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So Many Nice Things
Leana said:
morrisonmp said:
I'll admit, I don't understand clones at all... but that product does seem like what I was hoping for. I just really don't understand the concept of clones at all.
Basically, autofit works in 2 steps:
- Adjust the mesh made for figure 1 so that it fits figure 2 default shape ==> that's the step which uses the clone
- Rig the resulting adjusted mesh as would be done for new clothing ==> that step uses a rigging template corresponding to the type of item you want to rig (eg a tunic) as a helper to create the rigging of your new mesh.
Basically, a clone is a special type of morph for your target figure, which more or less gives it the shape of the source figure (I say "more or less" because sometimes it's a bit different in some places in order to get better results when autofitting).
Autofit considers the clothes for figure 1 as modeled for "figure 2 with the figure 1 clone morph applied", so it will "reverse" the figure 1 clone morph in order to get a mesh which would fit the base figure 2 shape.The clones you have for your target figure will populate the "what figure was it originally made for" list in autofit dialog. Each base Genesis figure includes a few clones by default, and you can add more that you purchase or create yourself.
Best explanation on clone vs auotfit i ever heard in forum. well done
So Many Nice Thingsmorrisonmp said:
I'll admit, I don't understand clones at all... but that product does seem like what I was hoping for. I just really don't understand the concept of clones at all.
Basically, autofit works in 2 steps:
- Adjust the mesh made for figure 1 so that it fits figure 2 default shape ==> that's the step which uses the clone
- Rig the resulting adjusted mesh as would be done for new clothing ==> that step uses a rigging template corresponding to the type of item you want to rig (eg a tunic) as a helper to create the rigging of your new mesh.
Basically, a clone is a special type of morph for your target figure, which more or less gives it the shape of the source figure (I say "more or less" because sometimes it's a bit different in some places in order to get better results when autofitting).
Autofit considers the clothes for figure 1 as modeled for "figure 2 with the figure 1 clone morph applied", so it will "reverse" the figure 1 clone morph in order to get a mesh which would fit the base figure 2 shape.The clones you have for your target figure will populate the "what figure was it originally made for" list in autofit dialog. Each base Genesis figure includes a few clones by default, and you can add more that you purchase or create yourself.
transfer morph sliders from genesis 2 to genesis 8Hi! Kinda new to this so I'm sorry if I'm not using the right terms. Hopefully y'all can still understand what I mean.
I have a shaper pack for Genesis 2 which allows me to slide different shapes for fantasy characters (Anthros, elves, trolls, etc.), and another one meant for Genesis 8.
Is there a way to transfer either one to the other so I can compbine those shaping sliders for the same genesis model?
Thanks :)how to do G8F muscle straining effectxyer0 said:
I didn't even know there was a full body morph; I only use the morphs from the Parameters tab. I didn't know Xenic had hung up his morpher. Too bad for Genesis 9.
I'm sorry to have said that as it's only an observation of mine, not anywhere near fact!
I used the Daz Essentials Fitness FBM... I wanted to use that as a base to best illustrate the strained muscles.
[SOLVED] Marvelous Designer to DAZ - Transfer Utility - Shrinking problemOk so it uses a morph.
If your item is created for a morphed version of the figure, then you need to run the transfer utility using that version of the figure as the source (which is what you're doing) and make sure you have the "Reverse Source Shape from Target" box checked, and "item shape: current" in the source parameters.
That way DS knows what modified shape it was made for and can "undo" those modifications to make it fit the base figure.
