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AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICI
menghienrico said:
Ciao ragazzi! Non so se qualcuno di voi è abile con Facegen, ma volevo chiedervi una cosa. Ultimamente lo sto usando per creare un pò di morph, ma ho notato che la morph che viene generata da Facegen è diversa da quella che poi viene creata per Daz. Diciamo che in quella creata per Daz la testa risulta sempre più gonfia e i tratti somatici sono visibilmente diversi. Vi allego un esempio, dove riporto prima la morph creata da Facegen e poi quella di DAZ. Il naso è completamente diverso, ma anche il viso.. Qualcuno di voi ne conosce il motivo o ha già appurato questa cosa?
Ma Facegen non è un Add On di DAZ?
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICICiao ragazzi! Non so se qualcuno di voi è abile con Facegen, ma volevo chiedervi una cosa. Ultimamente lo sto usando per creare un pò di morph, ma ho notato che la morph che viene generata da Facegen è diversa da quella che poi viene creata per Daz. Diciamo che in quella creata per Daz la testa risulta sempre più gonfia e i tratti somatici sono visibilmente diversi. Vi allego un esempio, dove riporto prima la morph creata da Facegen e poi quella di DAZ. Il naso è completamente diverso, ma anche il viso.. Qualcuno di voi ne conosce il motivo o ha già appurato questa cosa?
Custom G2F keeps crashing DazLiphisbus said:
crosswind said:
Not this log ~ Daz Studio menu, Help - Troubleshooting - View Log File...
Okay, you did not split Head and Body morph in VAM, but suggest you do so. On the page of Vam to Daz 2, the author gave the guidlines...
Ah I see, I thought I didn't need because there was no problem exporting everything... So it fixes any problem it may have including head problems with neck? I'II see and take a look at it then. I exported and imported the morph back, when I load the morph the model translates back and the rigging stays in place (rigging adjust fixes it but the primary rig for G2F stays in place).
From the log, I could find your Ds 'crashed' for a couple of times.. it seems that each time after loading your figure, you just manipulated it for 2 - 3 minutes before crash... unfortunately Ds log recorded nothing the moment it crashed...
So just try the above mentioned first... and yes, ceq3 MorphMergeAndSplit plugin fixed head/neck issue long time ago... As to the creation of single morph dial / adjust rigging to shape / ERC freeze etc., there're too many tutorials, just follow the steps correctly and see if that'll work or not...Custom G2F keeps crashing Dazcrosswind said:
Not this log ~ Daz Studio menu, Help - Troubleshooting - View Log File...
Okay, you did not split Head and Body morph in VAM, but suggest you do so. On the page of Vam to Daz 2, the author gave the guidlines...
Ah I see, I thought I didn't need because there was no problem exporting everything... So it fixes any problem it may have including head problems with neck? I'II see and take a look at it then. I exported and imported the morph back, when I load the morph the model translates back and the rigging stays in place (rigging adjust fixes it but the primary rig for G2F stays in place).
Custom G2F keeps crashing DazLiphisbus said:
crosswind said:
I also use that plugin but haven't encountered any issue like this... Which morph splitter plugin did you use in VAM ? 1) After blending the converted morphs, export your custome G2F to obj and import back as a single dial, then see if that'll be okay or not... 2) If the issue still persists, try to use some VAM default characters to convert, see if you'll still have such an issue...
PS: attach your Ds log if possible...
Not sure what you mean but I didn't use any plugins, I just transferred the full characters or "looks" that the people offered in there. I'II see if I can do the first one. Weird, I posted my crash log in the OP but it's gone, here you go if that's what you mean?
Not this log ~ Daz Studio menu, Help - Troubleshooting - View Log File...
Okay, you did not split Head and Body morph in VAM, but suggest you do so. On the page of Vam to Daz 2, the author gave the guidlines...
Custom G2F keeps crashing Dazcrosswind said:
I also use that plugin but haven't encountered any issue like this... Which morph splitter plugin did you use in VAM ? 1) After blending the converted morphs, export your custome G2F to obj and import back as a single dial, then see if that'll be okay or not... 2) If the issue still persists, try to use some VAM default characters to convert, see if you'll still have such an issue...
PS: attach your Ds log if possible...
Not sure what you mean but I didn't use any plugins, I just transferred the full characters or "looks" that the people offered in there. I'II see if I can do the first one. Weird, I posted my crash log in the OP but it's gone, here you go if that's what you mean?
Custom G2F keeps crashing DazI also use that plugin but haven't encountered any issue like this... Which morph splitter plugin did you use in VAM ? 1) After blending the converted morphs, export your custome G2F to obj and import back as a single dial, then see if that'll be okay or not... 2) If the issue still persists, try to use some VAM default characters to convert, see if you'll still have such an issue...
PS: attach your Ds log if possible...
