-
Mesh deformation caused by transfer utility
Export again as it is to Blender, fix the deformation and import back as a morph to the skirt with reverse deformation?
Mesh deformation caused by transfer utilityarthenics said:
I fact, I just need to manage to obtain the transfer utility to ignore one edge but I don't know what parameter in transfer utility allows that. My only guess is it is related to the distance.
I 'replicated' the process you did, nearly the same issue... I haven't found a way in TR utility to improve it as it's just a 'weight' issue I believe... I could just fix it now by re-import a delta. Tweaking weight might work as well...
Mesh deformation caused by transfer utilityI fact, I just need to manage to obtain the transfer utility to ignore one edge but I don't know what parameter in transfer utility allows that. My only guess is it is related to the distance.
Mesh deformation caused by transfer utilityThe problem is, I'm only using "base female" and that's the part that doesn't change that causes a deformation -_-'
About videos...I'm using my joker. Honestly, I don't like them, I find videos just plain bad, I prefer PDF with texts and images.
And... I've played a little with the feminine morph. My problem seems to be the topology... I probably need to use higher mesh resolution or to cheat a little.
Mesh deformation caused by transfer utilityarthenics said:
The process was (simplified) :
- importing the G9 (with feminine at the max) in Blender
- creating the dress in blender starting from a cube
- when done, importing the .obj in DAZ
- using transfer utility with reverse option (the G9 used as reference for modeling is the same than the figure I'm using for the transfer utility)
There's no lost edge, the same process done for G3 and G8 works fine.
It looks like a problem with the distance between the dress and the body. The transfer utility gives to the G9 figure a too strong influence on the dress for this part.
You may re-import the obj file with Morph Loader Pro as a delta only (+ reverse deformations) to overwrite the hidden blend shape 'BaseFeminine_body_bs_Body' on the skirt. Or try Josh's tutorial in Mada's thread. There'll be more steps but see if it'll work..
Mesh deformation caused by transfer utilityThe problem is that the Genesis 9 base, is without morph (including female and male).
And when using a female morph, it will generate a projected morph in your clothing.
If you have used reverse source shape from target, it sounds like you then should import your base obj as a morph, after you have done transfer utility, and name it the same as the projected morph, then it will be dialed in when you use the female shape.
You can find the projected morph in parameters. First enable 'show hidden' and then select currently used for the clothing.
Jay Verluis might have a video on that topic.
Freebie Challenge May 2023 - "Sweet Music" - Main ThreadSorry, posted in the wrong thread! If you want to delete it from there, please feel free.
"Singing in the Rain"
(Inspiration - the 1952 movie)
I did a lot of hiding polygons using the Geometry Editor including modifying the building and hiding his hair so it didn't poke through the hat. Let me know if you want more details on how I did this.
No count: Daz Iray shaders, Genesis 8.1 Male
Free:
- Debonair for G8.1M (morph)
- Sokka for G8M (texture)
- dforce 40s Mens Suit for G8M (this is the high res version which I will be releasing shortly, but you could achieve the same with the version I have linked here - and will update when the high res version is released)
- Everyday hairstyle for Genesis 8 Males
- Shaders for various objects
- Streetscene 01
- Textures for windows and door, laid overtop of the building on a plane
- Electrical Substation
- Umbrella
- Antique street lamp
- Soft hat
- Plant from Tuscan Dinner
- Bring the rain
Pre-postwork version attached below.
Mesh deformation caused by transfer utilityThe process was (simplified) :
- importing the G9 (with feminine at the max) in Blender
- creating the dress in blender starting from a cube
- when done, importing the .obj in DAZ
- using transfer utility with reverse option (the G9 used as reference for modeling is the same than the figure I'm using for the transfer utility)
There's no lost edge, the same process done for G3 and G8 works fine.
It looks like a problem with the distance between the dress and the body. The transfer utility gives to the G9 figure a too strong influence on the dress for this part.
Mesh deformation caused by transfer utilityIt is not clear to me what you have done.
If it is modelled towrds Genesis 9 with female morph, have you then also used Genesis 9 female morph when used transfer utility, and ticked reverse source shape from target?
WHY, WHY?This really drives me mad.