[SOLVED] Marvelous Designer to DAZ - Transfer Utility - Shrinking problemIt's the G9 dev load with female shape to 100% in DAZ. And I fit the MD defaut female shape to the G9 shape before exporting from MD to DAZ. In other words :
MD - female default - used to create clothings
MD - fit to G9 female
MD - export as OBJ
DAZ - G9 female
DAZ - load cloth
DAZ - Transfer Utility
[SOLVED] Marvelous Designer to DAZ - Transfer Utility - Shrinking problemHello,
The clothes created in Marvelous Designer, when parented to the figure with the Transfer Utility, are shriniking. The body base is the same in Marvelous Designer and DAZ. I'm using autofit in Marvelous Designer before exporting the OBJ. The shape seems right in Blender and DAZ before the TU. I guess there's something wrong in my workflow, but where? Any hint, tips?
how to do G8F muscle straining effectdtrscbrutal said:
I created this image using;
Musculature HD Morphs for Genesis 8 Female
Muscularity Morphs for Genesis 8 Female(s)
Genesis 8 Female Body Morphs
Add Some Veins HD for Genesis 8
Vascularity HD for Genesis 8 Female and Male
Bend Control for Genesis 8 Female(s)
Ultimate Natural Bend Morphs for Genesis 8 Female
Skin Folds & Creases HD for Genesis 3 & 8 Female
(& an older no longer available version of-) Ms SWOLE for Genesis 8 FemaleMuscle beach

Many of the muscle morphs seem to just add bulk, which looks very different from flexing to me. I offset this with the thinning and detail morphs. It was a lot of adjustment between morphs to get a result I could live with.
@dtrscbrutal You did a fine job! Thanks for putting sand on her feet. She looks like she rolls out of bed doing push-ups. Obviously, the confusion I felt at having overlapping names from the Muscularity and Musculature packs didn't stop you from getting the most out of them.
takezo_3001 said:
Xenic was one of the best as far as actual (NOT stylised) muscle morphs that were anatomically accurate and even included flexion-type JCMs, too bad they're not making any more muscle morph packages...
EDIT: With Xenic/SimonWM's morphs you can get much better realistic results by dialling in individual muscle groups instead of dialling in the entire body, I'll post an example...
NOTE: I did not use Zev0's vascularity morphs as it would make no sense using it as it doesn't take the individual left/right limbs into consideration as it's applied to both simultaneously.
I didn't even know there was a full body morph; I only use the morphs from the Parameters tab. I didn't know Xenic had hung up his morpher. Too bad for Genesis 9.
Why Daz content creators don't make more of other ethnicity character?When I started in 2016, Genesis 7 seemed like whites who had different colored skins for other ethnicities. Then in 2017 Genesis 8 came along and during the five years it and 8.1 were going, I saw more and more characters offered that looked like the people I worked with from around the world. And morph packs! I also bought older generations of packs.
Then we have Genesis 9 released four months ago. We don't have a lot of choice as yet. I have been chalking it up to the PAs getting use to the new generation and the bad joints (FBMs?). But I think we need to give them a chance. But I really hope we don't fall back to a majority of young, caucasian women as our main offerings. I am not buying those much. I want variety. Even in a morph pack.
I may look European, but I had three grandparents with Native American ancestry and I want my 3D world to reflect diversity as I see it around the world. In a realistic way, not Hollywood's plastic view of history.
Mary
how to do G8F muscle straining effectxyer0 said:
I would suggest this OR this---NOT both, as the names overlap and confuse Studio. Plus, Vascularity shows straining in the forehead, neck, arms, & legs, and add sweat and grimacing facial expressions.
Xenic was one of the best as far as actual (NOT stylised) muscle morphs that were anatomically accurate and even included flexion-type JCMs, too bad they're not making any more muscle morph packages...
EDIT: With Xenic/SimonWM's morphs you can get much better realistic results by dialling in individual muscle groups instead of dialling in the entire body, I'll post an example...
NOTE: I did not use Zev0's vascularity morphs as it would make no sense to use it as it doesn't consider the individual left/right limbs as it's applied to both simultaneously.
EDIT2: I should clarify that Xenic has not officially stopped that's just my observation! Secondly, I used Daz Essential's fitness FBM as a base to best illustrate the isolated muscles, as both Xenic/SimonWM have targeted individual limb morphs rather than having an FBM only.
Also, SimonWM has his muscle pack out for G9, so I don't know if Xenic will have their morph packs out or not...
