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Transfer Utility moving garmet up- Solved!
I am in doubt of what you are asking.
First you said that transfer utility moved your clothing upwards, and we said to fix it in the transfer rigging settings. Is that fixed?
Now you are talking about dForce explosions. Is that simulated in a pose or in the default pose? If in default pose, either the mesh is too dense, or there is something clipping before start of simulation. If for posing, you have to make sur that there isn't limbs intersecting each other on the way to the pose, and thereby trapping the clothing.
What are the system requirements for Daz Studio 4.21(64bit)??When loading a figure takes more than 20minutes, it's because your installed characters/morphs are in conflict. Hardware update is not going to fix that. What does your log say?
My old post, do you mean this one?
To fix any ill-behaving (non-zero default value) morphs, do as follows;
1. Open DS and load "Genesis 8 Basic Female" (to an empty scene)
2. Right Click at Parameters Tab->Preferences->Choose "Show Hidden Properties" (part 3 zeroes only 'visible' dials)
3. Right Click at Parameters Tab->Zero->Zero Figure (Zeroes the value of all the 'visible' dials)
4. Right Click at Parameters Tab->Memorize->Memorize Figure (Sets the current value of all the dials as their default value)
5. Edit->Save As->Support Asset->Save Modified Assets (Writes the changed default value to the morph files that were changed)When saving "Modified Assets" DS shows a dialog and asks for confirmation;
"The following file(s) will be permanently modified:" - "Accept/Cancel" - Choose "Accept"Text-based bone correction
I haven't tried another ERC freeze, because wouldn't that mean the eyes would have values added to their scale and z-translate dials when the morph is added? I want the morph to remain "clean," so to speak; all shape changes should be made by the morph dial itself. Would the bake process do that?Richard Haseltine said:Have you yet used ERC Freeze to link other chnages to the morph? If not you can use that, if you have then you would first need to ERC Bake to unlink the existing proerpty links, then freeze everything in one go.
AI is going to be our biggest game changerMelissaGT said:
TheMysteryIsThePoint said:
I suppose I just don't see as much of a difference between those two types of users as you do. I like @SolitarySandpiper 's analogy... they both are greatly assisted by technology that would make the head spin of a person from just two or three decades ago. Everything you cited while characterizing the advanced user in your argument is still using a great deal of technology.
Using a sophisticated modeling program to make assets is much, much closer to just pressing the "Make Art" button than it is to creating assets without any assistive technology at all.
AI will no doubt take over more and more, and we will all have to move higher up the value chain. When has this ever not been the case? As an analogy: I'm a software developer by profession; I suppose my predecessor was a guy with an abacus. My job (for the time being) still exists, but I no longer worry about having made arithmetic errors; I take that for granted now and I concern myself with things more important to the overall value of the software systems I create. And thank god for that.
The canvas may be digital, but to create art in Daz, or any modeling software, one still needs to understand the concepts of composition and lighting...and even story-telling. Just like an artist who uses their hands to paint or sculpt out here in the real world. The rule of thirds is still the rule of thirds, even if it's applied digitally. Just because someone can use Daz without considering or even applying any of these artistic skills, because yes one can just use stuff out of the box and go, doesn't mean that all work created with Daz falls into the same category.
To her earlier point, I started out with a background in traditional clay sculpture and model making for special f/x. As I got older, it just became too much of a hassle to store all the supplies needed for that work (not to mention the chemicals) so I switched to Zbrush and digital sculpting along with morph making for g3 and g8. How I sculpt in Zbrush is basically the same as in clay. Block out, add mass, smooth, detail, smooth, add creases, add clay, smooth, refine, etc. I still have to look at the "piece" from every angle to check for balance and symmetry.
Are there differences? Yes, on both sides. I could feel a lot with my fingers sculpting in clay, I can't with a mouse and pen. But I also didn't have a symmetry switch to cut my sculpting time in half and also reduce symmetry errors.
If you want a way more famous example of the above, look at Rick Baker. He basically does everything in Zbrush now, obviously he didn'st start with CG modeling when working on Schlock and An American Werewolf in London
But he leverages Zbrush heavily nowDaz can be a base to build your character from the same way you have a rigged wire model in model making to build your clay sculpture on. It's the same analogy. You can also go out and buy a pre-made unpainted model and spend hours painting it. You still added to it, but obviously you used a lot more "pre-made assets" than the person who sculpted from the wire figure model.
