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Facegen Head Morph Slider Not Showing in Daz 4.21
If I select "all" from the left pane my custom head morph is still not shown after scrolling all the way down on all sliders.
Facegen Head Morph Slider Not Showing in Daz 4.21I have exported the custom head morph from facegen artist to the correct folder for genesis 8.1 head morphs as shown in the picture. However when you open Daz Studio and select a genesis 8.1 character then shaping - head there is no slider for my custom head morph. This makes no sense since the folder is showing the head morph file present inside the correct directory. Daz central and Daz studio preferences - content is all set up to the correct directory. I have tried reinstalling daz multiple times and restarting my computer after installing it to no avail. What is the solution to get my morph sliders showing in Daz?
exported characters asking for things not in themWell I don't see any rogue morphs at all. I did find one reference to a morph in the parameters tab, but that doesn't go with all of the rest. It's even asking for the Storybook morphs, which it doesn't use at all either.
exported characters asking for things not in themI'm not up to anything nefarious. I'm not even talking like Gollum at the moment. It's just if I, say, create a character for Genesis and load her to ShareCG, the end user almost always will get "this is missing or that is missing". My character isn't meant to need this or that in recent cases. So it is with Dear Me: she's pretty extensive. My tester said she was looking for a host of stuff that has nothing to with Sakura 8 at all much less. Such as the Blaze morph. Kind of annoying really. I'd like to finish this character up.
I'm slowly loading Genesis 8 now to check the default values.
Adding Dual Quaternion support to UnrealEngine4 (Images inside)@Krys Kryngle: You can always use the larger graphs. Did you compile the morph graph? Sometimes it will not automatically compile the graphs. You can also try removing the DQS Skeleton node and replacing it with a new one. (edit: Also make sure that DQS skinning is selected. Your character disappearing with LS selected is normal. Your mesh will reappear when you select both DQS and a DQS graph. If it's still not appearing, then try one of the previous suggestions. I've tested them all. They should all work.)
@fasirozott: I'm not sure what workflow you have. Morphs should work just fine. I haven't looked at the recompute tangents option. That may require recomputing normals and I couldn't implement that graph as it required internal code from the Deformer plugin and wouldn't allow me to add it to the DQS Deformer plugin.
If anyone wants to send me example projects and an explanation of what breaks, I'll be glad to look at it.
How to fit G8F shoes to Leyna? (Solved)Known issue. Shoes are usually stuck with the figure they were designed for, especially heels. You could try exporting as OBJs and trying to refit and rerig them to the male figure with transfer utility.
Buying more G9 or G8/8.1 Daz products these days?Matt_Castle said:
Novica said:
why mess with the two genders on different models approach which works just fine?
Except it doesn't work "just fine" if you need to try to do brother/sister or father/daughter likenesses; at that point you need to jump through a load of hoops to try to transfer morphs between the figures to get a familial resemblance.
And I call that a hassle as someone who knows a fair amount more about transferring morphs and assets between figures than most:
(Just because I *can* do these things doesn't mean I don't want them to be easier).Have you tried this? https://www.daz3d.com/transgender-shapes-for-genesis-8 You can easily change genders with it.
Daz Studio Storing Morphs in wrong folder.lilweep said:
jukingeo said:
Yes, and that therein lies a problem. Without the formatting the text is all over the place and entries are hard to make out. Could I edit it in Wordpad and then put it in notepad to save it?
You can do whatever you want, not guaranteeing it will work nor be efficient. There are other basic text editors out there besides notepad. Many people use Notepad++
Notepad++ is better then? I wasn't aware there was a + version. At any rate, I had discovered that the scene reversion in which the characters adjustments go back to the original location, seems to be working, but again not all the time. The good news is that I have made several scenes for the characters that I have used the most. And in that case, I can quickly find out which settings didn't revert back. Many times only a couple of the settings are off. So I just go back and fix those settings and resave the scene and that fixes it. It still is a lot of work, but an easier way of doing things. For one off characters, then I would have no choice but to use the text editor method.