Adding Dual Quaternion support to UnrealEngine4 (Images inside)Using the deformer as is with DQS is inefficient. But with LS (and machine learning, etc.), it's fine. It's inefficient with DQS because it has to convert the same matrices from LS to DQS over and over and over again. So instead of once per bone, it does it 8 times per vertex (or more). It's not an order of magnitude slower, it's exponentially slower. But I think I found a way around this.
As for putting DQS directly in the code, it means someone will have to maintain it (like I've been doing on my branch). Also, it would be mixed in with cloth, normal recomputations, etc. in both CPU and GPU code. With the deformer, you can use whichever method you want on the mesh you want. I actually like this deformer plugin. I'm rather surprised it exists at all.
As to how efficient the plugin I'm going to write for DQS will be... if I write it properly, it should be an order of magnitude faster and smaller (both CPU and shaders) than the current DQS branch because there won't be any need to convert back to LS.
Basically, I'm going to write a new Skeleton Node so that there's one conversion from LS to DQS matrices (one per bone). And I'll write a custom compute kernel to apply skinning using DQ math. Now, there are Cloth, morph and recompute normal kernels. I'll do the morph one. It's easy now that they split it up into nodes. I'm not doing the cloth one. Recompute normals I could do, but that'll have to wait.
@catmaster It should work for physics. BTW, where's the JCM deformer?
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As a sidenote, I'm working in Unreal Engine every day now, so I'm getting much more familiar with it. I'm not going to charge anything for this plugin. If I can get this to be in a plugin, then it means way less maintenance. It also means that on my end, once the plugin is done, I will update the main deformer plugin with my changes in it and do a pull request on the main Epic branch. If it gets approved, it'll be part of the main build in the deformer plugin itself. This has a much higher chance of being approved because there's much less maintenance and it's in a plugin.
iRay Final Render Skin Normals different to iRay Previewbjr21185 said:
Apologies. Images cropped.
Well I seem to have found a workaround. I saved the full material preset of Kayla, then took another character and changed the full body morph sliders to Kayla's, and I have good working skin that finally renders again.
I am still wondering, however, why the Kayla base character would throw up a weird artefact like that, since doing a full copy and paste of the skin materials onto the new character fixed things, implying that there was nothing wrong with the materials, but something else?
The image on the left has clearly the HD morph turned on, while on the right you have the base geometry or not enough subdivision to show the HD details.. HD characters usually come with 2 head morphs and 2 body morphs. The actual "HD" morph requires subdivision of 3 or 4 to be even visible, so that's why in the final render it's visible, and in the preview it's not. Select the character, and In the Parameters pane, look for "Subdivision Level" and "Render SubD Level" parameters. By default, most HD characters will come with these set to "Subdivision level: 2" and "Render SubD Level: 4", meaning in the preview, you'll see a simplified version of the geometry, while in the actual render the model is going to be subdivided additional 2 times, showing all the skin pores, creases and other detail.
If you want to see the same results both in preview and in render, set these two settings to the same value.
Daz clothing don't really follow the characterOne way to fix it is to create custom morphs using Blender and Morph Loader. In DAZ Studio, export the mesh as an OBJ and then import it into Blender and edit the mesh. Then back in DAZ Studio, use the Morph Loader to import the edited mesh to create a custom morph. Then send the clothing item to Unreal where you can adjust the morph in Blueprints until the problem is fixed.
