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G3 and G8 Expressions on G9
I have looked at the face rigging and sliders for expression transfer.
Some expressions are mostly done with the face rig (easier to convert), some are done with special morphs (impossible to transfer with a pose transfer) and some use sliders associated with the base character of each. The sliders can affect the bones in the face rig and others affect a combination of morphs & bones. The bone bit can be transferred relatively easily, the morph component can't.
There are fewer bones in the G9 face rig than the G8 face rig. Those that are in both do compare fairly well with each other, basically with the G9 bones covering a wider area. If a part of the pose applied to the missing G8 bone is added to each of G9 bones on either side, a pretty representative movement is transferred. It's not perfect, but part way there. It is, I have to say, long and slow work tweaking each G9 face bone and trying to get it to look like the effect of the G8 face bone so that information can be codified in the script. This effort is currently already incorporated in my G8-G9 pose transfer script.
A gentleman has been working with my transfer script to make as many of the base character expression sliders work as possible from G8 to G9. For some reason, he wants me to go through and verify it all.. I have not had time to check that yet. I need to.
As for newly morphed expressions that do not use the G8 base character sliders & bones, then I very much doubt there will be a way of transferring them to G9 from G8 unless you do a morph.
So, I offer you a mixed bag. My script could well work well enough just using the rigging to show expressions, however it's probably a bit hit & miss depending on how the PA created the expression (sliders or rigging). It may get better in the future if I can get time. In my G8->G9 pose transfer script I misunderstood the interaction of the metatarsals and a high heel slider in G9. I'm part way through a G9->G8 pose transfer script, where I hope to correct the misunderstanding, and then I plan to re-visit the G8->G9 pose transfer and correct the high-heel/metatarsal interaction in the revised version while also adding in all the expression sliders where possible. Can't offer a timescale, as Real Life is impinging on me at the moment. And, it has to be said, I have no real feel for G9, so scripts involving are a 'labour' rather than a 'labour-of-love'.
Regards,
Richard.
Installing Michael 4/Victoria 4 et al in D|S 4.21.0.5 in Windows 11You can't install G4 figures and morphs with Connect, the way their morphs work is not compatible with the fact that Connect installs each product in its separate folder.
Clothes and most other types of add-ons for them can be installed with Connect, but base figures, morph packs and characters using custom morphs can't. You have to use DIM, DazCentral or manual install for those, and install them all in the same poser content directory so that all the morph data are in the same folder. And yes, the batch file still exist, and you will still need to run it after installing morph packs and custom morphs (IIRC it's not really needed anymore for packs which include "power loader" files, but running it anyway doesn't hurt).
As for content from other sites, if you want them to show up in Smart Content you'll usually need to categorize them yourself after install, as most of them don't include metadata to appear in Smart Content.
This product might be worth the investment if you have lots of content from other sites, it helps with install and adding metadata: Content Wizard | Daz 3D
Daz Studio 5 development updateRichard Haseltine said:
narkfestmojo said:
The most critical thing (in my opinion) that needs to be addressed is the absolutely shocking load times for figures. It should use a precompiled library and/or make the process multi-threaded. There are lots of issues, but the ridiculous load times are what has resulted in me losing interest in the whole thing. On the upside, I save a tonne of money not buying stuff from Daz.
Have you tried the current public build, which already has some work on that?
VERY INTERESTING!
You know, to be honest I HAVE noticed an improvement in my load times recently. I have a "base" scene with a GF8 in it that I am working on, and normally I start up Daz, click on the scene duf and then...
go pick some coffee beans, dry them out, roast them, then brew a cup, come back to the computer (still waiting), read a few chapters in War & Peace, fold the laundry, take the dog for a walk... come back and THEN start messing around in Daz.
Lately, though, since the beans are already roasted, I just make a cup of coffee and come back and its done....
And yes, my G8/Morph library are that big.
