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[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]
carlosgimpera said:
Laurita said:
Not exactly a great success. Neither on a stock Aurore 8 (left) nor on a custom character.

I saw this post and wanted to try Aurore. The only thing I had to do was to turn down the main Aurore Character dial once converted. That makes the character a plain G9 shape with Aurore Mats suit, no wrinkles. Then I just dialed up Aurore head and body morph- just those - and there you have it. HD morph caused issues, so I let it off as well.

This did not work for me at all. I keep getting the popup to either zero or restore the figure 0's. Did you? What did you choose?
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]RiverSoftArt said:
Eboshijaana said:
Naturally, I had to experiment on the update.
It is not AS broken as pre-update, but not quite the transfer utility level.I also exposed a few TU settings in the data/RiverSoft Art/Common/RSG8G9CharacterConversionConstants.dsa file. You could try setting some of those.
Okay, I've spent a few hours testing the converter with the file edited. I tried using the EXACT same settings between the converter and TU.
Thoughts;
1. Regardless of settings, the Converter changes the body of g9 while TU leaves it alone.
2. Could the 'reverse source shape from target' setting affect the above?
I will try to use my self-made clone for the converter, just to see if it would affect things.[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]With the converter, I've notice most of the models I have do not use FBM/FHM in their morph naming but use Head or Body instead. I have attempted to resave the name of the morphs to start with FHM/FBM, but still have issues because sometimes I wind up having doubled morphs. Was it ever considered to see if the morph name includes Head or Body as an OR statement?
[Released] RSSY Hair Converter from Genesis 8 to Genesis 9 [Commercial]
Finally, use your favorite Genesis 8 Hair without limitations on your Genesis 9 characters! Automatically convert almost your entire library of hair items using the new Hair Converter from Genesis 8 Female to Genesis 9 or the Hair Converter from Genesis 8 Male to Genesis 9! The Hair Converter scripts provide batch execution for automatically converting your Genesis 8 Hair to Genesis 9 Hair in your library. Easily select the hair items in your library, select an output directory, and execute the script. Even better, icons and categories are copied from your original Genesis 8 hair to the new Genesis 9 hair items.Your new Genesis 9 hair is completely Smart Content aware! They will show up when you select a Genesis 9 character. Plus, all materials shown in Smart Content for your Genesis 8 item will show for your converted Genesis 9 item.
- Convert Genesis 8 Hair, including multi-part hair such as wearables, for use by Genesis 9 characters.
- Adds new movement bones to converted hair, adding functionality the original products lacked (may not work with all dForce hair)
- Copies icons from Genesis 8 hair to Genesis 9 hair for a professional look
- Copies Smart Content Products! Converted hair will be organized into similar products as the original items. The converted product mirrors the original hair items' products, organizing multiple converted items into one converted product and even using the product image from the original products.
- Converted Hair is Smart Content enabled! All materials shown in Smart Content for your Genesis 8 item will show for your converted Genesis 9 item.
- Automatically convert your entire library of hair with one operation!
Items without metadata can be converted but will not show up in Smart Content. They may also need to be converted using a Force Convert Item(s) button.
The script may not be able to convert all hair items without issues. Mid and high-level ponytails that were originally moved with bones will lose that functionality during the conversion process. In addition, though beards can be converted by the script, because of limitations in the conversion process, open-mouth expressions can possibly tear on the facial hair.
The script adds rigged bones to hairs on conversion, but cannot do this with hairs where the entire hair was grown from a cap with dForce (there isn’t enough actual geometry to work with, because dForce strands can’t be seen as geometry by Transfer Utility). It WILL work with hairs like many AprilYSH hairs that have dForce but also have geometry.
FYI: this is the best hair converter script we have done. I (RiverSoft Art) finally figured out how to convert multi-part hair (the other generation (G3-G8, etc) scripts would skip these hairs). It creates converted hair Smart Content Products as well as files. Finally, it is much more robust.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]N-RArts said:
RiverSoftArt said:
N-RArts said:
I'm trying to convert an 8.1 character, but the conversion hangs on ERC Freezing: Neck Size. Which means the program becomes unresponsive, and I have to force close Daz Studio.
Where are converted morph files saved to in the data folder? I have to delete them and start again.
What does the Daz Log say? If you bring up the Daz Log (Help->Troubleshooting->View Log File...) in Notepad++, Notepad++ will detect when the log file changes so you can get all the messages DS sent out before it hung? It might be that it hung in a different place.
