-
Duplicate Files Found Catch-22
Better resolve the duplicate formulas errors other than deleting / uninstalling the relevant products directly.. because the 'morph sliders' from that product were ever saved in your scene file and subset file. If you delete the product, there'll be "missing files" warnings when opening scene files or loading you firgure subset. It's easy to fix the subset: you load the figure subset, ignore the warnings and resave it as a subset. But for those 'hundreds of scenes', it'll be troublesome... you have to open and resave them one by one...
The product that brings you "duplicate formulas" is this one ? : https://www.daz3d.com/ultimate-natural-bend-morphs-for-genesis-8-and-81-female-20
Getting on the 9 train, or notMasterstroke said:
Masterstroke said:
Thing is, I have every hair, every cloth I need for Genesis 8. That means, shopping for G8 is over.
Genesis 9 is no option, because she/he is not matching my needs at all.
That means, except for environment tools or sceneries, I think, I'm pretty much done.
Yes, qouting myself here.
And then I got this, making my life with DAZ stuff so much easier.
MMX Genesis 9 Clones for All | Daz 3D
Masterstroke I'm right there with you. I have been having some luck over at Ren with characters and some clothing. But for the most part I will purchase some clothing and footwear here if the product has G8F included along with 9 and 8.1. But even that has become hard to do. So I've been buying rooms, buildings, transportation, shaders, plants,etc. I was almost going to jump on G9 only because of the older female figures that have been released (Cause I'm old LOL), But if all the content I have collected for G8 will not work well it pretty much killed that dream. Spending less is making it easier to update my graphics card LOL.
P.S. I I enjoy the morph for G8F to straighten her back.
arms problemlaverdet_943f1f7da1 said:
thank you Crosswind;! I use R 21; but you have les problem than me, but some problemes too, with the arm deformed, and the forearm, seems to mee, to thin... With my experiment, the obj transfer perfectly, but it's a pain to assign the textures, after!
Agreed, obj format is much better. You don't have to manually assign texture maps, just collect them when exporting to obj, most of the maps will be there only lacking normal/bump/roughness that need to be added afterwards, plus some tweaks as needed...
arms problemthank you Crosswind;! I use R 21; but you have les problem than me, but some problemes too, with the arm deformed, and the forearm, seems to mee, to thin... With my experiment, the obj transfer perfectly, but it's a pain to assign the textures, after!
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]RiverSoftArt said:
Eboshijaana said:
RiverSoftArt said:
Eboshijaana said:
I feel this script needs a bit more work. I've been using Riversoft and Sickleyield's converters for a good while now and only had minor issues with extreme shapes. But for whatever reason, this script bugs out more often than not and in ways that the other scripts don't. Why I bring this up, is due to the non-script converting method giving better results.
I've attached image examples. Please note I'm NOT returning this product, I know it can grow and evolve. I just want to be frank about things.
In both cases, Oso Bear Hands was the ONLY morph used.This script was the hardest one I have ever done for DS. G9 changed too much from G8 and caused endless problems. What you are showing though is the transfer part, which is pure DS. I am confused why they should be so different.
BTW, in data/RiverSoft Art/Common/RSG8G9CharacterConstants.dsa, there is a variable:
// "LOAD CHARACTER", "MORPH LIST", "REMOVE EYEMORPHS", "SETUP CLONE", "TRANSFER MORPHS", "CONVERT MORPHS"
// "CONVERT MORPHS AND ERC FREEZE", "CHARACTER PROPERTY", "MORPHS SAVED", "MATERIALS COPIED"
var BREAK_POINT = "";If you edit the file in a text editor and put one of the strings in BREAK_POINT, the script will stop during conversion, you can see what it did until that point. For example,
var BREAK_POINT = "SETUP CLONE";
The script will stop during conversion after setting up the clone. You could see what the script is doing and it might even help in a manual process.
First of all, there is no CharacterConstraints, there however IS Constants that has the right code.
CONVERT MORPHS is where the stuff starts looking awful, it first looks just fine, but then when I turn the morph on from the parameters it is messed up. It also randomly affects the whole body, something the manual conversion doesn't do.
Once more, I do not blame you for this, just reporting what I can.Try doing up to SETUP CLONE, then doing the transfer utility yourself manually. If you can get the transfer to work differently, maybe there is something I can do in script.
Did it and there was SOME deformation but otherwise looked perfect.