I hate to say it, but Daz 5 is really going to be in competition with AI now.... they (and by extension, the PAs) can't really afford to not have Daz 5 be "jaw dropping". Right now, getting your AI prompts squared away enough to get consistent/repeatable results is daunting, but as Chat/GPT & Art AI programs begin to merge..... I can just say "Photo-realistic, Attractive C-Cup, 25 Year Old Model wearing a Chartreuse low cut dress” instead of BUYING those assets for self assembly.JoeQuick's Young Anime Heroes for Genesis 9
i noticed it too... But surely that's just an artistic choice for the promo renders, and not baked into the morph?Gordig said:The base pose is incredibly weird: leaning forward, with hyperextended knees, butt WAY up and belly stuck out.
What Shoes is Xiu Lin 9 Wearing in This Promo?You want some autofollow like the sizing and positioning. The rest you don't want like morphs, JCM's etc because they'll distort the shoes to something horrible.
The most common workaround right now is to use a rigidity map for the whole shoe. I think these shoes are the best use of this I've ever seen.
https://www.daz3d.com/kiera-high-heels-for-genesis-8-female-and-genesis-9
I was not able to replicate what was done with those shoes. I tried and got better results than before though. What it basically does is make the shoe act like a sword hanging on a belt or buttons on a shirt. They're just attached to the feet (almost like quasi-props) and hopefully you get some proper sizing with the right choice of reference points.
Another issue is that shoes need to be applied to a flat footed figure. So that means you need to "unbend" the toes and heel areas. This is a nightmare. So most shoes don't even try. The toes are locked in to one of the foot bones. This avoids having to deal with the weight maps. But it also makes it more difficult to size correctly. I've even seen some shoes make the toes invisible. Obviously, this doesn't work with open toe shoes.
Maybe I'd make my life easier with just one heel height. But getting the rigtht weight map values on the lower straps is almost impossible. And since they're not on the rigidity map because of said straps, autofollow will distort them. So that's why I added morphs to "undo" the most common distortions. I also added more for fine tuning.
I just put in a ticket for a feature request for multiple rigidity groups on the same vertices and allow an option to size only based on a source bone and their morphs. This would fix 90% of the problems. I'd still have a problem with fitting the item on a flat footed figure and I've mentioned this is the ticket as well. I tried the technique that's used right now with G9 (create item on a woman, but use a template to transfer it to G9), but it's garbage for footwear. Works really well for anything else.
One more issue is that if the foot bone is rotated past 45 degrees (I think it's 45, I forget the exact value, it was much higher in G3 and G8), then applying the rigging to the shoes will invert the foot bone. I'm not joking. So if you're starting to see shoes that never go beyond a certain height, that's why. It's nearly impossible to make it work when it's higher than that.
Anyways, that's just some of the difficulties I've encountered. It's quite possible I'm just not familiar with some of the tools and how to do it correctly. I have looked at way too many tutorials in the past 8 years though.
I may as well ask again in one of the forums. Maybe someone will have some insight.
Fit Control for Genesis 8 (Commercial)-
Hey Zev0, Fit Controller for Genesis 8. Not sure if anyone else has encountered this. I have both female and male for gen 3 and gen 8 as well as the add-on product that followed. I had first bought the base product a few years ago and it worked great. I had no issues. About a year and a half ago i started getting an error message that pops up saying 'an error occurred while reading the file, see the log file for more detials' (error log is pasted in below). I thought maybe give the product some time that there were some kinks and maybe an update would be needed. I've tried uninstalling fit controller and then re-installing it and I still get the message. Do you have any ideas on how to fix this? The clothing item that shows below is Vivacious Chemise, but I get the same error on any clothing item I select. I'm not sure what to do....maybe something is right in front of my face and I'm not seeing it? And before you ask, yes I am using the right script and it is updated to its latest version. I'm just at a complete loss with this. I really do like the product.(I've been getting by on dforce and some creative angles and stuff....but would like ot be able to use this again). Thank you in advance.
2023-04-20 19:40:16.413 [DEBUG] :: Transferring Morphs To Follower Items...
