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[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]
rorronline said:
another query, i am sure it has been mentioned adn addressed but honestly i am not going to scour 14 pages of stuff.
i have quite a few characters with this issue, when i dial in just the head morph it will morph the body as well morph values that are nothign to do with the original character morph. Body morph is great but not the head.Do you have the latest update? It is more forgiving in using FHM or "Head" to identify a head morph. If the script cannot recognize a morph as a head morph, it cannot restrict its effects to just the head. If you check the log after a conversion, you can find where the script identifies which morphs it is converting are head morphs, body morphs, or other.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]rorronline said:
RiverSoftArt said:
rorronline said:
ok so you said to get file path from parameter settings then delete affending morph. But what if the parameter has no file pathing listed? The name entry also seems to be malformed or missing.
I am away from my Daz computer, but perhaps no path is showing because you are pulling up the properties for 2 morphs? Based on the png path, the morph is probably in My Library/data/Daz 3D/Genesis 9/Base/Morphs/Mousso/Miriam
Do you know what causes two copies to be produced during conversion?
If, for some reason, the vendor and product name is reported differently from the Daz Database, you could get two copies. Also, if you changed the output directory between executions, it could output to different root directories.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]another query, i am sure it has been mentioned adn addressed but honestly i am not going to scour 14 pages of stuff.
i have quite a few characters with this issue, when i dial in just the head morph it will morph the body as well morph values that are nothign to do with the original character morph. Body morph is great but not the head.Olivia 9nonesuch00 said:
i like that they did a pregnancy morph and the characters and such are nice. I sort of feel though the whole pregnant morph should of been part of the original body morphs for the generic G9 offered a ways back.
There's a Pregnant morph in https://www.daz3d.com/genesis-9-body-shapes
Diffeomorphic - What is the latest process of Blender animation to Daz3d (MHX)?Padone said:
Yes the importing of custom morphs for figures has been considerably improved and made easier. Now you can use baked correctives and daz favorites. Then dforce clothing was implemented some time ago and there's no improvement there, that is, you have to know how to use the blender simulation tools to work with it.
Another feature we added that you may like is softbody simulations.
One word of advice. Do not try to use blender the same as daz studio, this is the worst thing you can do. Blender is not daz studio and has its way to do things, often much better. So don't import thousands of morphs but only those you need for animation, all the others will be baked in the dbz. Also you may want to avoid HD figures and environments as they are not meant for animation and degrade the viewport and rendering speed considerably, other than requiring much more memory to work. That is, not everything that's in the daz shop makes sense in blender, some things make sense only in daz studio.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Import/Easy Import DAZ
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Advanced/Simulation
I am getting used to the peculiarities of Blender and know that it is conceptually different to DAZ Studio. It might be a bit of a task to decide which morphs to include as favourites and which to bake but I guess that will come with experience. I have a LOT of morph packs and I use them extensively in DAZ Studio. When I animate in DAZ Studio I like to see muscle movement for greater realism, for example, so I need that flexibility. I agree about HD and I tend to avoid it anyway because it causes lots of poke-through issues in IRay renders. So I would not use th HD exporter for Diffeo.
Other issues for me have to do with trying to understand the more advanced features. I get very confused in trying to understand how IK/FK works, for example. Also, Blender has a Non Linear approach to animation which is very difficult to achieve in DAZ Studio - I think than Aniblocks can be used but I don't play with them much anyway.
Olivia 9i like that they did a pregnancy morph and the characters and such are nice. I sort of feel though the whole pregnant morph should of been part of the original body morphs for the generic G9 offered a ways back.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]RiverSoftArt said:
rorronline said:
ok so you said to get file path from parameter settings then delete affending morph. But what if the parameter has no file pathing listed? The name entry also seems to be malformed or missing.
I am away from my Daz computer, but perhaps no path is showing because you are pulling up the properties for 2 morphs? Based on the png path, the morph is probably in My Library/data/Daz 3D/Genesis 9/Base/Morphs/Mousso/Miriam
Do you know what causes two copies to be produced during conversion?
Thanks for all the "older" Genesis 8 charactershere is Mrs Chow 8 with her HD morph she's a Daz Core character

[Released] Character Converter from Genesis 3 Male to Genesis 8 Male (Now Conv JCMs) [Commercial]RiverSoftArt said:
Anxious3102 said:
RiverSoftArt said:
Anxious3102 said:
I've tried using the G3 Male to G8 Male character converter following the instructions from the tutorial video, but every character converted ends up with a weird neck deformity. Am I doing something wrong or is there a way to fix it?
It sounds like you moved the G3 Male or G8 Male and the morph is trying to pull the neck across to the other figure. You need to go and delete the converted morphs. Restart a scene with G3 and G8 in the default pose and at the default, origin position, and then do conversions.
I'm confused. I didn't have any figures in the scene at all when I began. I started with a blank scene like the instructions said, picked the character presets and told it to execute.
Just deleted all the morphs and tried it again using the same process, and ended up with the same result. Neck's are still pulled out.
'
You mean the neck is pulled to the side? Then, at some point, you used the custom scene converter script with the characters out of position. There is a morph being pulled in for every conversion and messing them up. Go to My Library/data/Daz 3D/Genesis 8/Male/Morphs and rename the Morphs directory to something like "Temp Morphs". This will hide the converted morphs and you can start from scratch.
Ok thanks! I'll try that!