I used the settings attached when converting.[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]RiverSoftArt said:
ArtofGohan said:
So when I use this converter to convert a custom OC, it makes gen 9 explode. Anyone know what I am doing wrong?
What do you mean "explode"? Do you mean look wrinkled? From the manual:
The Converted Character’s Body is wrinkled. Because of the way that morphs must be converted, a morph that on Genesis 8 appears to only touch a small part of the head can affect the whole body on Genesis 9. You need to show Currently Used parameters to show all morphs on the converted character. Then, one by one, dial in the morphs to find the offending morph(s). Once you find them, delete the morphs from your HD (click the Gear icon, Parameter Settings, and look at File Path for the asset to figure out where the morph is and what it is called). You should also resave the character with the offending morph(s) dialed out (set to 0)
It turns into a giant blob of wrinkles and nothing. Like it has no structure.
EDIT: I'll reply with a screenshot and see if I can replicate what happened.[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]jepegraphics said:
necroscension said:
I decided to give the bundle a try...
Jepe, I can confirm what you are seeing. I can apply the Suit with gens to G9 Dev Load, but when I try to use a shape dial Daz dies. Looking at the log file, nothing is being logged for Daz failing.
For my second try this is what I did:
Load G9 Dev Load
With it selected, load the G8.1M Material Suit for male elements in the Anatomy folder
I applied the PBR Skin shader to the anatomy
Reselect G9, select my HMAT (I used Novak Revisited for G8.1M), and click the shortcut for the hierarchical materials
Materials are applied, everything looks good.
Making sure G9 is selected, I selected CGI Kurt for G9's shape preset.
Daz appears to start to load the morph, and then dies.
Log:
2023-05-23 19:13:36.885 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00119 iterations after 40.605 s.
2023-05-23 19:13:37.199 [INFO] :: Prepare asset load (merge): /People/Genesis 9/Characters/Color Galeria/CGI Kurt/CGI !!Kurtis Apply All.duf
2023-05-23 19:13:37.199 [INFO] :: Locking viewport redraw...
2023-05-23 19:13:37.199 [INFO] :: Viewport redraw locked.
2023-05-23 19:13:37.388 [INFO] :: Native format content directories: 1
2023-05-23 19:13:37.388 [INFO] :: Poser format content directories: 1
2023-05-23 19:13:37.389 [INFO] :: Other import format content directories: 0
2023-05-23 19:13:37.389 [INFO] :: Begin asset load (merge): /People/Genesis 9/Characters/Color Galeria/CGI Kurt/CGI !!Kurtis Apply All.duf
2023-05-23 19:13:37.389 [INFO] :: Determining missing assets...
2023-05-23 19:13:37.390 [INFO] :: Setting textures...
2023-05-23 19:13:37.390 [INFO] :: Applying animations...
2023-05-23 19:13:37.442 [INFO] :: Finished asset load (merge): 0m 0.54s - /People/Genesis 9/Characters/Color Galeria/CGI Kurt/CGI !!Kurtis Apply All.duf
2023-05-23 19:13:37.494 [INFO] :: Loaded morph deltas: 0m 0.49s - /data/Daz 3D/Genesis 9/Base/Morphs/Color Galeria/CGI Kurt G9/CGI0423Kurtis_head_bs_Head.dsf
2023-05-23 19:13:37.816 [INFO] :: Loaded morph deltas: 0m 0.273s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Masculine 9/BaseMasculine_head_bs_Head.dsf
2023-05-23 19:13:37.868 [INFO] :: Loaded morph deltas: 0m 0.14s - /data/Daz 3D/Genesis 9/Base/Morphs/Color Galeria/CGI Kurt G9/CGI0423Kurt_head_cbs_FixEyelid.dsf
2023-05-23 19:13:38.017 [INFO] :: Loaded morph deltas: 0m 0.126s - /data/Daz 3D/Genesis 9/Base/Morphs/Color Galeria/CGI Kurt G9/CGI0423Kurt_body_bs_Body.dsf
2023-05-23 19:13:56.588 +++++++++++++++ DAZ Studio 4.21.1.48 starting +++++++++++++++++No error message. The DAZ Studio starting message is from me restarting it to see the log.
EDIT: DAZ will also close without error If G9 is shaped and then add the Material Suit with anatomical elements. This does not happen with the non-anatomical elements suits, you can apply a shape and then apply the suit.
Thank you very much for your information, good to know I'm not the only one! It is exactly the same here, exactly!