[Released] Turbo Loader for Genesis 8 and 8.1 [Commercial]P302 said:
The log in the GUI stays empty all the time. The DAZ Studio log isn't telling me much on startup it shows:
2023-02-28 16:31:26.963 [DEBUG] :: Delete Products: Genesis 2 Male Body Morphs,Genesis 2 Starter Essentials,Genesis 3 Developer Kit,Genesis 3 Female Body Morphs,Genesis 3 Female Expressions,Genesis 3 Female Head Morphs,Genesis 3 Male Body Morphs,Genesis 3 Male Expressions,Genesis 3 Male Head Morphs,Genesis 3 Starter Essentials,Genesis 8 Male Body Morphs,Genesis 8 Male Body Morphs Pre-Release PA Build,Genesis 8 Male Expressions,Genesis 8 Male Expressions Pre-Release PA Build,Genesis 8 Male Head Morphs,Genesis 8 Male Head Morphs Pre-Release PA Build,Genesis 8 Male Pre-Release PA Build,Genesis 8 Starter Essentials,Genesis Starter Essentials,Publishing Beta Content 1 2023-02-28 16:31:32.382 [WARNING] :: QString::arg: Argument missing: You need to create the morph list on first execution. Do you want to scan for morphs?, Genesis 8 & 8.1 2023-02-28 16:31:32.382 [WARNING] :: QString::arg: Argument missing: You need to create the morph list on first execution. Do you want to scan for morphs?, Male 2023-02-28 16:37:28.929 [DEBUG] :: Delete Products: Genesis 2 Male Body Morphs,Genesis 2 Starter Essentials,Genesis 3 Developer Kit,Genesis 3 Female Body Morphs,Genesis 3 Female Expressions,Genesis 3 Female Head Morphs,Genesis 3 Male Body Morphs,Genesis 3 Male Expressions,Genesis 3 Male Head Morphs,Genesis 3 Starter Essentials,Genesis 8 Male Body Morphs,Genesis 8 Male Body Morphs Pre-Release PA Build,Genesis 8 Male Expressions,Genesis 8 Male Expressions Pre-Release PA Build,Genesis 8 Male Head Morphs,Genesis 8 Male Head Morphs Pre-Release PA Build,Genesis 8 Male Pre-Release PA Build,Genesis 8 Starter Essentials,Genesis Starter Essentials,Publishing Beta Content 1 Nothing if I load the morph list. And on execute it logs something like: 2023-02-28 16:38:29.708 [DEBUG] :: Enabling/Disabling 15172 morphs... 2023-02-28 16:38:29.811 [DEBUG] :: Enabling data/DAZ 3D/Genesis 8/Male/Morphs/i3D/100 Must Have Expressions For Genesis 8 Male/Joy & Humor/alias_head_eCTRL_i3DMH_Zen.dsf [... 30000 lines of DEBUG level ... ] 2023-02-28 16:38:55.813 [DEBUG] :: data/DAZ 3D/Genesis 8/Male 8_1/Morphs/RedzStudio/Zak HD/FHMZak_HDLV4.dsf NOT FOUND. 2023-02-28 16:38:55.924 [DEBUG] :: 14727 morphs were searched for 0 Enabled (0 failed to enable) 12 Disabled (0 failed to disable) 14715 unchanged 0 skipped in %8 Note: Multiple files may exist for a morph if you use Daz Connect
Unfortunately it does not keep the state of the LOG checkbox - this might also be persisted in the registry. I did not observe any (visible) crashes.
Thank you for your help so far. Appreciated. My dayjob keeps me busy for the rest of the week. Next time I can look into it is Friday.
It should show some messages on startup too (I think. I am away from my Daz computer until Saturday too). But it is strange that it is not even filling in the stats message. How did you install TL? If Daz Connect, try uninstalling, delete the files from the cloud folder for TL, and then installing with DIM.
How to get Daz to Unreal bridge to work with UE 5.1And it works...
More or less...
G9 is in UE5.1.1 in the full female morph. Going to suggest bring G9 Staight in, but include the Full Female and Full Male Morphs (that way you have options) The Morphs work quit well, the gowing up Morph appears to work, but there is a severe graphic 'stuttering' once it is used... will have to figure that one out.
I removed the tears and eyelashes from the export, and well, something strange happened in that the eyes do not appear to there (they are seperate with G9, so maybe that's it) And at certain angles you can see through her head, her eyes ar not ther, but the back of her head is, so that one has me scratcing my head...
Ayway, Pictures, it DOES work, just not sure I want to go that route, at ths time...
Oh, and the eyebrows... Yuck!
DAZ Horse 3 - Statusbarbult said:
Cybersox said:
FSMCDesigns said:
MelissaGT said:
barbult said:
Has anyone been able to get the Western Horse Tack for Daz Horse 3 to fit the Thoroughbred morph. It has hidden morphs that get dialed in automatically when fit to the Thoroughbred, but the reins are not properly positioned. They do not connect ot the bit rings and they intersect the saddle.