Transfer Utility moving garmet up- Solved!Thank you. I used the default gray to get around the nudity issue because of how the dress fits after the transfer utility. But it fits exactly the same on the model I used to export to MD. Is there any way to fix it? Dforce just exploded. Hexagon (to be fair I don't know hex) made a morph that didn't really help either
Text-based bone correctionHave you yet used ERC Freeze to link other chnages to the morph? If not you can use that, if you have then you would first need to ERC Bake to unlink the existing proerpty links, then freeze everything in one go.
G9 SWM Muscularity Morph Add-Ons, Adds Flexions, Bulk and Details



Required Product: Muscularity Morphs for Genesis 9 | Daz 3D
Do you love the SimonWM product, but don't have the patience to pose all the muscle morphs for each character and pose? These 125 files are attached to the joints to auto-pose and flex the muscles like the base Flexion Controls, but with much more detail. Huge amount of work, I copied as best I could work from Xenic101's work on the G8 platform as a basis for setting these Parameters. One of the recurring issues with the G9 platform that I have read on these forums is how "soft" the G9 platform appears. The SWM and Free SY products help address this immensely, and these flex posing and presets helps even more. These can be layered on any G9 figure, male or female. Especially usefull for Animations, fight and body builder posing!
Used in my promotion material are: SY Hero Bodies for Genesis 9 | Daz 3D for the veins, and 50% of the Base Male and Female models.
Also used are the: Genesis 9 Starter Essentials | Daz 3D for the Body Fitness and Body Muscular morphs.
Have Fun!! TD
Edit: Amended this post and the PDF instructions replacing the SY Free with the SY Hero Morphs for the veins, so hard keeping track of everything, sorry for any confusion. TD
New Edit: Deleted the original Zip File and replaced it with a "New Product" File to address the issues noted. I resaved everything, deleted it from my files, confirmed that, then Manually reloaded. Best Quality Control I could think of, Hope that fixes the issues noted. If you downloaded the original before installing this one you should navigate to:
C:\Users\Public\Documents\My DAZ 3D Library\data\DAZ 3D\Genesis 9\Base\Morphs\Duquette7
and delete the entire Duquette7 folder. Don't really understand what happens, but let me know if this is now working. TD
Default pose isn't the defaultHi everyone, I hope this is a simple question. Something has happened to a character of mine where resetting her to the default pose doesn't reset her feet and applyint another foot pose (say the default pose for heels) creates a distorted mess. It's not caused by a morph because if I manually set everything to 0, I get the correct default.
My guess is that when I tried on some heels, the product's pose altered the character and now all other poses for other shoes are being applied relative to those alterations. This is now what zeroing the figure produces.

And here's what happens when I try some different shoes + the suppoed pose. Not the look I'm after..

Is there any way I can get her back to a state where the default is 0,0,0 for all nodes and other shoes will fit her?
Thanks!
Text-based bone correctionI have a morph I've made, and I recently realized the eyes are slightly out of place and too big. I need to reduce their scale and move them forward to be correct. I'm wondering if there's a way to make these changes easily, so I don't have to remake the whole morph. My idea is to just edit the text of the morph .dsf file in the /data folder to change the bone values, but I'm not sure what I need to fix. I tried changing the z center of one of the eyes to move it forward by the required amount, but this did nothing.External GPU for renderI did a test with my homemade E-GPU setup a while ago. The results are a bit dated, but I think they'd be similar for today's hardware https://www.daz3d.com/forums/discussion/comment/4071171/#Comment_4071171 . The important part to look at is the difference between the 770 internal vs external. There's not much difference, and that's mostly in the setup time. Once the data is transferred to the GPU, the GPU works on its own, then sends the results back. There isn't a ton of data being passed back and forth during the render.
Here's another test from @GaryH https://forum.daz3d.com/forums/discussion/175226/effects-of-pci-e-bandwidth-on-load-and-render-times . He gets a more dramatic slowdown in load times because he's using a larger scene. I used the Sickleyield benchmark which doesn't use a ton of textures.
So in normal usage, your results will probably be more like GaryH's - you'll have slower load times, but render speed will still be normal. If you buy an external GPU setup, I imagine it'll use USB-C or Thunderbolt, so you'll get similar transfer speeds.
As far as which GPU, the RTX 3060 (12Gb) is the value king right now at around $350. To get more VRAM, you'd have to move up to a 4080 (16 Gb) at around $1200 or 3090 (24 Gb) at around $1350. Of course, it also depends on how much system RAM you have. It's recommended to have around 3 times as much VRAM as system RAM.
