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[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]
ManFriday said:
Thank you Barbult. To be clear, yes, the source morphs get lumped together always. Whatever morphs are active get converted.
I actually love this feature. I have many G3 and G8 custom characters I have created over time and it's great to be able to create a single head and body morph from them for G9.
[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.
Thank you Barbult. To be clear, yes, the source morphs get lumped together always. Whatever morphs are active get converted.
[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]vwrangler said:
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.
It is the latter. The Figure Converter looks only at the final shape of the source figure, whatever morphs that may come from - one head morph, one body morph, or your "Bert" -, and creates a single morph in the target figure from it. Depending on the options that are selected, that single full morph will be preserved in the target, or sent through the head/body morph splitter to create separate head and/or body morphs. Where the "source" morphs came from -- head or body or something you cooked up yourself -- does not matter. I hope this makes it clearer!
[Released] Magic - Smart Actions for Posing [Commercial]Fairyteller said:
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 :(
Hi again,
Thanks for your reply.
- I checked with a basic Genesis 3 female character and Magic - Pointer worked as intended!
- Then, I tried other figures, custom G3, G8, and G8.1 Magic - Pointer worked.
- I still get all the warnings, even when I load a basic Genesis character, same with custom characters. But now, it doesn't freeze my Daz Studio.
- I tried using a sphere primitive as a point target and it worked; a chain of bones pointing at the sphere don't follow IK motion; just the parent bone moves the rest.
- I think I have some morph conflicts or duplicates; fixing conflicts is something I should to learn more about... I have seen poses and morphs with (2)... like (2): Smile.
More info:
After testing a base G3 female character, I tried one of my custom Genesis 3 female characters and it worked!
Ok, then I tried a custom Genesis 8 female character and, again, all went well.
After that I tried a custom Genesis 8.1 female character and everything worked as expected.
I'm not sure what freezed my Daz Studio or what were all those warnings really about but I'm guessing that using a base character helped somehow.
I will be repeating the process on my other two computers; I hope it also works there. :B
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICISe 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.
Anche questo dettaglio di G1 non ricordavo... troppa roba in libreria! ^__^'
Let's appreciate/discuss today's new releases - ongoing threadTimbales said:
I already bought a character converter for G9 and the promos not including any human male characters doesn't really entice me to buy another one.
Makes sense. I am not a fan of Riversoftart products, so I passed on their converter. I have converted 7 things with the new converter (1 GF3 body, 3 GF3 faces, I GM8 face and 2 GM8 bodys) and only have had one issue with one of the GF3 bodys, even after adjusting rig to shape, but other than that, this product works great and efficiently. One of my GM8 converts was HH's Ronen which is a full character morph and the cool thing about this converter is it split the head and body automatically. Curious to see how it works on some of Rawarts characters since they are usually full character morphs only.
[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]I was hoping this would help with the eyeball part of the conversion but it doesn't appear to. I've converted several G8 figures such as Victoria, Edward, Mousso Tatum, and a couple of Bluejaunte's. As advertised all the shapes converted beautifully, but, all with the exception of Victoria have large gaps between the eyeball and socket. I just used the default settings for the transfer and adjusted the rigging afterwards.
Would adjusting the proportion slider help with the eyeball issue, or is there another step I could take to improve it?
[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...
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