Why is the Mesh resolution going to Mesh Resolution 1 when zeroing a figure?
I cannot tell you, how many houres of work, I have lost with this flaw.
Hard work in creating morph targets gets constantly lost by this.
ZERO suppose to mean No subdivision.
Either this needs to be changed or give out a script, that can revert somehow that subdivided mesh.Mesh deformation caused by transfer utilityIt's based on genesis 9 feminine, and created around this g9 base but started with an independent mesh (I mean it's not built from a duplicated fragment but with add mesh in blender).
I've disabled a feminine morph on the genesis 9 but nothing change.
Mesh deformation caused by transfer utilityHello,
When parenting with transfer utility, with a genesis 9 figure, my mesh is deformed, it creates a weird edge at the groin level. I don't have the problem with genesis 8.
Doesn anyone know how to fix this?
[Released] dForce Assistant [Commercial]Eboshijaana said:
RiverSoftArt said:
Eboshijaana said:
Something I've been struggling with; If you have two (or more) figures in the scene that need simulation, how does one do that? I've tried using the script separately on both, but one always ends up with a messed up timeline.
How do you mean messed up timeline? I would hide the first character, simulate and freeze the results on the second character, hide the second character, and show, simulate and freeze the results on the first character.
It is hard to explain, but basically, instead of the script making the character's morphs default to 0 in the timeline spot 0, it adds the second character's zero morphs in the middle of the simulation.
As you can see, the second figure starts with all the morphs active, then turns to default and THEN the morph change happens.
The second character's dforce helper script is activated at the end of the timeline,too.I am still not entirely sure but I will try and recreate the issue. In the meantime, I think you could always simulate one character in a different scene and pull it in as a scene subset (frozen). So you only execute dForce Assistant on one character/scene.
[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]Eboshijaana said:
RiverSoftArt said:
Eboshijaana said:
RiverSoftArt said:
Eboshijaana said:
Yess, I'm eager to use this ^^
Thank you! I hope you will like it. It was the most difficult script we have done for Daz Studio.
I assume eyes and teeth are a no-go for transfer.
No, you can transfer. It is finicky with extreme eyes but with the material suit, you are able to do it
Excuse me, I meant the morphs for eyes and teeth, not the materials.
That is what I meant: the morphs. However, I think it is a combination of the mat suit and the CC that makes it work. You would have to ask @Sickleyield as quite frankly I don't understand all of her wizardly; I just script it.
Freebie Challenge May 2023 - "Sweet Music" - Entries Thread Onlyperlk said:
"Singing in the Rain"
(Inspiration - the 1952 movie)
I did a lot of hiding polygons using the Geometry Editor including modifying the building and hiding his hair so it didn't poke through the hat. Let me know if you want more details on how I did this.
No count: Daz Iray shaders, Genesis 8.1 Male
Free:
- Debonair for G8.1M (morph)
- Sokka for G8M (texture)
- dforce 40s Mens Suit for G8M (this is the high res version which I will be releasing shortly, but you could achieve the same with the version I have linked here - and will update when the high res version is released)
- Everyday hairstyle for Genesis 8 Males
- Shaders for various objects
- Streetscene 01
- Textures for windows and door, laid overtop of the building on a plane
- Electrical Substation
- Umbrella
- Antique street lamp
- Soft hat
- Plant from Tuscan Dinner
- Bring the rain
Pre-postwork version attached below.

I didn't see this in the main thread? can you post it over there to get approved, please
this is now approved
1940's inspired suit for G8M - new higher res version out now!@perlk - I don't even know if I can leave comments about renders that are in the Contest Entries Thread ("Sweet Music" namely), so I am posting praise here, but I love your "Singing In The Rain" render - wonderful take on an iconic scene!
The suit looks great (with shoulder pads!!!) and I am tickled pink that you used the Debonair morph! 

Working in DAZ very slow
Wow....sitting here blinking at the screen... Welp. This information just presented me with a little project. Thank God I bought dsf toolbox the other day. I've got work to do stamping out duplicates. The data folder is a sensitive thing. But Thank God for this post! If this will get my G8F to stop lagging I owe you a coffee/beer.PerttiA said:You would not know that you had multiple copies of items/morphs, I didn't and the only way I found out, was when I started wondering why the length of the lashes didn't stick - Every second time I opened a previously saved scene, the length of the lashes were at the default 0% instead of 100% that I had saved the scene with.
