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[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]
TheRenderer said:
I've already seen a few posts about wonky hands and arms appearing post-conversion and just wanted to say that I have noticed the same thing happening but ONLY after I apply a unique G9 pose to the newly converted character (which was originally a G8). Other than that, the character conversion is nearly perfect.
For me at least, the 'bend' slider limits on the hands of these converted characters are very wide which is leading to some pretty distorted figures.
Had the same problem, went into the Joint Editor and adjusted the rigging to shape, then froze the ERC and saved the morph, poses worked fine after that. Don't know if that is a bug in the conversion.
Job: Transfer existing Daz asset to Genesis 8ggrancharov said:
Richard Haseltine said:
nfortunately converting and sending the files would involve a breach of the license terms.
Understood, but then how are artists creating assets for the Daz store, for instance animals that use the G8M or G8F as a base?
When a content creator creates a product for say G8M, what is included in their product is not directly the modified G8M.
For the shape, the product will only include "morph deltas" which tell DS how to modify the base G8M shape to give him the new shape, and/or properties and presets to apply those new morphs to the base figure. If it uses existing morphs from another set (say, the base head and body morphs) as part of the mix, all the product will provide is the properties or preset to apply those with the right amount, not the required morphs themselves.
In the same way, the textures provided in a pack will be completely new textures created by the vendor. If it uses textures from the base figure or from another set, the product will only provide a preset to apply them, not the textures themselves. In the same way, a texture pack for an outfit would only include the new textures and presets to apply them to the original outfit
So the product sold doesn't actually contain anything from the base figure, required morphs or other required product, and is useless without them.
Converting a product and sending it to you would be different since what the person doing the conversion would have to send you would be a derivative of the actual product files.
How to make separate head and body morphs from custom FBM3Diva said:
Hi divamakeup thanks, it's for Genesis 8. I've never used HeadSplit DFormer so I'll take a look.
Ok it can be a bit complicated the first time you use it. I'll try and explain it as best as I can:
First load a fresh Genesis 8 Female and with her selected go to Smart Content >> Utilities and find the "Genesis 8 Female HeadSplit DFormer". Double click on it to apply it.
Then to go to the Scene Tab and, with G8F selected, go to Assets >> Morph Loader Pro. Click on "Choose Morph Files" and navigate to where your morph is and select it - but don't hit accept yet. Once your Morph is selected in the Morph Loader Pro window, click on the little arrow to the left of it to expand it's options.
Then go down to where is says "Attenuate By:" and right click on "none" then Select Weight Maps >> D-Former_1 >> Influence Maps:

If you leave the Strength at "1" it will load just the head portion of the morph. If you set it to "-1" it will load just the body portion of the morph.
Hit accept then the morph will be under Parameters >> Morphs.
You'll need to do the process twice - once for the head and once for the body.
You should then be able to save the morphs as File >> Save As >> Support Asset >> Morph Asset(s).
I tried this and its not where you claim it to be in Daz Studio at all, i had to go to Edit and find it there, its wa snever in the Smart Content section at all, you should post a more up to date version of you post, cause old post don't work in the new features of Daz.
How To Save Just the Head/Face as a SHAPE to the library?3Diva said:
You need a separate head and body morph with just the head morph dialled into the base (non-morphed) figure. If it's for G8 you can use the headsplit dformer to create a separate head and body morph - if all you have is a single head and body morph combined together.
where is this located at ? cause your image is cut off can not see it..
Julius 9caravelle said:
MimicMolly said:
His exclusive "young" morph doesn't even look that young but I'm going to blame the textures for that one. Otherwise, it looks like a good base for an OC of mine. Oh well, the one promo pic and that's it's basically behind the paywall of a pro bundle, is an automatic pass for me. It may be cheaper later. Oh well.
I don't see the Alternate Shapes in the bundle promo!
Mentioned in "What's Included and Features" and this Promo pic.
Bundle exclusives do not have their own product pages, therefore no thumbnail-links to them.
Julius 9MimicMolly said:
His exclusive "young" morph doesn't even look that young but I'm going to blame the textures for that one. Otherwise, it looks like a good base for an OC of mine. Oh well, the one promo pic and that's it's basically behind the paywall of a pro bundle, is an automatic pass for me. It may be cheaper later. Oh well.
I don't see the Alternate Shapes in the bundle promo!
EDIT: I found them.
[Released] dForce2Morph [Commercial]I can't get it to work! :(
- I created a new scene
- Loaded Genesis 8 FM
- Loaded a dress
- Applied a pose to frame 20 on a 30 frame timeline
- Started simulation
- Started dForce2Morph
Saving the simulation as a morph works, but the application of the morph doesn't.
At the end it seems out of phase with the character's pose.
I've tried with different clothes and with different types of poses, but the problem is always the same.::::
Daz Studio 4.21.0.5
Figure: Genesis 8 without any morph applied
Dress: Bell Sleeve Shift Dress
Pose: Confident Poses and Expressions for Eva 8 and Genesis 8 Female - I
Julius 9His exclusive "young" morph doesn't even look that young but I'm going to blame the textures for that one. Otherwise, it looks like a good base for an OC of mine. Oh well, the one promo pic and that's it's basically behind the paywall of a pro bundle, is an automatic pass for me. It may be cheaper later. Oh well.How to use V5 morph for G3F / G8F base?Hi everyone!
I have a question or request, if any solution exists:
When I begun to play with Daz, I have created some characters with the Victoria 5 base.
When G2F (V6) was released, I found a converter, allowing me to "update" some of these characters, from V5 to V6 with V5 morph.
I would like to know if there is any converter, any product allowing me to do a new update: using V5 morphs on a G3F or G8F basis/body (I'm not yet into G9F). I have already found a solution for the textures, thanks to a product I found here, now I'm just needing the morph pack, if any exists!
Thanks in advance!
Glute Control for G9 please ZevoI'm finding the default glute poses very limited for G9s right now. Can we get a Glute Control for those guys? All I can see in store is morph products - not the same thing.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]I have not been able to successfully convert any G8 or G8.1 characters to G9, despite multiple attempts. I keep receiving a pop-up message stating:
"Failed to save Morph Asset(s). See the log for more details."
When checking the log, I see:
[WARNING] :: /src/sdksource/fileoutput/dzassetoutfile.cpp(650): Failed to create file path.
[WARNING] :: /src/pluginsource/DzAssetIOFilters/dzmorphsupportassetfilter.cpp(936): Failed to write Morph Asset(s).I am using a Mac laptop with MacOS Ventura 13.4.1. I've attempted to set my output path to both a folder on my network drive as well as one on my local desktop, with the same results.
Happy to provide any additional information or run some more test conversions.
Thanks for any help!
Missing Parameters Controls?The Pose Controls are generally in the morph packs, not the free Starter Essentials, though I think the first Genesis may have been an exception.
16GB RTX 4060ti Releasing in Julykevinso2001 said:
If you're coming from a 3060, you'll only buy the 4060 ti 16gb if you can't afford a rtx 4080. But don't forget the RTX 4080 is just as fast as the RTX 3090 (non ti)
But the 4060 ti has a smaller memory bus than the 3060. Sure you can render bigger scenes but there's a small chance that your render will be slower. Why would you spend money on a brand new GPU that could be a DOWNGRADE on some parts to the RTX 3060?
So if you really want an upgrade in 2023, the best choice at the moment is really to find a used RTX 3090 (currently selling for $826 used compared to $2307 just 2 years ago). Barring that, it's better to keep your existing RTX 3060
Memory bus has nothing to do with rendering speed in iray, maybe it might take a few seconds more to transfer all the info over to the card but once that's done it's all taken care of on the video card itself. There's no back and forth transfer of data once the render has started, which is why this card may be really good for us once the prices eventually drop.
How to add new elements to Daz mesh with zBrush!Hi everyone!
I have been using zbrush to sculpt and create new morphs for my daz genesis figures. But now I want to use a custom non human foot shape I have created i another mesh, I am able to merge it with the genesis 9 figure in zbrush, but it GoZ doest not want to import the second I add other meshes to the shape. How can I do this, add parts, remesh and still import as a morph?Tutorial: Do not convert shoes but rebuild themIt probably is old news but I haven’t found it being mentioned: the whole struggle with failed shoe conversions might quite easily be avoided.
I hope someone can confirm that this method works, so far I haven’t found any major flaws.
The big plus: It should work for all Genesis generations.
First load a stock source model, in my case G3 Female (white) and a stock target model, in my case G8.1 Female (silver)