As far what happens after ERC freeze, the next major steps are creating the character property, saving the morphs, copying the materials, and then finally saving the character.
I've uploaded two logs (just in case you want more info). One for the Character Converter using G8.1F. The other is the Custom Character Converter using G8F.
With the Custom Character Converter I had an infamous "random restart", when Daz Studio became unresponsive. It crashed when the converter came across one of the philthrum morphs.
Since Daz log usually lags 1-3 messages behind when it crashes, it makes it a little difficult to figure exactly when it crashed. However, it either crashed during all the steps to create the controller property or just after. Thankfully, we can figure that out.
Go to data/RiverSoft Art/Common/RSG8G9CharacterConversionConstants.dsa and load it in a text editor. Change:
var BREAK_POINT = "";
to
var BREAK_POINT = "CHARACTER PROPERTY";
Run again. If it crashes, please post the log. If it DOESN'T crash, the script will stop after creating the character controller. If that step was successful, it tells me more. Please post the log. (BTW, make sure to change the BREAK_POINT variable back or every conversion will always stop at this point)
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]Eboshijaana said:
Naturally, I had to experiment on the update.
It is not AS broken as pre-update, but not quite the transfer utility level.I also exposed a few TU settings in the data/RiverSoft Art/Common/RSG8G9CharacterConversionConstants.dsa file. You could try setting some of those.
No one asked me - Diomede screenshots on whatever - Warning AI Discussion OKDiomede said:
And the fourth is the woolly mmammoth, which is just a Poser mammoth with Carrara hair replacing the conforming hair. For some reason the tusks were not working. I did manage to get around to model replacement tusks, but I never finished the walk cycle for the mammoths.

the mammoth looks similar to the model I have which is a morph for the old Daz elephant I think.. called mammuth
the tusks are ok with that one ... I wonder if your model is different
as mine didn't have any conforming hair...
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]Naturally, I had to experiment on the update.
It is not AS broken as pre-update, but not quite the transfer utility level.[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]RiverSoftArt said:
N-RArts said:
I'm trying to convert an 8.1 character, but the conversion hangs on ERC Freezing: Neck Size. Which means the program becomes unresponsive, and I have to force close Daz Studio.
Where are converted morph files saved to in the data folder? I have to delete them and start again.
What does the Daz Log say? If you bring up the Daz Log (Help->Troubleshooting->View Log File...) in Notepad++, Notepad++ will detect when the log file changes so you can get all the messages DS sent out before it hung? It might be that it hung in a different place.
As far what happens after ERC freeze, the next major steps are creating the character property, saving the morphs, copying the materials, and then finally saving the character.
I've uploaded two logs (just in case you want more info). One for the Character Converter using G8.1F. The other is the Custom Character Converter using G8F.
With the Custom Character Converter I had an infamous "random restart", when Daz Studio became unresponsive. It crashed when the converter came across one of the philthrum morphs.
This is the last information when the Character Converter Log crashed:
2023-05-31 04:20:09.638 [DEBUG] :: Adjust Rigging to Shape = true
2023-05-31 04:20:09.638 [DEBUG] :: DoERCFreeze Genesis9 Value null false