Sorry @Jepegraphics and @necroscension that you are having problems. Are either of you comfortable with the structure of the HMap duf files? The Apply script takes the selected HMap file, copies it to the Daz temp directory as a d##.duf file (e.g., d12.duf), transforms it by adding some text and replacing text, and then finally applies it to the material suit. If you can take one of the d##.duf files and figure out what inside it is making DS unstable (i.e., by changing it in a text editor and applying it and seeing if that makes DS crash), I can fix the script.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]Eboshijaana said:
SickleYield said:
I apologize on the other questions. Riversoft normally handles support threads because he is the one who writes the scripts in our collaborations, and a lot of questions/issues have to do with how the script works and is used.
It still really sounds like several of the non-mac-os questions relate directly to morphs not being named fbm or fhm (named, not labeled) and thus not identified by the script (causing crumpling/explosions). Renaming your OC morphs to have fbm in the name for body morphs or fhm in the name for head morphs in your Parameters tab can fix this.
Do you mean naming the morph files FBM/FHM or changing their names in Daz?
Another question, but would you recommend exporting and importing OCs as single morphs (or head+body morphs) for the conversion to G9? Or would renaming all the morph used for the character serve the same purpose?
I believe changing the filename makes Daz use that name as the name.
If you are ok with one morph, that can be better as less chance of undesirable interference between morphs.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]Eboshijaana said:
RiverSoftArt said:
Eboshijaana said:
I feel this script needs a bit more work. I've been using Riversoft and Sickleyield's converters for a good while now and only had minor issues with extreme shapes. But for whatever reason, this script bugs out more often than not and in ways that the other scripts don't. Why I bring this up, is due to the non-script converting method giving better results.
I've attached image examples. Please note I'm NOT returning this product, I know it can grow and evolve. I just want to be frank about things.
In both cases, Oso Bear Hands was the ONLY morph used.This script was the hardest one I have ever done for DS. G9 changed too much from G8 and caused endless problems. What you are showing though is the transfer part, which is pure DS. I am confused why they should be so different.
BTW, in data/RiverSoft Art/Common/RSG8G9CharacterConstants.dsa, there is a variable:
// "LOAD CHARACTER", "MORPH LIST", "REMOVE EYEMORPHS", "SETUP CLONE", "TRANSFER MORPHS", "CONVERT MORPHS"
// "CONVERT MORPHS AND ERC FREEZE", "CHARACTER PROPERTY", "MORPHS SAVED", "MATERIALS COPIED"
var BREAK_POINT = "";If you edit the file in a text editor and put one of the strings in BREAK_POINT, the script will stop during conversion, you can see what it did until that point. For example,
var BREAK_POINT = "SETUP CLONE";
The script will stop during conversion after setting up the clone. You could see what the script is doing and it might even help in a manual process.
First of all, there is no CharacterConstraints, there however IS Constants that has the right code.
CONVERT MORPHS is where the stuff starts looking awful, it first looks just fine, but then when I turn the morph on from the parameters it is messed up. It also randomly affects the whole body, something the manual conversion doesn't do.
Once more, I do not blame you for this, just reporting what I can.Try doing up to SETUP CLONE, then doing the transfer utility yourself manually. If you can get the transfer to work differently, maybe there is something I can do in script.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]ArtofGohan said:
So when I use this converter to convert a custom OC, it makes gen 9 explode. Anyone know what I am doing wrong?
What do you mean "explode"? Do you mean look wrinkled? From the manual:
The Converted Character’s Body is wrinkled. Because of the way that morphs must be converted, a morph that on Genesis 8 appears to only touch a small part of the head can affect the whole body on Genesis 9. You need to show Currently Used parameters to show all morphs on the converted character. Then, one by one, dial in the morphs to find the offending morph(s). Once you find them, delete the morphs from your HD (click the Gear icon, Parameter Settings, and look at File Path for the asset to figure out where the morph is and what it is called). You should also resave the character with the offending morph(s) dialed out (set to 0)
Getting on the 9 train, or notI haven't jumped G9 train.... at least yet. Maybe if G9 ends up running as long as G8, I might some day try it more seriously. It's not because I don't like G9, in fact I think V9 was a really nice flagship for G9, and a perfect candidate to start selling this new line of figures, but somehow increased prices and the hassle to get all the "must have" bend controls and morph packs made me hesitant at first and I decided to wait. As the time has been going on, and I read problems with bending, nipples and makeups and what-not, I'm even more firmly staying at the station and avoiding the train.