Transfer Utility moving garmet up- Solved!What lilweep refered to was that if the character is not the base character, you need to tick 'reverse source shape from target'.
Transfer utility will default assume it is modelled towards the base charcter.
Transfer Utility moving garmet up- Solved!
This is the shape after applying/using transfer utility. Before using it the dress fit perfectly (or at least appeared to but of course when I posed the figure the dress didn't move too). The avatar is an imported gen 8 in MD so I think the error is happening during transfer utility or with the obj import/export but I followed 3 different guides that had almost exactly the same settings that I used.lilweep said:is that actually the default Gen 8 shape? If it's not the default shape then choose the option in Transfer Utility to 'Reverse source shape' or some such
Transfer Utility moving garmet up- Solved!is that actually the default Gen 8 shape? If it's not the default shape then choose the option in Transfer Utility to 'Reverse source shape' or some such
Diffeomorphic: locking bones in place MHX and RigifyMost lights should transfer fine, emission too. If you use old assets with ghost lights be sure to have the option checked in the global settings. Of course also be sure to import the HDRI always in the global settings.
Transfer Utility moving garmet up- Solved!Hello~! Just as the title says when I import an item I created or a default Marvelous Designer outfit into Daz as an obj it fits the gen 8 model in her default pose. However when I go to transfer utility the outfit stays fine up until the 100% point when it hits weight mapping and the garment rises several inches. I'm not sure how to fix this and help would be greatly appreciated.
Thanks!
Celebrity Look-a-Likes for 3D figures part 3magikhs said:
Stephen said:
https://www.renderhub.com/leeleesss/jessica-chastain-for-genesis-8-female
Oh, nice! I've been wanting a Jessica Chastain morph for while, she's beautiful and very talented! :)
Required viewing for any Jessica Chastain fan: https://www.imdb.com/title/tt1730768/
Save dForce result as a Puppeteer Preset?Pickle Renderer said:
marble said:
I have to repeat that none of this would be a problem for me if it was a simple matter to select a frame from the timeline and save it as a scene subset (or a scene). I (and others) have been crying out for this for years.
With dForce I save a separate .duf file, just the simulation inside it, no other fluff. Run the sim, hide everything except the simulated item with base res, export as .obj. Then you can do the usual thing to create a morph. You know, Morph Loader Pro, save as morph asset, etc. if you want. That's the basic way I've always understood it to work. A "save as morph" facility for an item you've already run dForce with would be cool too though. It would cut some of the workflow out wouldn't it.
Yes, I should have thought of that because I make clothing morphs all the time and do it that way - export as OBJ and load back into DAZ Studio with Morph Loader Pro. I think I got sidetracked when I bought the dForce2Morph utility and expected it to do the job for me.
Celebrity Look-a-Likes for 3D figures part 3Stephen said:
https://www.renderhub.com/leeleesss/jessica-chastain-for-genesis-8-female
Oh, nice! I've been wanting a Jessica Chastain morph for while, she's beautiful and very talented! :)
Save dForce result as a Puppeteer Preset?marble said:
I have to repeat that none of this would be a problem for me if it was a simple matter to select a frame from the timeline and save it as a scene subset (or a scene). I (and others) have been crying out for this for years.
With dForce I save a separate .duf file, just the simulation inside it, no other fluff. Run the sim, hide everything except the simulated item with base res, export as .obj. Then you can do the usual thing to create a morph. You know, Morph Loader Pro, save as morph asset, etc. if you want. That's the basic way I've always understood it to work. A "save as morph" facility for an item you've already run dForce with would be cool too though. It would cut some of the workflow out wouldn't it.
What the heck with the missing morphsThe reason it saved to Your Name/Product is because that is the default, so you probably just accidentally saved Morph Asset without manually changing the 3 content directory options on the popup when you saved it. (That is very easy to do and happens to me all the time.)
Even so, if you did just leave the default Your Name and Product as options when saving, the morph would still show up in parameters as a morph for your figure because the morph would be in your content directory, and thus would be read by Daz Studio, as evidenced by the so-called error code you had when trying to "bring the morph back in" - whatever that means? (Im assuming you mean you used morph loader pro, using the 'Unique' option for loading morphs and got the 'Morph Already Exists' error)
Instead of ranting in future, should just ask a question about how to do it properly and provide detailed descriptions using precise language so people can say how to do it correctly.