2023-05-31 04:20:09.675 [INFO] :: ERC Freezing: Neck Size
2023-05-31 04:20:10.339 [DEBUG] :: Setting PBMNeckSize modifier value to 0
2023-05-31 04:20:10.353 [DEBUG] :: SetMorphs Genesis9 RSSYG8_1FEJFM Lip Lower Size,RSSYG8_1FPHMNoseTipRound,RSSYG8_1FPHMNoseBridgeSlope,RSSYG8_1FN-Ra - Gen8 - Nite,RSSYG8_1FPHMPhiltrumWidth,RSSYG8_1FPHMPhiltrumDepth,RSSYG8_1FPHMPhiltrumAngle,RSSYG8_1FPBMNeckSize -0.9397590160369873,-1,0.5301204919815063,1,0.854285717010498,0.22857140004634857,-0.4514285922050476,-0.1809999942779541
2023-05-31 04:20:10.353 [DEBUG] :: Setting RSSYG8_1FEJFM Lip Lower Size modifier value to -0.9397590160369873
2023-05-31 04:20:10.364 [DEBUG] :: Setting RSSYG8_1FPHMNoseTipRound modifier value to -1
2023-05-31 04:20:10.374 [DEBUG] :: Setting RSSYG8_1FPHMNoseBridgeSlope modifier value to 0.5301204919815063
2023-05-31 04:20:10.384 [DEBUG] :: Setting RSSYG8_1FN-Ra - Gen8 - Nite modifier value to 1
2023-05-31 04:20:10.410 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumWidth modifier value to 0.854285717010498
2023-05-31 04:20:10.421 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumDepth modifier value to 0.22857140004634857
2023-05-31 04:20:10.432 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumAngle modifier value to -0.4514285922050476
2023-05-31 04:20:10.443 [DEBUG] :: Setting RSSYG8_1FPBMNeckSize modifier value to -0.1809999942779541
2023-05-31 04:20:10.455 [DEBUG] :: CreateCharacterControllerProperty Genesis9 Nite 8 1 v2 RSSYG8_1FEJFM Lip Lower Size,RSSYG8_1FPHMNoseTipRound,RSSYG8_1FPHMNoseBridgeSlope,RSSYG8_1FN-Ra - Gen8 - Nite,RSSYG8_1FPHMPhiltrumWidth,RSSYG8_1FPHMPhiltrumDepth,RSSYG8_1FPHMPhiltrumAngle,RSSYG8_1FPBMNeckSize -0.9397590160369873,-1,0.5301204919815063,1,0.854285717010498,0.22857140004634857,-0.4514285922050476,-0.1809999942779541 /Actor/People
2023-05-31 04:20:10.531 [INFO] :: Creating Character Controller Property: Nite 8 1 v2
2023-05-31 04:20:10.531 [DEBUG] :: SetMorphs Genesis9 RSSYG8_1FEJFM Lip Lower Size,RSSYG8_1FPHMNoseTipRound,RSSYG8_1FPHMNoseBridgeSlope,RSSYG8_1FN-Ra - Gen8 - Nite,RSSYG8_1FPHMPhiltrumWidth,RSSYG8_1FPHMPhiltrumDepth,RSSYG8_1FPHMPhiltrumAngle,RSSYG8_1FPBMNeckSize -0.9397590160369873,-1,0.5301204919815063,1,0.854285717010498,0.22857140004634857,-0.4514285922050476,-0.1809999942779541
2023-05-31 04:20:10.532 [DEBUG] :: Setting RSSYG8_1FEJFM Lip Lower Size modifier value to -0.9397590160369873
2023-05-31 04:20:10.539 [DEBUG] :: Setting RSSYG8_1FPHMNoseTipRound modifier value to -1
2023-05-31 04:20:10.545 [DEBUG] :: Setting RSSYG8_1FPHMNoseBridgeSlope modifier value to 0.5301204919815063
2023-05-31 04:20:10.550 [DEBUG] :: Setting RSSYG8_1FN-Ra - Gen8 - Nite modifier value to 1
2023-05-31 04:20:10.562 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumWidth modifier value to 0.854285717010498
2023-05-31 04:20:10.566 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumDepth modifier value to 0.22857140004634857
2023-05-31 04:20:10.571 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumAngle modifier value to -0.4514285922050476
2023-06-02 02:49:25.621 +++++++++++++++ DAZ Studio 4.21.0.5 starting +++++++++++++++++And this is the last of the log info for the Custom Character Converter:
2023-06-02 03:16:21.460 [DEBUG] :: Adjust Rigging to Shape = true
2023-06-02 03:16:21.461 [DEBUG] :: DoERCFreeze Genesis9 Value null false
2023-06-02 03:16:21.461 [INFO] :: ERC Freezing: Philtrum Angle
2023-06-02 03:16:22.262 [DEBUG] :: Setting PHMPhiltrumAngle modifier value to 0
2023-06-02 03:16:22.270 [DEBUG] :: Setting PBMNeckSize modifier (safename = RSSYG8_1FPBMNeckSize) value to -0.1809999942779541
2023-06-02 03:16:22.274 [DEBUG] :: AdjustRiggingToShape Genesis9 true true false false
2023-06-02 03:16:22.275 [DEBUG] :: Doing Adjustments...