2023-04-20 19:40:16.413 [DEBUG] :: Running Transfer Utility
2023-04-20 19:40:16.413 [DEBUG] :: Vivacious Chemise
2023-04-20 19:40:16.413 [WARNING] :: Script Error: Line 326
2023-04-20 19:40:16.413 [WARNING] :: ReferenceError: Can't find variable: DzTransferUtility
2023-04-20 19:40:16.413 [WARNING] :: Stack Trace:
<anonymous>()@D:/Users/Goliath/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_49359/people/genesis 8 female/clothing/fit control/fit control - 01 add morphs to item.dse:326
2023-04-20 19:40:16.536 [INFO] :: Error in script execution: D:/Users/Goliath/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_49359/people/genesis 8 female/clothing/fit control/fit control - 01 add morphs to item.dse
Zev0 Fit Controller Genesis 8-
Hey guys, I'm having trouble with Zev0's Fit Controller for Genesis 8. I have both female and male for gen 3 and gen 8 as well as the add-on product that followed. I had first bought the base product a few years ago and it worked great. I had no issues. About a year and a half ago i started getting an error message that pops up saying 'an error occurred while reading the file, see the log file for more detials' (error log is pasted in below). I thought maybe give the product some time that there were some kinks and maybe an upgrade would be needed. I've tried uninstalling fit controller and then re-installing it and I still get the message. Anyone have any ideas on how to fix this? The clothing item that shows below is Vivacious Chemise, but I get the same error on any clothing item I select. I'm not sure what to do....maybe something is right in front of my face and I'm not seeing it? And before anyone asks, yes I am using the right script. I'm just at a complete loss with this. I really do like the product.(I've been getting by on dforce and some creative angles and stuff....but would like ot be able to use this again). Thank you in advance.
2023-04-20 19:40:16.413 [DEBUG] :: Transferring Morphs To Follower Items...
2023-04-20 19:40:16.413 [DEBUG] :: Running Transfer Utility
2023-04-20 19:40:16.413 [DEBUG] :: Vivacious Chemise
2023-04-20 19:40:16.413 [WARNING] :: Script Error: Line 326
2023-04-20 19:40:16.413 [WARNING] :: ReferenceError: Can't find variable: DzTransferUtility
2023-04-20 19:40:16.413 [WARNING] :: Stack Trace:
<anonymous>()@D:/Users/Goliath/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_49359/people/genesis 8 female/clothing/fit control/fit control - 01 add morphs to item.dse:326
2023-04-20 19:40:16.536 [INFO] :: Error in script execution: D:/Users/Goliath/Documents/DAZ 3D/Studio/My Daz Connect Library/data/cloud/1_49359/people/genesis 8 female/clothing/fit control/fit control - 01 add morphs to item.dse
How do I fix this? Maybe uninstall fit control and then re-install?
Joint Controlled Morphs Tutorial/DocumentationHi
Can anyone point me in the direction of a good tutorial or document that explains Joing Controlled Morphs as scalar values AND multipliers?
If there's an easier way to do this than below please let me know.
Specifically, I'm looking for a way to apply a morph ONLY when two axes are greater not (greator or less than) 0. So if a thigh is rotated in X but not in Z then I want to see nothing. Likewise, if the thigh is rotated in Z but not in X nothing should show up. But I want the morph to be applied on a scalar value when both X & Z rotations are not zero. I've tried the first stage (Delta Add) at a Scalar value with a 2nd in the 2nd State multiplier.. and then vice versa on the other axis. Can't get it to work in any logical way. This is driving me nuts. I've been playing with this off and on for Y E A R S!
Thanks for any help you can provide
HH Lexi for G9 (Commercial)HH Lexi (Commercial)
Store Link: HH Lexi for Genesis 9 | Daz 3D

Description:
HH Lexi is a high-definition sculpted goddess full of glamour and attitude. These HD details come more alive when you turn up the subdivision levels and pose her, activating her HD pose-correction morphs. She also comes with a wide variety of professional-looking cosmetic options. These special morphs only work when her body morph is dialed up.
