preview, with very fluid scrolling. However, as soon as I try to use the posing controllers to change any position or expression, the software gets stuck for ages....so I am a sitting duck at the moment, the software is completely crippled.
System specifications: Intel Core i9 12900 KF, 32 GB RAM, Nvidia GTX 4090 with 24 GB of VRAM, 2 TB SSD, Windows 11. Nvidia drivers version 536.40 (Geforce Game Ready).
I have read that sometimes this can be due to a plugin that is misbehaving (I have installed Face Transfer and Measure Metrics). I am also using an Aux Viewport. I have also read that sometimes you need to "authorize" Daz3d in your Nvidia software, but I am not sure about how I could do that.
Any ideas please? thanks a lot for your help!!!
Gio
Zbrush helpFor a morph you must use the abse resolution, if you use a highe resolution you will get a new object when yiu send it back to DS. Only PAs have the special tools for importing HD morphs, for use only in content for the Daz store.
You can divide the mesh in ZBrush, sculpt it, and then bake the high ressolution details to a normal or displacement map to be used in conjunction with the base resolution menh.
Zbrush helpI been exporting my Daz figure to Zbrush with GOZ. However, the figure (tool) is coming out very odd, like low resolution. I tried multiple ways and settings to get a better result but not able to get it right. I seen tutorials on YouTube and they everyone's figure comes in looking a lot better and something that is workable to morph. I changed the resolution to Base in Daz, checked and unchecked "Export at current resolution" and "Export with Deformations" , I tried all combinations and nothing is working. Maybe I am missing something simple. Would appreciate any help. I attached a sample of what I am looking at when imported to Zbrush.
Van Helsing 9jd641 said:
sid said:
I go the pro bundle with the banner, because I wanted the alt shapes. Probably a smart move on Daz's part to make them Pro bundle exclusive, but only they can see the sales figures.
I dunno if it's smart or not but it was a good way to piss me off. hahah
I bought the main Olivia 9 morph and the alternate shapes cause I was worried they'd remove them like the Olympia ones that were up for sale but quickly removed. The amount of additional mixing that can be done with the young and old morphs really add a lot of options for creating of lot of different age groups now so not everyone is the same age, which is why I was really hoping the alts would be something anyone could buy but I was wrong. :(
I wonder though, since I have the alts for Olivia can I get an appoximation of the alts for VH9's young and old morphs (not counting the face texture's). Does anyone who has both alt products feel like trying this out, I'm very curious if it could work.
There seems to be genuine difference between the sculpts of the young versions of the two characters. (That's not to say you couldn't create something quiet comparble with just the base VH, just would take a bit more fiddling than I've done here.)
Samples only about 30% rendered to fit in on my lunch break.
Here’s young VH next to young Oliva, but I’ve applied adult VH’s skin mat’s over the top of young Oliva on the right:

Here’s young VH next to adult VH with VH adult mats on the right, but adult VH has had the young Oliva dials in, plus the same overall proportion dial adjusted to replicated how young-VH loads.

Dials for comparison, default young-VH dials on the first imageand the dials I used to to create a younger version with only the default-adult VH HD base and young-Oliva pictured second (in the recreated version I did apply the Olivia proportion dial and overall proportion dial to -23%, but left the other proportion dials for neck, feet, hands all unchanged, as the Olivia proprotion dial seemed to replicate them and she looked over-corrected if I applied as young-VH has dialled - basically, I ignored almost all of the orange dials)


Typing this up makes me feel very tongue tied!