2023-06-02 03:16:23.857 [INFO] :: Vert 0
2023-06-02 03:16:23.873 [INFO] :: Vert 1
2023-06-02 03:16:23.889 [INFO] :: Vert 2
2023-06-02 03:16:23.905 [INFO] :: Vert 3
2023-06-02 03:16:23.922 [INFO] :: Vert 4
2023-06-02 03:16:23.939 [INFO] :: Vert 5
2023-06-02 03:16:23.955 [INFO] :: Vert 6
2023-06-02 03:16:23.971 [INFO] :: Vert 7
2023-06-02 03:16:23.987 [INFO] :: Vert 8
2023-06-02 03:16:24.003 [INFO] :: Vert 9
2023-06-02 03:16:24.019 [INFO] :: Vert 10
2023-06-02 03:16:24.035 [INFO] :: Vert 11
2023-06-02 03:16:24.051 [INFO] :: Vert 12
2023-06-02 03:16:24.067 [INFO] :: Vert 13
2023-06-02 03:16:24.083 [INFO] :: Vert 14
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2023-06-02 03:16:24.115 [INFO] :: Vert 16
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2023-06-02 03:16:24.180 [INFO] :: Vert 20
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2023-06-02 03:16:24.212 [INFO] :: Vert 22
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2023-06-02 03:16:30.411 [DEBUG] :: Adjust Rigging to Shape = true
2023-06-02 03:16:30.411 [DEBUG] :: DoERCFreeze Genesis9 Value null false
2023-06-02 03:16:30.411 [INFO] :: ERC Freezing: Neck Size
2023-06-02 03:16:31.216 [DEBUG] :: Setting PBMNeckSize modifier value to 0
2023-06-02 03:16:31.224 [DEBUG] :: CreateCharacterControllerProperty Genesis9 N-Ra G9 Nite RSSYG8_1FEJFM Lip Lower Size,RSSYG8_1FPHMNoseTipRound,RSSYG8_1FPHMNoseBridgeSlope,RSSYG8_1FN-Ra - Gen8 - Nite,RSSYG8_1FPHMPhiltrumWidth,RSSYG8_1FPHMPhiltrumDepth,RSSYG8_1FPHMPhiltrumAngle,RSSYG8_1FPBMNeckSize -0.9397590160369873,-1,0.5301204919815063,1,0.854285717010498,0.22857140004634857,-0.4514285922050476,-0.1809999942779541 /Actor/People
2023-06-02 03:16:31.225 [INFO] :: Creating Character Controller Property: N-Ra G9 Nite
2023-06-02 03:16:31.226 [DEBUG] :: SetMorphs Genesis9 RSSYG8_1FEJFM Lip Lower Size,RSSYG8_1FPHMNoseTipRound,RSSYG8_1FPHMNoseBridgeSlope,RSSYG8_1FN-Ra - Gen8 - Nite,RSSYG8_1FPHMPhiltrumWidth,RSSYG8_1FPHMPhiltrumDepth,RSSYG8_1FPHMPhiltrumAngle,RSSYG8_1FPBMNeckSize -0.9397590160369873,-1,0.5301204919815063,1,0.854285717010498,0.22857140004634857,-0.4514285922050476,-0.1809999942779541
2023-06-02 03:16:31.226 [DEBUG] :: Setting RSSYG8_1FEJFM Lip Lower Size modifier value to -0.9397590160369873
2023-06-02 03:16:31.237 [DEBUG] :: Setting RSSYG8_1FPHMNoseTipRound modifier value to -1
2023-06-02 03:16:31.247 [DEBUG] :: Setting RSSYG8_1FPHMNoseBridgeSlope modifier value to 0.5301204919815063
2023-06-02 03:16:31.256 [DEBUG] :: Setting RSSYG8_1FN-Ra - Gen8 - Nite modifier value to 1
2023-06-02 03:16:31.277 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumWidth modifier value to 0.854285717010498
2023-06-02 03:16:31.285 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumDepth modifier value to 0.22857140004634857
2023-06-02 03:16:31.293 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumAngle modifier value to -0.4514285922050476INSERT "RANDOM" RESTART HERE
2023-06-02 03:48:15.898 +++++++++++++++ DAZ Studio 4.21.0.5 starting +++++++++++++++++Well If You Want Gen 9 Capability In FaceGenBe prepared to pay [for Genesis 9 Capability In FaceGen] , $130.00 bucks worth for the "new" version , which basically just adds automatic dot placement and Gen[esis] 9 compatibility. I downloaded and took a look at the demo even loaded the created morphs into Daz , guess what ? The morphing system has not improved no more points for images to create more accurate morphs , same same. I have to say , if I am gonna shell out $130.00 bucks in this economy there better be a vast improvement and sadly ladies and gents this ain't it . That said come on Face Transfer for Gen 9 !!!
Aging Morphs for Genesis 8 (Commercial)Hey,
I just picked up this Morph package. I click on a Gen 8 model, double click the morph, and nothing happens. I don't see an instruction with the download, so wanted to at least hear if you're supposed to do something else before I ask for a refund.
