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Confuse! My morph acts unexpectedly
James said:
Since you pointed about the dforce saved simulation result on my hijab.
I made the correction. By hitting the clear button on the simulation pane.
And save it again.
But it didn't work for me.I've already shown the right way and steps above: - clear > export > import > Refit with Transfer Utility > Save figure asset...
Then...
I see something.
Here's the differenceThe image number 3. Step 1-3
If you do that, the hijab will work only for Sarah.The reason why I used a character morph was just because I thought you did not use G9 Base figure, so I just replicated your case so as to reproduce the issue.
You must've known the best way to make a garment is always to use a Base figure other than a custom figure, no matter you're a user or a PA / author...That's the similar process as when I created the hijab for the base model only (with minor differences)
Every morphs, I made afteraward also works flawlessly. No complaint.
So the correct way you mentioned, I already applied it at the beginning.That was great if you've done so from very beginning !

The problem started when I wanted to make the hijab also work on different body,
by making morphs for the intended body. (Dforce simulation cleared as suggested)
for example:
Helena Body,
Sarah Body,
and so on body.Right, no problem for this process since you were creating FHMs / FBMs for the hijab to make it well fit on the figures you use.
Could you make the hijab that you have created for Sarah works on different body,
by making a morph, so it will work on multiple bodies?
Cos here's where I meet my problem.Nope~ extra work will be needed. I also have to go for the above process to make FHMs / FBMs on hijab as needed.
BTW, I recommend Mada's Daz University, you may watch her SOP and tips/tricks... though she nearly doesn't use MD but the process in DS is almost the same.
https://www.youtube.com/watch?v=Ii16tUmLzD8&list=PL2SdKrOTXeXA1qMgNE84AsM8_Wq63gOBF
Confuse! My morph acts unexpectedlySince you pointed about the dforce saved simulation result on my hijab.
I made the correction. By hitting the clear button on the simulation pane.
And save it again.
But it didn't work for me.Then...
I see something.
Here's the differenceThe image number 3. Step 1-3
If you do that, the hijab will work only for Sarah.
That's the similar process as when I created the hijab for the base model only (with minor differences)
Every morphs, I made afteraward also works flawlessly. No complaint.
So the correct way you mentioned, I already applied it at the beginning.The problem started when I wanted to make the hijab also work on different body,
by making morphs for the intended body. (Dforce simulation cleared as suggested)
for example:
Helena Body,
Sarah Body,
and so on body.
Could you make the hijab that you have created for Sarah works on different body,
by making a morph, so it will work on multiple bodies?
Cos here's where I meet my problem.
looking for specific detail morphs that i lost the files tohello!
recently my ssd crashed and i lost all my daz3d filesi'm still missing a couple morphs that i forgot the author of, it's a long shot but maybe someone here recognizes the morph names and can tell me who it is or what the products are called.
morph are for G8F and the names are as following:
arm toned
leg toned
back toned
armpits athletic
armpits raisedetail
abdomen StyleAthletic
abdomenStyleSofter
thanks in advance to anyone willing to help
Confuse! My morph acts unexpectedlyI did not use G9 Base, it is JS Sarah... I don't have Helena and your issue is irrelevant to the character morph.

You've not got the point yet... You 'Figure asset of Hijab saved with a dForced sim. result' won't work on any G9 base or character when you go for fixing morph with external application and import back as a delta morphs.

I made and converted lots of clothing w. or w/o dForce but never save Figure asset in that way, my PA friends (who make garments) don't do that either.... so suggest you go for the correct way.
Confuse! My morph acts unexpectedlyI see that you are using the base model.
Try using not the Base Model.
You see, I don't experience any problem with the hijab put on the base model.
It works as it should, with all the morphs imported using morph loader pro.
My problem starts to occur on a certain figure. In my case 'Helena'.
As I mentioned (or tried to explain), I was trying to make a morph to make the hijab looks correct on a certain figure.
I tried your solution - Clearing dforce.
So, I start again.
I put the hijab on base model.
Clear dforce.
Save as wearable.
Next,
I Load Helena figure
Put hijab on Helena.
Export it, fix it.
Import as a morph - Morp Loader Pro.
Doesn't work. It doesn't morph as sculpted.
As you can see the hijab on Helena has some minor issues on the back. Which I tried to fix, including smoothing the head area.Confuse! My morph acts unexpectedlyI reproduced the issue you met (SS 1-2), and still it came from that you saved the hijab figure with the dForced result. When Morph Loader Pro 'reversed deformations', the geometry (vertex positions) turned wrong.
So never save figure asset with 'dforce simulation result'. Correct way is shown in SS 3 - 4. (almost the same approach as I mentioned above...)
1-2