As I said above, so you are thinking I am only having problem with a few morphs? Well, guess again, it is more like 30 to 50. So giving your example of a minuite per morph, I am looking at about 30 to 50 minutes per character...and that is also per scene as I do have characters that reoccur. Granted, once I get a character fixed, I could save the body shape and then apply that to the character in subsequent scenes. However, I do have a at least 200 (give or take) Genesis 8 female characters.
Oh no, not 30 minutes. There will likely be recurring patterns with the paths for morphs and therefore should be able to just find & replace that portion for those with the same root path.
Yes, there is. It seems that the characters are mostly affected by the presence of the Genesis 8 Female Head Morphs package in the Voluptuous Toned folder. But since I have renamed that folder, uninstalled and reinstalled the package, supposedly putting it back where it should be, a great number of issues have corrected themselves. At least it seems that way. However, even with my renaming the Voluptuous Toned folder so the morphs are not accessed by the scenes, the actual morph is STILL present under the Parameters tab.
Many times though, I have found that a root or base character that I have used, doesn't apply itself when Daz can't find it. A big one is the Khloe character, which I almost always use for creating fairies. This one, Daz cannot find. But more times than not, I usually have the setting up all the way on that one and I just go back in to find the character morph and dial it in. (It always reverts back to 0).
Another question I have is that if a morph does revert back to the original location, why is it still spewing out an error message, in the log, saying it cannot find it?
For one off characters that I have not posted on-line yet, I just go back and redo the settings on them and many times I end up making a better version of what they were. So while that takes longer, the character ends up being better!
Well, thanks for your help. While I am not 100% there, at least I got more than half of my figures back in order. You, as well as others here have stopped me from doing something stupid and reinstalling Daz on my system. So I am happy I don't have to go through that.
Geo
Adding Dual Quaternion support to UnrealEngine4 (Images inside)AlienRenders said:
Thanks for your comments. I appreciate it!
On 5.1, I already supply the DQS deformer graphs. You need to enable both the deformer and DQSDeformer plugins. There are two plugins. Then you just click the checkbox next to the deformer settings in the Mesh component of your actor. Select Dual Quaternion Skinning and select one of the supplied graphs such as "DQSBlendSkin" (might be DG_ prefix, I can't remember, but the names have DQS in them) and that's it. If you use morphs, use the one with Morph in the name. If you use Cloth, use the one with Cloth in the name..
If it doesn't work for you, please let me know.
edit: Oh, if you rotate a bone and it doesn't update, recompile the graph. If it crashes or doesn't display, remove the DQSSkeleton node and replace it with a new one. For some reason, it sometimes thinks it's a different node if you rebuild from source.
edit2: I updated 5.1-mod to match the pull request code. Same behaviour, just a bit cleaner code.
Unfortunately, this new approach with deformer graphs breaks compatibility both with the JCM post-process blueprints and the recompute tangents option thus I would advise against upgrading yet, the "old" method is way more robust as of now.
Why is dForce so slow?Anfy said:
Thank you for all the replies; figure is a Red-character based shape (GF8 gen) with Face Transfer mod, many morphs, no dress at this stage (thought it could further slow the simulation) and Banshee Hair:
https://www.daz3d.com/banshee-hair-with-dforce-for-genesis-8-and-81-females .I don't think figures' morphs seriously impact the sim time... I tested this hair with default sim settings, it took 45 sec. There're 6 simulation presets in this product, I tested 2 of them, the sim time was almost the same. I used a RTX A6000 for the simulation.
So, you may firstly test a simulation with a G8F base figure to see if it still takes that a long time....
Why is dForce so slow?Thank you for all the replies; figure is a Red-character based shape (GF8 gen) with Face Transfer mod, many morphs, no dress at this stage (thought it could further slow the simulation) and Banshee Hair:
https://www.daz3d.com/banshee-hair-with-dforce-for-genesis-8-and-81-females .Buying more G9 or G8/8.1 Daz products these days?G8. The only G9 products that I've purchased are those bundles required for the holiday discounts - which I considered more-or-less "free with the purchase of greatly discounted G8 bundles" - and a single G9 morph from Zeddicus (to make the G9F freebies halfway usable if I decide to experiment with them).