Lashes for individual eyesThis seems not an issue of tweaking individual eyelash but fixing the distortion of right eyelash that comes from an eye or eyelid related expression, i.e. upper eyelid on the right 'squeezes' the eyelash into its geometry...
You may select the Eyelashes node and check its hidden properties, see if there's any eye or upper eyelid relevant ejcm (expression JCM) morph which can be tweaked... Since it's a pretty common issue, I myself usually use GoZ to fix it and import back as a delta morph to the eyelashes, pretty quick...Genesis 9 Tongue 100% on loading and posing?I found no Tongue related morph dialed on loading.. What is the morph dial exactly?
Default is as attached...
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]Jeremion said:
I only tried to convert Michael 8.1, and so far I don't get it fine as G9. Issues on the eyes (not well placed, nor good size and when trying to move them with powerpose, they just go out of the head xD) and the morph around the eyes is not OK. So, I don't know really what to do to get better result. I will try again.
Michael should not be a problem at all. You do not need the eye dialog. It sounds like a morph was created on the eyes that are moving them. Check in \data\DAZ 3D\Genesis 9\Genesis 9 Eyes\Morphs to see if there is an eye morph that could be engaging that messes things up (a quick way is just to rename this directory so none of the eye morphs engage. Look for this folder under the first directory listed in the Daz Studio Formats section of the Content Directory Manager (which is usually My Library)

[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]Eboshijaana said:
RiverSoftArt said:
Submitted update today:
- Added user options for Transfer Utility settings to hopefully improve morphs
- Added Distance Tolerance option
- Added Adaptive Tolerance option
- Fixed ExecuteScript to NOT do an IncludeFile call. This was messing up on the mac
- Fixed bug in LoadMaterialSuits function where calling IncludeFile twice was messing up on the mac
Here's hoping the additions will work. I'm glad to have helped even if only a bit.
Thanks for testing
G8M Loading ErrorFirst off, Thank you all so much for the help. I found the head morph and deleted it then cleared the cache and it solved the error. How can I edit the Head morph so that it doesn't do that anymore, or do i need to just create the morph again and this time make sure to save it correctly?
G8M Loading ErrorBejaymac said:
A missing DUF/DSF warning when loading a base figure means you have at least one morph with bad Parent data, a quick check of the log shows you have three of them, the internal asset ID's are "Taishi Zhao Head Morph", "Test" and a second "Test".
Probably just as well bad "Parent data" DSF files don't get loaded, as two files with the same internal ID will cause coding conflicts at the very least.Find the three files and delete them, then start DS and go edit > preference (or hit F2), near the bottom of the General tab you'll see a section called "DSON cache files", at the end of the line will be a "Clear" button, click it to wipe out the cache just in case there's any stray data in there that shouldn't be.
Any idea what folder to find them in or how to find out what folder?
G8M Loading ErrorA missing DUF/DSF warning when loading a base figure means you have at least one morph with bad Parent data, a quick check of the log shows you have three of them, the internal asset ID's are "Taishi Zhao Head Morph", "Test" and a second "Test".
Probably just as well bad "Parent data" DSF files don't get loaded, as two files with the same internal ID will cause coding conflicts at the very least.Find the three files and delete them, then start DS and go edit > preference (or hit F2), near the bottom of the General tab you'll see a section called "DSON cache files", at the end of the line will be a "Clear" button, click it to wipe out the cache just in case there's any stray data in there that shouldn't be.
Dragonhide PCS looks fantastic, but...Looking at the body morph without loading the suit is quite an experience, I learned the first day I bought it.
Incidentally, when I used the suit in an issue of one of my ongoing stories, I decided that the people who were in that corps not only were amputees, but had to volunteer to BECOME amputees to go into that special corps and get the suit training and so on. (This is in an SF future where they have fully-functional prosthetics to use when they're not suited up, so it's not THAT bad.) This decision ended up opening a lot of story possibilities--this corps is regarded with fear and suspicion by the regular forces, feels like they're not taken seriously, the military doesn't know how to use them and their considerable abilities well, etc etc--enough that they're going to come back a few times in future issues.
G8M Loading Errorrobertsharp1981 said:
PerttiA said:
It is possible that when you have saved your own morph as morph assets, the link to that scene was saved with your morph => Everytime you load any G8M character, DS is looking for that scene.
Any idea how to fix it so that it no longer looks for it? I have already tried the steps for saving modified assets to try and revert it back to the base G8M and I still get the error.
You need to either remove the morphs(s) you have made or edit the code inside the morph file(s) to remove the reference to the scene.