I do like some parts of G9, but it seems there's always a negative for every positive. For example I like higher density mesh, since I think it would be much easier to paint when using push modifier etc. but the changes to topology and removal of anatomy elements from mesh like nipples or navel will cause so much problems ( one PA even commented that they are just eyeballing the position of nipples when they are making maps etc. ), so I thought that's too much hassle if I can only use textures/HD morphs for the one character they were designed for. Same with textures/shaders ( I don't really consider this a "new" stuff, since they could've done 8k maps for G8 figures also ), it's looking good but problems for example with makeup for end customers. I'm sure some users have lots of use for gender neutral mesh, but if G9 ends up running as long as G8, then all those morphs in the same figure will slow down even the mightiest of systems to crawl ( think G8 loading times and double it, since it's now all in the one figure ).
So in conclusion, at least currently I feel that G9 is not for me. If/when Daz some day releases new Studio and there's something amazing coming for G9, I might change my mind. Personally I have nothing against the figure, and I'm happy that some other users find it amazing. That doesn't really take anything away from me, because I still have my G3-8 library, and everything I own still works nicely with Daz Studio. Also luckily there's other stores that still sell G8 content, so I still can get some new stuff for my boys and girls every now and then. Heh, as a side note, as I moved my business to that other store ( I'm not even remotely as active there as I was with Daz store, and just buying what I actually need ), it's quite amazing nowadays to just casually check Daz offers and realize that 90% is G9 so I can just happily skip it. I used to spend about $100 per month for Daz, and now I have already saved enough for a holiday trip, so that's definitely the best part of G9 for me. It actually took me several months of being "sober" to realize that I really am a "Dazaholic" and I assume still recovering
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]necroscension said:
I decided to give the bundle a try...
Jepe, I can confirm what you are seeing. I can apply the Suit with gens to G9 Dev Load, but when I try to use a shape dial Daz dies. Looking at the log file, nothing is being logged for Daz failing.
For my second try this is what I did:
Load G9 Dev Load
With it selected, load the G8.1M Material Suit for male elements in the Anatomy folder
I applied the PBR Skin shader to the anatomy
Reselect G9, select my HMAT (I used Novak Revisited for G8.1M), and click the shortcut for the hierarchical materials
Materials are applied, everything looks good.
Making sure G9 is selected, I selected CGI Kurt for G9's shape preset.
Daz appears to start to load the morph, and then dies.
Log:
2023-05-23 19:13:36.885 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00119 iterations after 40.605 s.
2023-05-23 19:13:37.199 [INFO] :: Prepare asset load (merge): /People/Genesis 9/Characters/Color Galeria/CGI Kurt/CGI !!Kurtis Apply All.duf
2023-05-23 19:13:37.199 [INFO] :: Locking viewport redraw...
2023-05-23 19:13:37.199 [INFO] :: Viewport redraw locked.
2023-05-23 19:13:37.388 [INFO] :: Native format content directories: 1
2023-05-23 19:13:37.388 [INFO] :: Poser format content directories: 1
2023-05-23 19:13:37.389 [INFO] :: Other import format content directories: 0
2023-05-23 19:13:37.389 [INFO] :: Begin asset load (merge): /People/Genesis 9/Characters/Color Galeria/CGI Kurt/CGI !!Kurtis Apply All.duf
2023-05-23 19:13:37.389 [INFO] :: Determining missing assets...
2023-05-23 19:13:37.390 [INFO] :: Setting textures...
2023-05-23 19:13:37.390 [INFO] :: Applying animations...
2023-05-23 19:13:37.442 [INFO] :: Finished asset load (merge): 0m 0.54s - /People/Genesis 9/Characters/Color Galeria/CGI Kurt/CGI !!Kurtis Apply All.duf
2023-05-23 19:13:37.494 [INFO] :: Loaded morph deltas: 0m 0.49s - /data/Daz 3D/Genesis 9/Base/Morphs/Color Galeria/CGI Kurt G9/CGI0423Kurtis_head_bs_Head.dsf
2023-05-23 19:13:37.816 [INFO] :: Loaded morph deltas: 0m 0.273s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Masculine 9/BaseMasculine_head_bs_Head.dsf
2023-05-23 19:13:37.868 [INFO] :: Loaded morph deltas: 0m 0.14s - /data/Daz 3D/Genesis 9/Base/Morphs/Color Galeria/CGI Kurt G9/CGI0423Kurt_head_cbs_FixEyelid.dsf
2023-05-23 19:13:38.017 [INFO] :: Loaded morph deltas: 0m 0.126s - /data/Daz 3D/Genesis 9/Base/Morphs/Color Galeria/CGI Kurt G9/CGI0423Kurt_body_bs_Body.dsf
2023-05-23 19:13:56.588 +++++++++++++++ DAZ Studio 4.21.1.48 starting +++++++++++++++++No error message. The DAZ Studio starting message is from me restarting it to see the log.