3-4

Confuse! My morph acts unexpectedly@crosswind
That's not the problem I'm dealing....
After you put it on a figure
Clear the dforce as you think it should.
Try export the hijab, fix it on blender make the head area smooth, no bump.Make it something like this:

Reimport it again as a morph (morph loader pro)...
See if the morph result will be exactly as you sculpted on blender or not.
In my case it's not.
Confuse! My morph acts unexpectedlyGot it ~ I checked the hijab, you saved it as the Figure asset / Wearable with dForced result... as screenshot 1 - 2, so it was the culprit...that was why I first asked you about the dForce modifier and clearance...
If you'd like to use the 'dForced result' as the base geometry of the hijab, you simulate it first and then export it as obj and import it back to DS. Then use Transfer Utility to make it 'refitted' to the figure, and save as Figure asset, as shown in screenshot 3 - 4.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]SickleYield said:
Sylvan said:
Hi River! Thanks for the product, it's very helpful :)
I am running into a slight problem with the eyebrows, tear, mouth and eyes though. (see screenshot)
The eyescript helps with the eyes, but the other parts stay in the wrong place.
The PDF does address this:With extreme head morphs, the convert scene character conversion process can leave the Genesis 9 Eyebrows, Eyelashes, and Tears in the wrong place after conversion. Load the Genesis 9 character into a new scene to fix this
I restarted DAZ and the morph is there but even though I reload G9 into a new scene, the unwanted morphs are still applied.
I am pretty sure I am missing a step, but where?
Thanks in advance for your time!
In that case, I suggest deleting the eyelash etc. Morphs and letting them auto generate. You can see morphs of conformers to delete them by checking Show Hidden in your Parameters tab. If that doesn't help I'm afraid neither autoconform nor the script can help.Thank you! I will have a go at it. My original character is using like a million morphs, so I am guessing that is asking a bit too much :)
I might dial back on the eye morphs and use G9 morphs to dial them back in to create a likeness.Pose Presets ignore values of morphs introduced after they were savedcrosswind said:
I don't get the point... so let's confirm first -: You ever saved a 'Pose Preset' and would like to use it to Zere figure's pose but always reserve the values of '4 custom Pose Control morphs' you made before.... then you further made the 5th Pose Control morph... well let's assume '200 Pose Control morphs', and dialed them all. Now you still wanna zero the figure's pose but reserve the values of '4 custom Pose Control morphs' ? Is that correct?
If that is correct, you don't need to resave anything at all. First Lock the dials of '4 custom Pose Control morphs', then Zero Figure's Pose. Then you may save a new Pose Preset if needed. Suggest you put all your 'custom Pose Control morphs' into a unique Group under Pose Control. Then it'll be very easy and quick to save any preset...
I understand that my description was not well-worded. I was trying to sum up multiple issues into a single scenario.
Let me perhaps put it this way. Say I construct a pose of a body builder flexing. This pose is made up of normal joint rotations and 4 Flex Pose Morphs I sculpted for muscle flexes (let's say for example Left Bicep, Right Bicep, Left Quad, Right Quad). Let's say they are dialed to 100%. Every Other Pose Morphs (facial expressions, etc) I have aren't used, so their value is 0. Save As>Pose Preset>Flex1. Because the Other Pose Morphs are saved as 0's, if I use the pose preset on top of an already posed figure, say for animation keyframing, this will overwrite whatever their previous value was with a zero.
A month later I decide to sculpt a flex for the Back muscles. I make another pose using normal joint rotations, the previous 4 Flex Pose Morphs, and this new one for the Back, all saved to 100%. Save As>Pose Preset>Flex2. Again, Other Pose Morphs are saved in the preset as 0's.
The problem arises because Flex1 does not contain any data for how to handle the new Back morph, therefore if I go an try to animate from Flex2 to Flex1, Back will remain at 100% (the value stored in Flex2) instead of becoming a 0 as it should (because it didn't exist when Flex1 was made, it should by definition be a 0).
This is a small example using just two presets and the addition of one new morph. Extrapolate this over a few years of new morphs being sculpted and hundreds of presets saved :(. The ultimate foot-gunning.