[Released] Character Converter from Genesis 3 Male to Genesis 8 Male (Now Conv JCMs) [Commercial]Anxious3102 said:
RiverSoftArt said:
Anxious3102 said:
I've tried using the G3 Male to G8 Male character converter following the instructions from the tutorial video, but every character converted ends up with a weird neck deformity. Am I doing something wrong or is there a way to fix it?
It sounds like you moved the G3 Male or G8 Male and the morph is trying to pull the neck across to the other figure. You need to go and delete the converted morphs. Restart a scene with G3 and G8 in the default pose and at the default, origin position, and then do conversions.
I'm confused. I didn't have any figures in the scene at all when I began. I started with a blank scene like the instructions said, picked the character presets and told it to execute.
Just deleted all the morphs and tried it again using the same process, and ended up with the same result. Neck's are still pulled out.
'
You mean the neck is pulled to the side? Then, at some point, you used the custom scene converter script with the characters out of position. There is a morph being pulled in for every conversion and messing them up. Go to My Library/data/Daz 3D/Genesis 8/Male/Morphs and rename the Morphs directory to something like "Temp Morphs". This will hide the converted morphs and you can start from scratch.
Olivia 9I like the face, she reminds me a bit of meghan markle.
I'm also glad that the alternate shapes aren't a freaking exclusive and are being sold as a add on and isn't tied to the pro bundle, that really pissed me off with the release of Olympia. I don't have any money atm but I will buy the morph and the alternate shapes when I can afford them.
[Released] Character Converter from Genesis 3 Male to Genesis 8 Male (Now Conv JCMs) [Commercial]RiverSoftArt said:
Anxious3102 said:
I've tried using the G3 Male to G8 Male character converter following the instructions from the tutorial video, but every character converted ends up with a weird neck deformity. Am I doing something wrong or is there a way to fix it?
It sounds like you moved the G3 Male or G8 Male and the morph is trying to pull the neck across to the other figure. You need to go and delete the converted morphs. Restart a scene with G3 and G8 in the default pose and at the default, origin position, and then do conversions.
I'm confused. I didn't have any figures in the scene at all when I began. I started with a blank scene like the instructions said, picked the character presets and told it to execute.
Just deleted all the morphs and tried it again using the same process, and ended up with the same result. Neck's are still pulled out.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]rorronline said:
ok so you said to get file path from parameter settings then delete affending morph. But what if the parameter has no file pathing listed? The name entry also seems to be malformed or missing.

I am away from my Daz computer, but perhaps no path is showing because you are pulling up the properties for 2 morphs? Based on the png path, the morph is probably in My Library/data/Daz 3D/Genesis 9/Base/Morphs/Mousso/Miriam
Pre- Genesis 9A tool is a tool. Not everyone needs all the tools possible.
There are some products for G9 that look really nice, a couple of hairs come to mind that are not already available. I actually dont see much difference in a render with G8 or G9. My only deal was that I'm not going to buy all the rehash that pops up every generation. Once you have a hundred characters, of any generation, do you really need 100 more, especially when you can spin your own just buying a couple morph packages?
Now you can even use G2,3,8 skins on G9 ... so why not use Skin Builder and knock yourself out?[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]ok so you said to get file path from parameter settings then delete affending morph. But what if the parameter has no file pathing listed? The name entry also seems to be malformed or missing.
A good way to add a frog tongue to the G8 storybook frog?Morph the tongue.
Morph "limiter"Hello,
While creating custom clothes, I've tried to add morphs but... they appear in parameters instead of shaping and they don't have limits. I'm missing something somewhere but where? Any hint?
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]crashworship said:
RiverSoftArt said:
@mfrank01328_e9ea05b22a, @HoMart, @cridgit
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 hard drive (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).
Thanks @Karen too for answering.
"Then, one by one, dial in the morphs to find the offending morph(s)." Please explain this a bit better. The way I'm reading this is that I have to do a conversion with each morph individually zeroed one conversion at a time to figure out which morph is causing the problem?
I get it's a monumental task creating this utility and getting it to work but his seems like a serious pain in the a__ to complete these conversions, I have somewhere around 140 Genesis 8/8.1 characters in my library and I'm thinking that if I have to do this with any character I want to convert...? Go through this process every time I do a conversion?
For the record, I have and use many of your products regularly without issue and with satisfaction. But this? It's a bit much.
No, it is about looking at the *converted* character. Look at its morphs and dial out the bad ones.
This conversion is easily the worse of all the character converters. G9 is so different in size and shape that it required doing things that make the conversion hard and you will get issues.
[Released] Character Converter from Genesis 3 Male to Genesis 8 Male (Now Conv JCMs) [Commercial]Anxious3102 said:
I've tried using the G3 Male to G8 Male character converter following the instructions from the tutorial video, but every character converted ends up with a weird neck deformity. Am I doing something wrong or is there a way to fix it?
It sounds like you moved the G3 Male or G8 Male and the morph is trying to pull the neck across to the other figure. You need to go and delete the converted morphs. Restart a scene with G3 and G8 in the default pose and at the default, origin position, and then do conversions.
Face transferBonjour.
Le plugin "face transfer" a un nombre limité d'utilisations gratuites, pour en avoir plus il faut acheter la licence "unlimited": https://www.daz3d.com/face-transfer-unlimited
Une fois la licence achetée il y aura un numéro de série correspondant dans la section "My serial numbers" du site.
Pour enregistrer le numéro de série dans Studio il faut aller dans Help > About installed Plugins et copier ce numéro de série sur la ligne correspondant au plugin "Face Transfer" puis cliquer sur OK.
Il faut ensuite redémarrer DS pour que ça prenne effet.