EDIT: DAZ will also close without error If G9 is shaped and then add the Material Suit with anatomical elements. This does not happen with the non-anatomical elements suits, you can apply a shape and then apply the suit.
Thank you very much for your information, good to know I'm not the only one! It is exactly the same here, exactly!
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICISon mancato un paio di settimane, e vedo novità interessanti!
Carino The White Palace, ma prezzo fuori dalla mia portata...
Il Varano di Komodo di Alessandro Mastronardi è, a giudicare dalle immagini, fantastico.
Il convertitore di personaggi G8--->G9 penso sia, per me che son in trepida attesa di Face Transfer che funzioni con il G9, un buon prodotto: ma viste le ore, a decine, che ho speso per creare characters custom, forse neppure mi serve. Però mi piacciono molte uscite per la Gen 9, quindi il convertitore può essere una soluzione.
Is there any need for classic Hollywood G9 head morphs?Thank you all for your input so far. Very interesting ideas and thoughts.
billyben_0077a25354 - I really like your vintage pinup idea. From a practical point of view though it would be better to focus on actors who starred with the ones, whose likenesses I have already made. This way you can make scenes from movies with "actors" interacting with each other, so for now I have to say "No" to your idea but I will keep it in the back of mind and probably someday return to it.

nonesuch00 - You are right of course. It was kind of a silly question on my part but I really had that moment when I wondered if there would be any interest in recreating the G8.1 characters as G9. If it isn't a redundant exercise. And yes, you are right, this will give me a chance to master the workflow of converting characters as well as having the pleasure of sculpting the more hi-res model of G9 into familiar faces. Thank you for pointing all this out. Those are valid points indeed. Oh, and I know you vote for Natalie Wood...
ShadowChaser (I think) wanted James Dean. Natalie Wood and James Dean starred together in "Rebel Without A Cause". So there you have a connection. I promised I would make James Dean for her but I tried already four times and I have gotten nowhere with him, so as much as I'd like to see James Dean among the head morphs I made, for now the outlook is bleak on that one.
Eustace Scrubb - I made especially for you Peter Lorre (have you seen him?), because I remember you asking for him. Out of the two characters you've mentioned, I think James Cagney is more interesting to me and would have more use as a head morph. I see you vote for character actors. That's good. We cannot have just leading ladies and gentlemen. They need to play against someone. Cagney was such a brilliant actor. Like Edward G. Robinson.
I guess the real question is whose likeness would prove most useful for the greatest number of DAZ users and that is the best way to look at this issue I would suggest.
richardandtracy - worry not, Richard. The day will come when you will be switching to G9 for good. It is just a matter of time. Maybe it will be a long time for you but I believe it will happen...

Keep those thoughts and ideas coming. I didn't get a lot of feedback from you lately, so it is good to see that there actually is some interest in my work.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]jepegraphics said:
RiverSoftArt said:
jepegraphics said:
I bought the Material Suit for G8M in the hope to be able to use some textures of G8M on G9, but everytime I try to make something with the male genitals, DAZ Studio crashes. I asked Sickle at DeviantArt for a step by step description how to and got following anser:
Set a custom action for your hierarchical mat script. There is a button in the scripts folder that does it for you.
Load your g9.
Load on a material suit preset with genitals on it. These are in People, not Scripts.
Select g9 or the full body suit.Navigate to the hierarchical material preset you want to use.
Select it in Smart Content or Content Library so it is highlighted.Go to the Scripts option above your top bar and click the custom action for hierarchical materials.It should apply the h. Mat to both g9 material suit snd the genitals conformed to the suit.
I did as suggested, I loaded the DEV Load G9, the Material Suit applied, the Material applied, but as soon as I touched G9 to change the shape, DAZ Studio closed, without a warning, it simply shut down, disappeared. Both, the public and the beta version. I am totally confused, why all the scripts, why all the suits as wearables and why there is no clear explanation in the PDFs how to? It works without genitals, but not with.