As of right now, the only way I know how to remedy this is to load Flex1 on an unposed figure and just resave it -- Back will be assigned a 0 and all will be well. Except....it's not just one pose that needs this treatment. It's... a lot :(. Not to mention any pose presets that involved more complex settings, like unchecking/checking only certain morphs etc.
Confuse! My morph acts unexpectedlyHere it is.
Use it on G9 Figure.
@barbult
Doesn't seems so
@Catherine3678ab
Thank you.
Have you made cloth with G9 and create a morph for a certain figure?Are There Morphs For Qinfen Hair?crosswind said:
No morph of shaping, no dForce... I won't buy it even if I can customize on it ~~
Same, which is a pity, it is nice looking hair
Are There Morphs For Qinfen Hair?No morph of shaping, no dForce... I won't buy it even if I can customize on it ~~
Arms (Armpits?)Wish people would post images with diagrams and arrows pointing out what their complaints are.
Also claim that there is some 'fundamental flaw in the G9 skeleton' is likely unfounded based on OP, as what is described (without pictures and evidence might i add) is a morph/sculpt issue, and JCM/CBS issue, not a G9 skeleton issue.
I recognise topology flow of G9 could be better, but that's not going to outright make *checks notes* the "arms just attach to the torso really oddly"
Weird Texture Issue with Topmodel Updo Hair and OOT Hairblending 2.0 for Genesis 3 Female(s)I've had a go at this and I cannot replicate your issue. I dragged our old G3 drive out from its dusty corner and fired it up: Updo hair on G3 - saved as a wearable and restored perfectly with a hair blending material. Base G8 - hair fitted from G3 wearable with no issues. G9 - hair fitted from G3 wearable with no problems. G3 hair saved as G8 wearable - same on all generations. Studio 4.21.0.5.
If it worked before and now it doesn't this, logically, suggests something has changed in your library that is causing it. I have seen hairs that happily use HD morphs from characters and cause odd geometry effects until that morph is dialled out but nothing that would affect textures.
I'm not sure if this is allowed or not, as I don't know what data is saved with wearables, but I'm happy to send you my .duf wearable and you can see if the issue persists. I suspect it will.
Adding Dual Quaternion support to UnrealEngine4 (Images inside)McKenzie said:
With alienrenders out of eqation now we only have to rely on Deformer graph even though it is highly inefficient(according to alienrenders.... if he says so BELIEVE him guy's a genius , he carried all of us till here) then I stumbled upon this:
https://www.bilibili.com/video/BV1Lx4y157LQ/?spm_id_from=333.880.my_history.page.click&vd_source=8de627b19f1f6987753e1f7076cedcfc
yeah it was VERY ,VERY difficult to get a hold of them (long story) finally they shared it today and it works(I tested in official 5.2.1) haven't tried morph targets but it should work tho ,as of rn this is the only way of getting DQS to work without having custom builds I'm aware of.
Here it is if anyone else wants to try...I take no credit this was entirely built by them and I haven't asked for permission if I can distribute it but they were giving it for free to anyone who contacted them so i guess sharing this here means no harm
https://anonfiles.com/z1M0y5zbz7/CustomDeformer_zipHey @McKenzie, thanks for sharing it! I've been trying the plugin, but it doesn't work for me. I've tried it on a couple of projects (UE5.1) and on a new one just in case, but when I choose Dual Quaterion (DG_DualQuatSkin or DG_DualQuatSkin_Morph deformers) on the skeletal mesh or in the skeletal mesh actor, the character is placed in A pose and it stays completely rigid both in runtime and in the editor. I can neither move nor rotate it, for example when moving it in the control rig. It is completely static. Am I missing anything? I have tried both with and without morphs, and the result is the same.
Pose preset also applies corrective morph on base G9 figure?crosswind said:
I got you... I'm sorry I was just reading your words but did not take look at your SS carefully. It's a G9 BASE figure but a character's corrective morphs are auto-triggered after a pose is loaded. That's really a problem indeed. Mostly likely the author did not add a Controller of that Character on the corrective morphs...i.e. there should've been a '2 stages' controllers.
I don't have this Alina but just show you another one JS Sarah as below. It means Sarah's corrective morphs will only be triggered when her full body morph has a value...

