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How do you get Leony onto Genesis 9?
vickjkollamane said:
I'll try this, but Leony has unique eyes called "Look At Me" (LAM) eyes for Genesis 8, that require a morph injection, they're their own geometry mesh, is there a way to get those onto Genesis 9?
Probably not. If there is anything special/unique then it's probably not covered by a converter. Is there a reason you cannot just use the figure in it's original G8 form? If you have to convert the figure to G9 then you may have to compromise unfortunately. Outside of the Daz Originals I don't think most PAs tend to re-do earlier characters in later generations.
export Posecontrols as blendshapesPose Controls may well drive rotations, morphs can move the geometry only in straight lines. You need a way to link one property (the control slider) to others rather than trying to bake to a morph.
How do you get Leony onto Genesis 9?SofaCitizen said:
This should do what you want: RSSY Character and Material Conversion Genesis 8 to Genesis 9 Bundle
I'll try this, but Leony has unique eyes called "Look At Me" (LAM) eyes for Genesis 8, that require a morph injection, they're their own geometry mesh, is there a way to get those onto Genesis 9?
Custom Morph QuestionBoth in order to guard against license infringement, should you wish to share the morph, and for straightforward use you should import your modified shape with the reverse deformation option, then use ERC Freeze to link your morph to the originals as a controller so that dialling it up with set all of the required shapes and enable any corrective links.
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Ok, the morph must be saved in Step 5 before it appears in the DS Parameters tab.
But, setting -100% to this SS morph removes the entire morph, not just the nose, and crushes the face.
So, first try didn't work.In the video tutorial, they use the "Calculate" button, but this button is not mentioned in the "Negative Morphs" SS help docs. Is this button used in all cases, before saving the SS morph? Tried using it, didn't help.
Can someone just post a screenshot of Ollie's head morph without his nose, as proof that it works?
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Ok, I read a SS help docs section called "Negative Morphs". It says to set Limit Min Morph to -100%, and click Save Setting.
But I don't understand how "Shape Splitter" appears in the Parameters tab under Genesis 8 Male -> Actor (help docs screenshot). When and how does this happen? Is the SS script still running? How do you go from using the SS script back to the Daz Studio parameters tab?
Custom Morph Question : Dialed Morphs for character preset, etc…as a BAD example if i used any of these:
https://www.daz3d.com/200-plus-head-face-morphs-for-genesis-3-male-s
in order for my morph to work on your computer you would have to own this.
(BAD example) because this is 'Merchant resource' so i can include/embed the morphs with my morph, correct???
nice price[9-4-2023 -70% -> $5.39]
and no i did use, or own the above package.Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]Thanks for the reply, but where/what is that nose value, -100%, which step (1-5) ?
Step 1: Select Regions, Nose.
Step 2: Select Ollie 8 Head, morph strength: 100%.
Step 3: n/a?
Step 4: n/a
Step 5: n/aCustom Morph QuestionNah, neither of them... It seems that you just wanna have a single dial of the morph you customized. If so, you should zero figure before importing obj file.
Custom Morph Question : Dialed Morphs for character preset, etc…You just check Currently Used in Parameters pane, the morph sliders that you dialed are what you look for. If you've dialed nothing, there'll be no need to use 'Reverse Deformation'.
Custom Morph Question : Dialed Morphs for character preset, etc…so I followed everything stated here:
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/packaging/tutorials/saving_morphs/start
to “Reverse Deformation”.So the question is how do I know which package(s) I used? So that those will be a requirement. I have many!
Mechasar's Characters Catalog: Who's next? (commercial)I really **"hate" this Natural Movement Pack for the simple reason that it has now ruined most corrective morph packs for me! :^) ;^)
Mechasar has combined multiple virtual morph packs into one, first muscles and bends, then creases and contours, I'm kicking myself for originally suggesting that the morphs weren't anatomically realistic as much as stylistic. <= Boy, was I wrong!