Are there any experiences or any tips what I did wrong?
That is strange. I guess the first thing to figure out is if it is the Apply Hmap script or the mat suits themselves. If you add the mat suit with genitals and just try to change shape, any crashes? If you add the mat suit without genitals, apply Hmap, and THEN add genitals mat suit, any crashes?
Thank you for the reply, I assume the Hmat scrip works fine, also the Suit applies fine, but as soon as I touch G9 to change the shape, DAZ Studio crashes. When I apply the Suit without gens, all works fine, the Hmat applies,and I can change the shape of G9. Now only it is without gens - when I then try to add the G8 Anat Element Masc Suit, Studio crashes without warning and without any error message, it simply closes. It is frustrating. All gens versions don't work on my machine, the G8F/M with Masc Gens, the G8.1 F/M with Masc gens and also the single Masc gens suits. Funny that I seem to be th eonly one yet with that problem - odd with all the buyers!!!
I decided to give the bundle a try...
Jepe, I can confirm what you are seeing. I can apply the Suit with gens to G9 Dev Load, but when I try to use a shape dial Daz dies. Looking at the log file, nothing is being logged for Daz failing.
For my second try this is what I did:
Load G9 Dev Load
With it selected, load the G8.1M Material Suit for male elements in the Anatomy folder
I applied the PBR Skin shader to the anatomy
Reselect G9, select my HMAT (I used Novak Revisited for G8.1M), and click the shortcut for the hierarchical materials
Materials are applied, everything looks good.
Making sure G9 is selected, I selected CGI Kurt for G9's shape preset.
Daz appears to start to load the morph, and then dies.
Log:
2023-05-23 19:13:36.885 Iray [INFO] - IRAY:RENDER :: 1.0 IRAY rend info : Received update to 00119 iterations after 40.605 s.
2023-05-23 19:13:37.199 [INFO] :: Prepare asset load (merge): /People/Genesis 9/Characters/Color Galeria/CGI Kurt/CGI !!Kurtis Apply All.duf
2023-05-23 19:13:37.199 [INFO] :: Locking viewport redraw...
2023-05-23 19:13:37.199 [INFO] :: Viewport redraw locked.
2023-05-23 19:13:37.388 [INFO] :: Native format content directories: 1
2023-05-23 19:13:37.388 [INFO] :: Poser format content directories: 1
2023-05-23 19:13:37.389 [INFO] :: Other import format content directories: 0
2023-05-23 19:13:37.389 [INFO] :: Begin asset load (merge): /People/Genesis 9/Characters/Color Galeria/CGI Kurt/CGI !!Kurtis Apply All.duf
2023-05-23 19:13:37.389 [INFO] :: Determining missing assets...
2023-05-23 19:13:37.390 [INFO] :: Setting textures...
2023-05-23 19:13:37.390 [INFO] :: Applying animations...
2023-05-23 19:13:37.442 [INFO] :: Finished asset load (merge): 0m 0.54s - /People/Genesis 9/Characters/Color Galeria/CGI Kurt/CGI !!Kurtis Apply All.duf
2023-05-23 19:13:37.494 [INFO] :: Loaded morph deltas: 0m 0.49s - /data/Daz 3D/Genesis 9/Base/Morphs/Color Galeria/CGI Kurt G9/CGI0423Kurtis_head_bs_Head.dsf
2023-05-23 19:13:37.816 [INFO] :: Loaded morph deltas: 0m 0.273s - /data/Daz 3D/Genesis 9/Base/Morphs/Daz 3D/Base Masculine 9/BaseMasculine_head_bs_Head.dsf
2023-05-23 19:13:37.868 [INFO] :: Loaded morph deltas: 0m 0.14s - /data/Daz 3D/Genesis 9/Base/Morphs/Color Galeria/CGI Kurt G9/CGI0423Kurt_head_cbs_FixEyelid.dsf
2023-05-23 19:13:38.017 [INFO] :: Loaded morph deltas: 0m 0.126s - /data/Daz 3D/Genesis 9/Base/Morphs/Color Galeria/CGI Kurt G9/CGI0423Kurt_body_bs_Body.dsf
2023-05-23 19:13:56.588 +++++++++++++++ DAZ Studio 4.21.1.48 starting +++++++++++++++++No error message. The DAZ Studio starting message is from me restarting it to see the log.