Outside of many makeup and eye color options, Belle comes with a variety of brow fillers, mascara options, levels of tanned skin, and you can make her skin appear sweaty or oily.
Purchase HH Lexi today and bring an unparalleled level of beauty and elegance to your renders!
Store Promos








My Q2 Roadmap
1.) HH Lexi - Coming Soon!
2.) Angelic Belle Lingerie Outfit Update - Live now in your DIM!
- Adds support for HH Lexi
- Adds Pressure morphs
3.) TBA Bundle - In Development
- TBA Outfit
- Top
- Corset
- "Cheeky" Underwear (as requested
) - Waist Garter Belt (Very similiar to Onyx Lace - because it is a good one and I want to improve it for G9)
- Stockings (Seen in first image above)
- TBA Accessories
- Veil
- Choker
- Gloves
- More TBA
- TBA Textures
- TBA Heels
- TBA Furniture/Props (Chair seen in first image here)
- Chair
- Couch
- Ottoman
- More TBA
- TBA Poses for G9/HH Belle/HHLexi that will include Pressure Morphs for individual poses
This new outfit collection will be the first in a series to expand upon it, much like the Mystique line.
JoeQuick's Young Anime Heroes for Genesis 9RAMWolff said:
I did have a question about the hair though, does that back ponytail have a morph to make the hair more male like? I kinda notices that seems to be the case in the promos!Parts of the hair can be hidden to make it more masculine.
JoeQuick's Young Anime Heroes for Genesis 9JoeQuick's Young Anime Heroes for Genesis 9 WOW. Surprised no one has posted about this fabulous product. This is pure brilliance but then again we are talking about Joe. What a mind, what an imagination and the ability to make it happen. This is probably how Aiko and Hiro should have looked from the get go, imho!
https://www.daz3d.com/young-anime-heroes-for-genesis-9
I did have a question about the hair though, does that back ponytail have a morph to make the hair more male like? I kinda notices that seems to be the case in the promos!
Show us more of your 3Delight rendersInteresting stuff, love the Cephalinoid but have only used him/her/it once when puchased. Is the female morph your own?
You're really inspiring me to start digging out all those old figures, it looks you're having a lot of fun.
-- Walt Sterdan
Installed character morphs are not visible in parameters for other charsRichard Haseltine said:
Install third-party content, you aren't usign it to mean create a new morph from a dForm or Morph Loader? Unless you have broken the link (e.g. by using File>Save As>Support Assets>Figure prop Asset to turn it into a new figure) then all installed morphs should be available in all characters based on that figure (or, for Genesis 8 morph, in Genesis 8.1 too - but not vice versa)
Actually, I just wanted to change the body shape of a char after some event for a VN.
But you found the problem. That was silly of me, but the char I wanted to morph was G8 based and the new morphs were G8.1. :(
Embedding morphs in Duff File ( 2 of the worst nuisances in daz for me)ssaqibalitipu_627e275e4d said:
Richard Haseltine said:
Inj/Rem require pre-defined channels for the morph, just as the current native morph system does. The morphs were not enbedded in the saved files (which would not be desirable as it would then be impossible to share scenes under the license terms).
A lot of work has in fact been done to improve loading times, especially when there are issues (for me Duplicate Formula clashes now have no perceptible impact on load time) - try the beta to see this.
One option is to install morphs to one or more additional content directories, then hook up only the ones you need for a given session (you can save content directory sets to make that quick).
Thanks for giving a pretty understandable licensing reason. Yes I am running multiple runtimes... Plus i extract character morphs from the directory and place those in similar structure and place only what i need for the moment, and it works pretty good and fast (though still a dirty hack). I do appreciate the performance improvements Daz has been doing and yes i have been playing with beta for some time. Although I still wisth Daz would have done some more work on either Filament or some new open source real time renderer. I know it's not a mundane task, esp when daz is giving away this wonderful piece of software for free. But that's their business model and that's what keeps the clock ticking ;).
As I understand it the issue with Filament on mac was one of Qt version, DS 5 will be built on a newer version of the Qt framework and will have parity with respect to Filament.