Custom G2F keeps crashing DazHey Richard. I think so...? I used some morphs that are from Virt-A-Mate that uses Genesis 2 as their base, I used a tool called "VAM to Daz 2" to transfer some "unique" morphs that I saw from there to Daz. I saved the morphs and then used them, I'm only using 3 of them, 1 is 1.0 (100%) and the rest is 0.35/0.25, one of them is a independent full character and the other 2 with lower values are body morphs from the same person.
Updated Cobra/Snake ManI know a lot of you know me now and my work from my DeviantArt. As usual, I'll ask for something that I need, but even with my peersonal opinion on G9, I will take in G8,8.1, or 9 a monster that is based on the Sethrak from World of Warcraft, male. There is an old outdated G2 (and a few creators have regurguitated simplistic reptilian creatures from G3 - G9), but I am asking for something like a Sethrak. And the "hood" on his head could even have a morph to be in or out for just a regular snake man. With G9 also having female bits, it's be easy anough for a "make up" material on a face or two (I invision egyptian style) for a female material. But anyway, I'd like to request a realistic cobra/snake humanoid in the form of a sethrak. With the tech, materials, and abilities today, it would be awesome. Thank you.
Face Transfer on Genesis 9Call it a stunt, but here's Face Transfer on a stock G9 figure.
This was actually a learning and testing exercise. Nothing here is remotely out-of-the-box usage of FT, and a lot of small steps were involved. In essence, it's FT to G8.1 (which is what I normally use, so I can make use of all of the G8.1 features with my FT characters). From there, I converted the original FT mat files to G9 format, then converted the shape to G9 using info I found on another forum thread here. The shape is half Face Transfer and half the result of another 2D conversion product I've been testing lately - part of this test was to confirm that this hodgepodge of shapes would make the trip, as the example for the process I followed used a commercial Daz figure. Then I loaded a stock G9, to which I applied the shape, the Victoria 9 mats (as a shortcut to get a bunch of skin settings set), then replaced the Victoria 9 base color and translucency color mats with the converted FT mats.
I have normals, etc., for this character but didn't go that far for this exercise, which was specifically about the application to G9.
NOTE: There's some face staining here which I could have prevented by using a version of this source image that had shadows cleaned up a bit. It doesn't affect the "proof of concept" but it bugs me! :)
Missing Morphs for purchased characterWhen one loads any Genesis figure, be it Genesis 1 to Genesis 9, the figure loads all the morphs (characters and morphs) that one has installed for that Genesis generation and gender.
So, when you are loading the Gunner character, you are also loading any and all other characters that you have installed for Genesis 1 - This is needed for DS to be able to create the morph dials and the interdependencies between them.
It is not uncommon to have for example freebies looking for other morphs that the user does not have, and you get a notice for missing files even when the files have nothing to do with the character one is loading.
You said you did a complete reinstallation of DS and all the content - If you now open a scene file, character preset, whatever that was saved prior to reinstallation, the files can be looking for morphs that were there before the reinstallation and one gets a notice of missing files again. You just need to save them again and the files stop bugging you with the missing files.
If Gunner doesn't look like Gunner, something is wrong with the installation - Check where your files have been installed, see the instructions for manual installation to see where they should be.
You haven't said, if you are logging into Daz Studio = Bad idea if one doesn't know what it can do.
40s Inspired WatchThat is a handsome character. Is it G8 or G9 ? and can you share any morph info?
Carrara Non Photo Realistic Works 2Alien Genesis 2 Head Morph Portrait
Carrara Non Photo Realistic Works 2Alien Genesis 2 Morph
Teeth issues with G8.1Hmm.. weird ~ You zeroed figure's shape before Morph Loading back, correct? You chose Restore or Zero? In other words, were those two Mouth Realism HD morphs restored? Don't restore them, keep them Zeroed before loading back the morph...After importing and dialing the morph, if you still need Mouth Realism, as per my exp, I suggest give 50% to each of them, even lower...
oh that might be it then, i loaded the morph on to a fresh 8.1 female so the mouth realism was most likely dialed in. Interesting to hear what you say about how much mouth realism you use. i always thought 100% was best. ill have to take a look with lower values. Ill try loading my morph on to a 8.1 with no mouth realism and see if that is my issue. Thank you.
Okay, hope that'll work for you ~ As to the % of Realism, that's my preference since I always find 100% dials make the teeth and mouth cavity 'too real' or even ugly
Teeth issues with G8.1crosswind said:
globally said:
crosswind said:
You did right... not necessary to set SubD to 0 since SubD has no effect or impact with Base Resolution Level. Is it a 8.1 figure? There're 2 Mouth Realism HD morphs on a 8.1.. Have you turned both of them off..?
Yeah i turned both 8 and 8.1 mouth realism off. What is best practice? both off? ive often had issues with the teeth and i never know what is best for exporting (most videos on creating morphs skip the part where you prep the model for export or they just set the model to base and thats it) If i did right can we explain why we see a difference between the two? the teeth look slightly stretched to me and maybe slightly deformed too.