EDIT: DAZ will also close without error If G9 is shaped and then add the Material Suit with anatomical elements. This does not happen with the non-anatomical elements suits, you can apply a shape and then apply the suit.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]SickleYield said:
I apologize on the other questions. Riversoft normally handles support threads because he is the one who writes the scripts in our collaborations, and a lot of questions/issues have to do with how the script works and is used.
It still really sounds like several of the non-mac-os questions relate directly to morphs not being named fbm or fhm (named, not labeled) and thus not identified by the script (causing crumpling/explosions). Renaming your OC morphs to have fbm in the name for body morphs or fhm in the name for head morphs in your Parameters tab can fix this.
Do you mean naming the morph files FBM/FHM or changing their names in Daz?
Another question, but would you recommend exporting and importing OCs as single morphs (or head+body morphs) for the conversion to G9? Or would renaming all the morph used for the character serve the same purpose?
SereneNight’s Sci-Fi Fun Thread 3I hear you, Owen and Boyd have at least 20-30 morphs apiece, and many of the face ones seem to alter the body so had to get the boot. I was able to find SOME of the comparable morphs within my already extensive G9 morph section. That said, some of the morphs I use could not be transferred, and the pecs and nipples still look really odd to me on the men. But it was better than what I could dial, so it was worth it. At some point I will have to purge G9 female morphs. I think I have a million female breast morphs, and since I don't really render women often I think pulling them for now would be fine.
The character converter does a good job of converting Characters such as Torment. M8, Darius etc. They aren't tons of little morphs like the custom characters are, so you aren't going to get too much in the way of bloat from them, but it is finicky and time consuming to test each morph to see if it will bring unwanted body parts with it, when you dial it in. It has taken me 2 days just to do Owen. I'll do Boyd next.
There are mysterious things that happen as wellsuch as Owen's waist thin morph, which contains most of his body shape. I'm not sure thats supposed to happen.
As always, look forward to what you come up with whether its conversion or dialing.
SereneNight’s Sci-Fi Fun Thread 3I'm impressed at how close you got him to G8 Owen. I thought about getting the character converter, but I'm already hitting a level that makes me wary of morph bloat. All the characters I would want to transfer have a Lot of morphs to make their shapes. The only way I could do it without adding maybe a hundred or so morphs to G9 would be to do an OBJ export and reimport to G8, which would make G8 even worse -- and would make problems with the converter because they wouldn't have FHM or FBM files. I'm thinking about just getting the Material Suit and building very approximate shapes for the ones I might like to bring forward with the existing G9 morphs.
Or maybe I'll just leave them on G8 and start with new characters on G9. It's not as though G8 is going anywhere.
Can't seem to decide which way to go.
SereneNight’s Sci-Fi Fun Thread 3So I spent the last two days messing around wtih the character converter. The good news, is it does convert a fair number of the morphs I use to make Owen and Boyd. It did not however convert all, and I would say about 1/3 affected the rest of the body which forced me to eliminate them.
This is what remained. I did try to find alternatives to the ones I used previously, but there wasn't always ones available. There are still 1 or 2 that do affect the body, which I could not chuck. For some reason most of his shape comes from the small waist morph. I am not sure whats up with that, but when I tried to tone it down, his body becomes odd. So Owen will forever have a small waist until I figure that out. Anyway, here is the best I could do with my current skill level for Gen 9 Owen.
OK, fine, I guess I'll make some DAZ stuff after all.Collision modifier will attempt to push polygons of a conformed item so that they are all offset at least some distance from the figure that is conformed too. I wish it were possible to assign collision to more than one item ( for example a shirt to collide with the human figure AND the pants he/she is wearing ) but each item can only collide with one other item in the scene.
If you select the suit ( or just the shirt if it is a separate item ) you can then go to the top menu
edit
object
geometry
and then there will be an option to 'add smoothing modifier'.
Once you do this you will find additional options in the parameters : general section, including smoothing and collision. If the clothing is already conformed before you add the smoothing modifier then the collision object for your garment will be set to the figure it is conformed to. The collision iterations will determine how many passes the algorithm applies ( lower numbers save time ).
Collision will work fine on conforming items. It runs every time you adjust the figure, so in that sense it's 'dynamic' but not like a dynamic clothing item.
Once you have a good solution from the collision modifier, it may be possible to save it as a morph for you clothing but that's getting a bit complex.
Cross posted, my apologies