Then move the legs from the target model in the position of the source model.

Load the shoes you want to convert to the source model with the appropriate foot pose. This one is from Rendo, tho.

Make the shoes invisible and pose the target’s feet as close as possible to the same position. Save this foot pose as a pose preset for future use.

Then load the shoes you want to convert also to the target model with the autofit dialogue as follows:

Next change the resolution of the shoes on the source model as much as on the target model to base resolution. (Here I had to change my Workspace Layout to make the palettes visible, so the screenshots start to look a bit different)

Export the shoes from the source model to obj with the following options checked:

Now open Morph Loader Pro (Edit -> Object -> Morph Loader Pro) with the following objections checked:

Important: Reverse Deformations should be put to “Yes” and Overwrite Existing to “Deltas Only”!
Afterwards you can dial in the new morph. I found that it often works better with something below 100%, in this case around 80%. Possibly you need to add a Smoothing Modifyer as well.

Change the resolution back to High and save these shoes as a new Prop asset to a directory of your choice. Preferentially the one you used for the foot pose already.

And done. You should be able to use the shoes on every other model of the generation you converted it to.
Job: Transfer existing Daz asset to Genesis 8Hi,
I got the CATOON package from the Daz store (its a cartoon cat), but unfortunately it's not using the Genesis 8 base. I want to animate it but also use some Genesis 8 Male morphs. I know its possible and would gladly pay someone to get the work done and 'transfer' it to use the Genesis 8 base. I tried the whole day to do it myself but failed miserably.
Anyone interested?
Missing Parameters Controls?Generally those come in the base morph packs dfor the figure, it does also depend on what you have selected.
Face Transfer for Genesis 9Hi, this is a message in the bottle. Can anyone release a software similar to Face Transfer for Genesis 9? I have lost any hope to see the original Face Transfer for Genesis 9, and the fact there is no similar utilities is forcing me to stick with Genesis 8 at the moment. Which is kind of sad. Thanks! Gio
Help! G9 morphs not loading correctly...FSMCDesigns said:
I don't have that character. Start a new scene and then load a fresh G9 and see if it loads the default correctly. If not, then you have a morph that is active all the time
Thanks for your input. I'll have to see what's going on. Maybe there's a hidden parameter I'm missing.
[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]FSMCDesigns said:
Any ideas on why this happens? this is the 3rd GF3 body morph (head came out great though) that did this almost exact issue with the hands and arms. I tried adjust rigging to shape, but that didn't help at all

OK, since this is the second report about Genesis 3 deformations, it looks like there is a problem with Genesis 3 body morphs on the arms. Like I said I am currently traveling with my family and don't have my code with me so I can't debug the problem right now. Maybe it is best with Genesis 3 conversions to limit the conversion to creating a head morph for the moment. I will look at it as soon as I get back home. Genesis 8 seems to work OK though.