I keep finding nice little surprises with this pack that continually impresses me, particularly of note the wrinkle morphs with the hands and FINGERS<= I tried the same, and holy crap, what a pain in the a** it was to do, hell, I never actually finished the morphs! :^P
Yeah, I now have ample reason to get on the G9 train, as I was waiting for the Ultimate Natural Bend Morph package to arrive, and yes, I'm still getting UNBM, (If it comes out as that is my go-to as well as NMP) so if and when it does, I may have difficulty making both work as I love both styles equally for different reasons!
**Satirical comment.
EDIT: Ok, I just took a peak at Mechasar's catalogue, and just snagged Gladys as I want moar morphs, now I'm spoiled... ;^)
Custom Morph QuestionI make a pouting lips morph.
At first I dialed some mouth morphs, rotated some mouth bones, etc.Then I exported, make some adjustment and imported back.
My question is, is it better to attach those morphs and bones I dialed to the custom morph (ERC) or is better just to leave all those bones alone and let the custom morph by itself?
Simple way of fixing snaggy teeth in G8 import results from HeadShop?Try this free tool:
Full Body Morph Fixer
https://sharecg.com/v/92305/browse/10/Software-and-Tools/Full-Body-Morph-FixerIt can reset the vertex morph deltas for different body parts. For your case, I wouldn't just reset the teeth, because the teeth are attached to the jaw, and perhaps the jaw is distorted too. So, I would reset all of these parts:
- Teeth
- LowerJaw
- UpperJaw
- TongueYou can then modify the node transforms to move or scale them so they fit better if something doesn't look right. See these nodes:
- Upper Teeth
- Lower Jaw
- Lower TeethAmazing results: Daz + Stable DiffusionThe best way to use the two together is to use Daz Face Transfer with Stable Diffusion. Start with a base G8 model with 3 directional lights. One light at the default parameters, one at -75 rotation on the Y, and another at 75 rotation on the Y (the goal is to get even lighting with as little shadow as possible. Render a straigh- on headshot. Use that headshot with ControlNet in Stable Diffusion, with the Lineart and Tile models, a CFG of 0.9 and a denoiser strength of 0.7. Put in some prompts, and pick out an image with the best symmetry. Use that for a Daz Face Transfer. If you are serious about using Face Transfer, you should have Face Transfer Shapes too.
Now, put the new character, with the new textures and morphs in a scene and do some renders. The renders don't have to be perfect, you can even use filament renders. Bring a few different renders of the same character back into Stable Diffusion. Use the same ControlNet models, but change the Denoiser Strength to somewhere between 0.2 to 0.5. Use the same prompts you used for the image you used for the Face Transfer. If your Face Tranfer looked good, you're basically just using Stable Diffusion to make the renders look better now. For animation, I use 0.2 to avoid flicker. A denoise strength of 0.5 creates richer images.
A couple other notes. 1. It is best to do separate renders for the background and the character if doing animations. The flicker ends up being much worse if the background is part of the Daz renders. 2. My best results are when I do Canvases of the character's clothing and hair and add those back to the characters after I use Stable Diffusion. So I basically do nude and bald renders in Daz. When I do that, Stable Diffusion usually gives me the best results, especially when I render the hair separately. If you do this, you can use a Denoiser strength up to 0.65 and get some really amazing images with the same character. You may have to go in and do some post work to clean up inconsistencies though (Stable likes to add things when shadows and angles confuse it, like nose rings, belly button rings, moles and freckles.
Shape Splitter - Divide, Combine and Save (The new version is already available. 1.2.1)[Commercial]It is very simple, only change the value of the nose from 100% to -100%, this means that for example only the head of Ollie's is left without the change(morph) of the nose.
Ollie's head 100%
Nose (Shape Splitter) -100%
How to make my morph appear when I click the Head?Technically, you want to creat an alias morph: Edit Mode in Parameters - RMB-click on the morph dial - Property Cloner - Select Head node from Target Node dropdownlist - Tick Create as Aliases - Accept. Then save both of the morphs.
How to make my morph appear when I click the Head?How to make my morph appear when I click the Head?
Currently the morph parameter only appear when I click for the whole character.
But not the head.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.
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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.