Hmm.. weird ~ You zeroed figure's shape before Morph Loading back, correct? You chose Restore or Zero? In other words, were those two Mouth Realism HD morphs restored? Don't restore them, keep them Zeroed before loading back the morph...
After importing and dialing the morph, if you still need Mouth Realism, as per my exp, I suggest give 50% to each of them, even lower...
oh that might be it then, i loaded the morph on to a fresh 8.1 female so the mouth realism was most likely dialed in. Interesting to hear what you say about how much mouth realism you use. i always thought 100% was best. ill have to take a look with lower values. Ill try loading my morph on to a 8.1 with no mouth realism and see if that is my issue. Thank you.
UV Mapper helpUV Mapper is pretty good for very, very basic models.
If that is unavailable, there is Blender... But.. unless you know Blender, it's probably not worth the frustration.
One program I do want to look at and have considered buying a few times, is Ultimate Unwrap (https://www.unwrap3d.com/u3d/index.aspx). Never used it but it looks as if it should be OK.
I have written a freebie modeller (http://www.chestnutpens.co.uk/misc/modeller.html) that was originally written for generating finite element analysis models. I have dragged it, fighting me all the way, into being a modeller suitable for creating DS compatible models with basic UV mapping (Box and 'Current View' are the only two it can cope with), however I have used it to map about 75% of my freebie models available at Rendo. The remainder (mostly cylindrical) were mapped with UVMapper. The most awkward models that I mapped with my modeller were the Arch Bridge and Lutchyns Bench, both of which needed quite a lot of thought over how to map them. Neither program can cope with unwrapping a model, which is unfortunate as unwrapping makes the mapping process so, so much easier. If being rash enough to consider my modeller, can I suggest that you read the User Guide first & see if it's a program you could work with. I wrote it for myself and it works the way I want to work - which may be deeply frustrating for you. The most useful sections in the user guide would be "3.2.8 How to Model for Rendering" to "3.2.11 How to Create a Morph Target" (pages 35-51)
Regards,
Richard
Teeth issues with G8.1globally said:
crosswind said:
You did right... not necessary to set SubD to 0 since SubD has no effect or impact with Base Resolution Level. Is it a 8.1 figure? There're 2 Mouth Realism HD morphs on a 8.1.. Have you turned both of them off..?
Yeah i turned both 8 and 8.1 mouth realism off. What is best practice? both off? ive often had issues with the teeth and i never know what is best for exporting (most videos on creating morphs skip the part where you prep the model for export or they just set the model to base and thats it) If i did right can we explain why we see a difference between the two? the teeth look slightly stretched to me and maybe slightly deformed too.
Hmm.. weird ~ You zeroed figure's shape before Morph Loading back, correct? You chose Restore or Zero? In other words, were those two Mouth Realism HD morphs restored? Don't restore them, keep them Zeroed before loading back the morph...
After importing and dialing the morph, if you still need Mouth Realism, as per my exp, I suggest give 50% to each of them, even lower...
Geometry Editor - hiding/deleting edge strands?Hm, yes looks like you're right. It looks like DS is having an issue with in some cases not hiding polygons in the viewport even if they technically are hidden, which has been confusing me. If you look at the video here you can see that if I select some polygons on the sphere and then select Hide Selected Polygons, the do indeed hide visually.However, if I do the same with the hair strand the polygons do not hide visually. But if I select Delete Hidden Polygons anyway, they actually delete so they must be hidden technically. I just discovered this by accident - I haven't tried it before since I didn't see any point in trying using Delete Hidden Polygons since hiding them didn't seem to work in the first place.
https://www.screencast.com/t/aPuox29k
Yeah, it's a 'feature' of Ds
there's a trick (maybe sometimes), you set the resolution level to Base first...https://mega.nz/file/jS4XBTAQ#krHpfzlByDtkpUkpb7qkTQ8aPURiX1I6VgmbMZKgL3I
I can see that in Blender there is a black line connected to the polygon group like a rubber band when you move it, is that an edge or a polygon that connects it to the rest of the mesh, so that it actually is connected?
No, in fact I happened to partially select it. You're right... I just tried again. If I selected the Linked polygons, it is not connected.
https://mega.nz/file/OCZRXDJQ#xo1upKHrpc2LJj85GmG7qgAl7VHBCeXxa0iQniskFjY
But I really don't understand why the morph you made in Hexagon finally brought you a 'deformed' hair...
It takes two minutes to GOZ from Zbrush back to DAZ. It used to be instant and fast.I just tried making a morph for PS Loong Hair, viz Brush Goz, and it's taking about 10-15 minutes for the Goz morph to be processed by DAZ Studio; after giving the morph a name. It never used to be like this, even with dense hair. It's got to be an issue with 4.21.
i'm on a i7-9#### processor with 32gb ram and SSD hard drive.