For me, G9 females are too masculine, and G9 males much too feminine. That's not an aesthetic that suits my tastes, so G9 holds little appeal.Buying more G9 or G8/8.1 Daz products these days?Novica said:
why mess with the two genders on different models approach which works just fine?
Except it doesn't work "just fine" if you need to try to do brother/sister or father/daughter likenesses; at that point you need to jump through a load of hoops to try to transfer morphs between the figures to get a familial resemblance.
And I call that a hassle as someone who knows a fair amount more about transferring morphs and assets between figures than most:
(Just because I *can* do these things doesn't mean I don't want them to be easier).
is it possible to manually exclude geometry from a full body morph?You can exclude selected vertices from a morph. This does not work for HD morphs AFAIK. Josh Darling has a YouTube video about this. I don't have a link handy.Ribs and spineYes! Thank you for making this thread. Thank you for the link to the SuperMassive morph. That might be my first buy at the other store. I did have the theory Daz was trying to stay away from the appearence of eatting disorders, but only at the bottom end of the BMI scale, morbidly obese is fine. :D Interesting to hear the SY promo's were rejected. Would be interest if anyone wants to post a realistic render using them, I kinda pegged them as a bit cartoon.
I think most people at the lower-end of the BMI scale, say 18.5 - 21 have the individual ribs visable and a spine that sticks out, also those with low body-fat %.
https://www.daz3d.com/alexandra-8 <- healthy BMI, but visable ribs, seems reasonable!
Genesis 8 Female HD ExpressionsYes, if the morph files are correctly read and loaded, they should be in the cache file~ So I could only imagine by now that the files of this expression product you installed are corrupted...
Pls further check: Daz Studio - Windows - Panes - Batch Converter - Add Files..., choose 'C:\Daz 3D\Applications\Data\DAZ 3D\My DAZ 3D Library\data\Daz 3D\Genesis 8\Female\Morphs\DAZ 3D\Expressions\eCTRLBereft_HD.dsf ', then apply..
Still use TXT editor to open this file, see if it could be opened correctly and the codes are good ~PS: Also check the log file in Daz Studio to see if there's any warning message related to these expression morphs...
can i create feathers with the hair tool.Now, I just have to figure out how the hell Herschel Hoffmeyer and others did those feathered wearables!!
At least until I finally do learn their methods, I now have this UltraScatter workaround to see me through!

Thanks again, Wendy, and everyone else who commented! This thread has been a tremedous help!
possibly using Zbrush Fibermesh with fat flat fibers with Fibermesh UV mapping to take a feather diffuse and opacity map
the same export can have zero length keeping vertex count and be more easily fit with the transfer utilityFace TransferCatherine3678ab said:
https://www.daz3d.com/face-transfer-shapes-for-genesis-8 was made to work with Face Transfer to help with the head shapes. [It is not a merchant resource]
FaceGen is the only other face shaper which works with most of the Genesis figures [if you get the Artist Pro edition]. You can download a free trial [and purchase] from their website, or buy it from Daz3D and return it if it doesn't do what you want to accomplish. [returns have to be made within 30 days of purchase last I heard]
n.b. for any 'perfect' textures to be had, extra work using an image editor will be necessary. IMHO, for the speed and accuracy, Face Transfer is the best of the bunch as far as the textures go. For getting a similar character available for most of the Genesis clans, FaceGen is the way to go.
HeadShop also supports Gen 3, Gen 8 and Gen 8.1 - and we are working on Genesis 9 compatibility, coming soon.... We are happy to solve problems, OP should send an email to [email protected] and we can do a tech support/screenshare in Skype (works 100% of the time). Also, watch many how-to videos:
Genesis 8 Female HD ExpressionsOkay~ then try to check this: F2 - Open the Location folder under DSON Cache Files (...dson\cache\data\Daz 3D\Genesis 8). There should be a file named 'Female.cache.dsf'. Use a TXT editor software (e.g. EmEditor or Notepad++) to open it.
Search a morph file, for instance, eCTRLBereft_HD.dsf, see if you can find it ...
Ribs and spineThis G8 product has a ribs definition morph https://www.renderosity.com/marketplace/products/144201/super-curves-remastered-g8-and-81-female