Here is the basic Daz Horse 3 with the Thoroughbred morph dialed in. The same errors happen if I load the tack on the Thoroughbred model.
Is it me or is the horn on that saddle teeny tiny? It's been years since I've used one, but I seem to remember the horn being about twice the size.
Thinking the same thing. I think the overall quality of that tack is lacking
That's pretty much been the ongoing description for most of the Horse 3 product, hasn't it? Let's not even get into the garish and horrifically over-priced texture set add-ons for both tack sets...
The tack texture expansion is a bit garish, I'll give you that, but it wasn't expensive.
Western Horse Tack Texture Expansion
88818
$4.03
Expensive as they're being sold at the price of normal DAZ Original texture sets, yet include only three textures each... half of what you would get in normal texture set for a DAZ product, even PC+ items. That's pretty much the classic definition of Shrinkflation.
iRay Final Render Skin Normals different to iRay PreviewApologies. Images cropped.
Well I seem to have found a workaround. I saved the full material preset of Kayla, then took another character and changed the full body morph sliders to Kayla's, and I have good working skin that finally renders again.
I am still wondering, however, why the Kayla base character would throw up a weird artefact like that, since doing a full copy and paste of the skin materials onto the new character fixed things, implying that there was nothing wrong with the materials, but something else?
DAZ Horse 3 - StatusCybersox said:
FSMCDesigns said:
MelissaGT said:
barbult said:
Has anyone been able to get the Western Horse Tack for Daz Horse 3 to fit the Thoroughbred morph. It has hidden morphs that get dialed in automatically when fit to the Thoroughbred, but the reins are not properly positioned. They do not connect ot the bit rings and they intersect the saddle.
Here is the basic Daz Horse 3 with the Thoroughbred morph dialed in. The same errors happen if I load the tack on the Thoroughbred model.
Is it me or is the horn on that saddle teeny tiny? It's been years since I've used one, but I seem to remember the horn being about twice the size.
Thinking the same thing. I think the overall quality of that tack is lacking
That's pretty much been the ongoing description for most of the Horse 3 product, hasn't it? Let's not even get into the garish and horrifically over-priced texture set add-ons for both tack sets...
The tack texture expansion is a bit garish, I'll give you that, but it wasn't expensive.
Western Horse Tack Texture Expansion
88818
$4.03
DAZ Horse 3 - StatusFSMCDesigns said:
MelissaGT said:
barbult said:
Has anyone been able to get the Western Horse Tack for Daz Horse 3 to fit the Thoroughbred morph. It has hidden morphs that get dialed in automatically when fit to the Thoroughbred, but the reins are not properly positioned. They do not connect ot the bit rings and they intersect the saddle.
Here is the basic Daz Horse 3 with the Thoroughbred morph dialed in. The same errors happen if I load the tack on the Thoroughbred model.
Is it me or is the horn on that saddle teeny tiny? It's been years since I've used one, but I seem to remember the horn being about twice the size.
Thinking the same thing. I think the overall quality of that tack is lacking
That's pretty much been the ongoing description for most of the Horse 3 product, hasn't it? Let's not even get into the garish and horrifically over-priced texture set add-ons for both tack sets...
DAZ Horse 3 - Statusecks201 said:
Same problem here, so I tested it in reverse.
The reins are correctly positioned after applying any of the poses, so I did that and then dialled out the thoroughbred to see what would happen.
The reins moved to the correct position. Dialled back in they moved to the correct position again. New pose. dial out, dial in, the reins were in the correct position.
Which makes me wonder if the reins are missing an initial morph that should be applied when DH3 is using the thoroughbred morph.Edit: There's an update on DIM. Wonder if that will fix it...
Yep. Load thoroughbred, load all tack. Everything where it should be
That is a brilliant discovery! Thank you so much! I had posed the horse first and then decided to add the tack. It never occurred to me to repose it.