You can use Property Hierarchy to check one of Alina's corrective morphs, there must be no 2nd stage controller of her Body Morph there...
If so, you may submit a ticket or fix them by yourself: just drag Alina's body morph to 2nd Stage controller, then save Morph Assets, but it'll take some time since there seems to be quite a few cbs that don't have 2nd stage controllers....
Alas there was no controller under the 2nd Stage
I will give your suggestion a try and see how long this is going to take.
Might as well also send a ticket for this.
Thank you very much once again for all of your help, you've been amazing!Pose preset also applies corrective morph on base G9 figure?I got you... I'm sorry I was just reading your words but did not take look at your SS carefully. It's a G9 BASE figure but a character's corrective morphs are auto-triggered after a pose is loaded. That's really a problem indeed. Mostly likely the author did not add a Controller of that Character on the corrective morphs...i.e. there should've been a '2 stages' controllers.
I don't have this Alina but just show you another one JS Sarah as below. It means Sarah's corrective morphs will only be triggered when her full body morph has a value...

You can use Property Hierarchy to check one of Alina's corrective morphs, there must be no 2nd stage controller of her Body Morph there...
If so, you may submit a ticket or fix them by yourself: just drag Alina's body morph to 2nd Stage controller, then save Morph Assets, but it'll take some time since there seems to be quite a few cbs that don't have 2nd stage controllers....
Pose preset also applies corrective morph on base G9 figure?Hey guys,
As the title suggest, I'm in a pickle and don't know what exactly is going on.
To provide a bit of context, I was messing around in Daz this morning, and I noticed some weird morphs around the G9 character when posed.Following that I decided to make a library only containing (one of the) misbehaving characters and a pose pack only in order to test it out and try to figure out what's what.

As you can see, without modifying anything on the base G9 figure, when I apply a pose preset, Daz also loads the corrective morphs for E3D Alina HD specially visible on the figures thigh?
I can imagine this is not really intended behavior and I've noticed it happening with a bunch of other figures as well...I'm curious to find out if you guys encountered a similar situation and if by any chance you managed to fix it somehow?
Thank you!
Thanks for letting us use your old softwareDiomede said:
WendyLuvsCatz said:
the point is I do have backups and serial numbers of my old software
its the need to call home that's the issue
This. I've had that problem with multiple programs from a variety of software companies. Aaargh. Sorry you are going through this Wendy. Aaargh.

Sorry to hear you're having so much trouble, especially with iclone, I know you really enjoyed it.
I've had similar experiences too. With a few exceptions where I can't find a workable free or open source alternative, I've moved completely away from any software with server based protection schemes. I just got a new laptop because my old one is acting like the video card or display is trying to die (I use it for work and for "play"). I got two of the four commercial "phone home" licenses I rely on transferred last night. I'm not sure one of the others will transfer/re-authorize, so it may just stay on the old laptop (long story, but I definitely can't afford to purchase a new license). Thankfully there is an open source alternative for it now, but none of the projects in the old software can be opened in the open source software (exported data cab be used with other software).
I dispise software protection schemes!! Over the years I have lost the use of thousands of dollars invested in software because of them. Everytime I use Blender, Gimp, QGIS, Shotcut, DarkTable, CloudCompare, etc. I'm very thankful for the open source alternatives. I'm also very thankful for free software like DAZ Studio and DaVinci Resolve that have no authorization headaches. I used Hitfilm for video editing for a few years, but I hated their complex draconian authorization process. Then I found Shotcut (open source) and DaVinci Resolve (free version, no authorization process at all, you just have to create an account to download), between the two I can do everything I need.
So sorry you're having to go through this! I definitely feel your pain and frustration.