As I was troubleshooting the lashes, I found duplicate versions of the morphs included in one 3rd party characters morphs, but I also found a lot of (duplicate) morphs from the Starter Essentials included in other characters morph folders and even copies of the G8 base figures (the base mesh) within some characters morph folders. There were also clothes that had (duplicate) character morphs from not only the starter essentials but also other creators morph packs included.
Once I had removed all the extra morphs and items from places where they were not supposed to be... After a few days, I realized closing DS had not hanged even once since I removed the duplicated items/morphs, and hasn't hanged since.
Finding those duplicates is not easy if one isn't familiar with where everything should be and why.
Note; The filename being the same does not mean that a file is a duplicate, one must look inside the file and compare the contents.
Messed up geometry after converting from Genesis 3 to Genesis 8Leana said:
G8.1 is indeed the same mesh as G8. G8.1 has slightly different material zones (torso was split into head and body), extra UVs and different expression system, but that's all. The base is still symmetrical.
Victoria 8.1 morph is asymmetrical though.
Yeah, I checked with an old leg morph I did on G8, and they are indeed the same mesh, but as far as asymmetrical is concerned, both G8 and 8.1 are asymmetrical as the leg morph triggers torso deformations, so I don't think they match, I'll do more tests to confirm though as the jury's still out until I can figure out the error with the morph, I'm really looking forward to using G9 fully though, once UNBM comes out for it!
Thanks, though, for the clarification!
Export hair from DAZ3D to ZBrushSo, I'm a little late to the discussion at hand but.. yah, 2 of my favorite environments getting mentioned? ;)
jay_jay said:
I have such a problem. I would like to transfer hair from Daz3D to ZBrush. Likewise, I know they need to be exported using a plugin, but every time I do it, the hair in ZBrush looks like it's made up of dozens of individual strips. Is there any way to export them as one cohesive whole?
So, there's something I don't understand about your question... you say they look like individual strips, but that doesn't really mean anything; what do your subtools tell you? Because they're already exported in the way you intended them to be: one cohesive whole. See my attached image as proof for that...
Here I loaded teen Julie (based on Genesis; so a very easy to use figure) and applied the "Flippa hair". As you can see, I also highlighted this, the hair already is one whole. Sure it looks like strands, but that's just the nature of the beast so to speak: in the end it's still one whole part of the exported mesh.
(edit)
nerradeelofgnosall said:
Yes, in zbrush use the geometry command - dynamic subdiv. You can give the strands thickness.
Sorry, but that's not quite correct. First of all it won't change the fact that the mesh already is a "full whole". In fact, I'd argue that this will only make things look thicker, while I get the impression that the OP is looking for, well, editing actual hair props.
And that isn't going to happen because as mentioned: this is merely the nature of the beast so to speak...
I attached a 2nd image, here I focussed solely on 'Flippa' and this time exported it from Daz Studio as FBX, I then used the excellent "FBX Importer" plugin for ZBrush. Notice anything?
It (roughly) looks like the small individual strands you see in Daz Studio but if you look closer you'll notice that this is merely an illusion: a combination of material / surface settings, because in the end we're still left with thicker strands.
In fact.. lemme attach a 3rd and final image..
In my DS setup I loaded teen Julie (based on Genesis, so an easy figure to work with) and applied the flippa hair, then I applied a material preset to said hair. After that I loaded the hair mesh as-is and placed it next to Julie's head. I think this image speaks for itself.
In fact.. try this with any hair prop you'd like and you'll see that it's not the way you export things, it's just the way the mesh was build and how the "illusion" was set up with the material preset(s).
G8F/M Pose Transfer to G9@richardandtracy - Hello Richard. As I do daily, I was browsing through my list of YouTube subscriptions for new or not before seen videos a short while ago and came across one that Rauko posted six months ago - How To Use Genesis 8 Poses On Genesis 9 – wherein he discusses and demonstrates your G8F/M Pose Transfer to G9 script. Thanks you! I haven’t yet installed Genesis 9 but when I do, I will certainly install your script as well.