Installed character morphs are not visible in parameters for other charsInstall third-party content, you aren't usign it to mean create a new morph from a dForm or Morph Loader? Unless you have broken the link (e.g. by using File>Save As>Support Assets>Figure prop Asset to turn it into a new figure) then all installed morphs should be available in all characters based on that figure (or, for Genesis 8 morph, in Genesis 8.1 too - but not vice versa)
Carrara freebie/sale render and discussion threadhttps://www.daz3d.com/desiree-for-victoria-7
https://www.daz3d.com/honey-bun-pose-expression-bundle-for-girl-7
Problem with the Poses distorting the back of the head/neck/shoulders in Carrara

Tried a few different poses as well as the Girl 7 morph, issue affecting all

All okay in DAZ Studio

Render from front on
Embedding morphs in Duff File ( 2 of the worst nuisances in daz for me)Richard Haseltine said:
Inj/Rem require pre-defined channels for the morph, just as the current native morph system does. The morphs were not enbedded in the saved files (which would not be desirable as it would then be impossible to share scenes under the license terms).
A lot of work has in fact been done to improve loading times, especially when there are issues (for me Duplicate Formula clashes now have no perceptible impact on load time) - try the beta to see this.
One option is to install morphs to one or more additional content directories, then hook up only the ones you need for a given session (you can save content directory sets to make that quick).
Thanks for giving a pretty understandable licensing reason. Yes I am running multiple runtimes... Plus i extract character morphs from the directory and place those in similar structure and place only what i need for the moment, and it works pretty good and fast (though still a dirty hack). I do appreciate the performance improvements Daz has been doing and yes i have been playing with beta for some time. Although I still wisth Daz would have done some more work on either Filament or some new open source real time renderer. I know it's not a mundane task, esp when daz is giving away this wonderful piece of software for free. But that's their business model and that's what keeps the clock ticking ;).
Embedding morphs in Duff File ( 2 of the worst nuisances in daz for me)Inj/Rem require pre-defined channels for the morph, just as the current native morph system does. The morphs were not enbedded in the saved files (which would not be desirable as it would then be impossible to share scenes under the license terms).
A lot of work has in fact been done to improve loading times, especially when there are issues (for me Duplicate Formula clashes now have no perceptible impact on load time) - try the beta to see this.
One option is to install morphs to one or more additional content directories, then hook up only the ones you need for a given session (you can save content directory sets to make that quick).
dforce-tactical-style-outfit-for-genesis-9 Goggles how to lower them?As far as I can tell there is no morph for the glasses so I have tried unparenting and unfitting them to see if i can move them around which I can but there is a whole skeleton of bones with them none of which manipulate the glasses directly. is there a clever way of moving the control point from the ground to the glasses? or even removeing the bones altogether?
When I tried to save a shaping preset, there's no hip node.Catherine3678ab said:
toplyz233 said:
Hi! I'm trying to save head preset and body preset separately to make separate sliders, I mean head and body, not both at the same time. Gotta save the head node under the hip node and the one under the actor node, right? But when I do it, I don't have hip node then. But it do has hip node on the object area right side, so strange, what should I do?

I mean, it changed when I only exported the node actor/.../head, but it wasn't shaping correctly. And of course with not selecting hip/.../head, when I save the body, then reload it, both the body and head change. I think it has to do with I didn't save the objects under the hip node.
What should I do? I really don't know where I did wrong.
Whoa. Before saving a shaping preset, first save the morph! Make the head morph, save it. Make the body morph, save it. [File > Save as > ... morphs assets]
Then dial the 2 in, and make a complete character morph as a Controller [be sure to reverse deformations], and save that.
Then clear the scene, load the figure, dial in your new morph(s) and save the shaping presets. Uncheck all to start with, then have it select only that which was changed. Open the drop down selections and make sure only what you desired to be included is.
{and consider "not" compressing the file -- makes reading it later on much easier}
It worked! Thanks! Wow!!













