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Daz 3D Forums > Search
  • Realistic, adult goat

    Gordig,

    There doesn't actually appear to be a link to the adult goat morph in the thread. Just links to required products.

    By

    nabob21 nabob21 March 2023 in Product Suggestions
  • Geografts won't weld

    crosswind said:

    You may use Diffeomorphic Daz Importer to well merge geografts with a figure in blender. Quite a few tutorials in here: https://diffeomorphic.blogspot.com/search?q=geograft

    Thanks. I will check it, but I have reasons to want to keep it in the DAZ. I want things non-destructive and  to be able to export everything with attachments out for making morophs with attachments included. And in case of ever editing the attachments, in Blender it would break my morphs, but in DAZ the base body morphs will be separate so at least it will break only the attachment morps, and maybe I might even be able to transfer the changes back to that attachment.

    My goal is to have a figure with a big set of morphs and with customized geometry, and to have it not break when changes are made. 
    I might need to rethink everything now and see what my options are.

    By

    illinarv illinarv March 2023 in Daz Studio Discussion
  • Geografts won't weld

    Okay.... So, the only way I can get the vertices to match is by exporting the entire mesh. I can only do it via bridge otherwise the import back is messed up. 

    The only workflow that can possibly work for me is this, please tell me if something is not right there:

    1. Create a new 8.1 figure. 
    2. Set resolution to base.
    3. Send it to Blender via bridge.
    4. Import it in blender.
    5. Delete all the polygons except those that are mpart of the graft.
    6. Extrude some polygons in the middle to see the effect when sending back.
    7. Make sure to not affect any outer vertices and even polygons in this case.
    8. Export the mesh as obj default parameters except check "Keep vertex order" and "Selection only"
    9. Import it in DAZ with default parameters. 
    10. Create a new 8.1 figure in DAZ. 
    11. Transfer utility with default parameters. Genessis > graft.
    12. Use geometry tool to set attachment faces and autohide faces. 
    13. Exit geo tool just in case..
    14. Unfit and refit the graft.
    15. It works, it replaces the polygons.
    16. But there are SEAMS again.
      This forum engine is ancient, I can't @ people. More quote posts then.

    By

    illinarv illinarv March 2023 in Daz Studio Discussion
  • Post crash question - morphs & custom morphs present in Data not loading SOLVED

    Hi,

    Working on recovering from a System SSD crash. Since my content is on an external drive, it shouldn't have been affected, but there's a problem.

    Loading base G8's works fine, but no character or other shaping morphs will apply. 

    I have the Dir paths set properly to access the correct drive, and everything shows in Content Library. The base G8 figures load, but won't take a shaping morph of any kind, not custom, no purchased.

    Custom G8 figures saved as Figure Assets load, but are missing Parameters/Morphs/Morph Loader sliders, and the sliders present don't work.

    So, I guess the basic question is: If a character has morph dsf's in the Data folder, why are they not loading as Parameters sliders when I load the character, or applying from Content Library?

     

     

     

    By

    nowefg nowefg March 2023 in The Commons
  • Geografts won't weld

    Just noticed that when I delete all the poligon around a groups of polygons in daz, the vertices of the remaining polygons move. Exported, edited, imported. The import matches the DAZ model that was exported, but does not match the full intact DAZ model. 

    Also about some issues along the way. For a long time couldn't import. When I import fbx and run transfer utility it disappears. So I have to import obj.

    By

    illinarv illinarv March 2023 in Daz Studio Discussion
  • Geografts won't weld

    illinarv said:

    Catherine3678ab said:

    Geograft is imported into D/S. Figure is at base resolution. Geograft is made into "clothing" ... then one starts the procedures for making the geograft.

    Now, after you have selected the faces to be hidden when the item is "fit to" the figure - you then have to "unfit" the item, then "refit" to figure and it shouldto refit properly {pointer tool selected, not the geograft tool}.

    n.b. that the loop of the figure's mesh must be in precisely the correct place. If it was moved during the creating of the geograft, the seams cannot match. To save a lot of time, in the modeler {I use Hexagon}, make a few "spare copies" of the figure's mesh so that in the event that a seam line gets moved, you can simply swap in a replacement mesh. {and then redo the uvmaps, etc.}

    I did everything always at base resolution and always unfitted and refitted the graft. I run the transfer utility with default settings.

    Basically the grafting works every time, it gets "inserted" into mesh, gets rigged. But does not get welded and thus subdivided when I increase resolution so there are seams and has normal seams.

    The outer vertices are never moved. HOWEVER. Here is a little idea about what might be going wrong.. I think the vertices are transformed a couple of times during export/import loop due to different space orientations. That can change their position by a tiny floating point math error value. But I doubt I'm the first one exporting and importing with Blender. However I'm very surprized DAZ has no tolerance for movement, seems like it could just weld by distance optionally at least.

     

    Which area of the body are you trying to put a geograft to? I haven't done many geografts for 8.1 but have noticed at times on various models that sometimes there's an area of mesh where the modeller does not "see" the faces as all single and welded to begin with. One I recall was in the region of the belly button/waistline. Solutions for that were to either grab loop mesh from another section OR, start over and get another copy of said figure into the modeller. Seems the "communication" between D/S and modeller can vary even with the very same actions being done. 

    In Blender there is somewhere an option to check or uncheck to keep the vertex order.

    By

    Catherine3678ab Catherine3678ab March 2023 in Daz Studio Discussion
  • Geografts won't weld

    Catherine3678ab said:

    Geograft is imported into D/S. Figure is at base resolution. Geograft is made into "clothing" ... then one starts the procedures for making the geograft.

    Now, after you have selected the faces to be hidden when the item is "fit to" the figure - you then have to "unfit" the item, then "refit" to figure and it shouldto refit properly {pointer tool selected, not the geograft tool}.

    n.b. that the loop of the figure's mesh must be in precisely the correct place. If it was moved during the creating of the geograft, the seams cannot match. To save a lot of time, in the modeler {I use Hexagon}, make a few "spare copies" of the figure's mesh so that in the event that a seam line gets moved, you can simply swap in a replacement mesh. {and then redo the uvmaps, etc.}

    I did everything always at base resolution and always unfitted and refitted the graft. I run the transfer utility with default settings.

    Basically the grafting works every time, it gets "inserted" into mesh, gets rigged. But does not get welded and thus subdivided when I increase resolution so there are seams and has normal seams.

    The outer vertices are never moved. HOWEVER. Here is a little idea about what might be going wrong.. I think the vertices are transformed a couple of times during export/import loop due to different space orientations. That can change their position by a tiny floating point math error value. But I doubt I'm the first one exporting and importing with Blender. However I'm very surprized DAZ has no tolerance for movement, seems like it could just weld by distance optionally at least.

     

    By

    illinarv illinarv March 2023 in Daz Studio Discussion
  • How do I tell a piece of clothing to NOT accept morph/scale inheritance data from its parent figure?

    Richard Haseltine said:

    An animated drape shouklda void the issue, but a Rigidity Map can block morph projection entirely (switch to the Geometry Editor tool, set it in vertex seelction mode (right-click menu or Tool Settings pane), select All (using the buttons in Tool Settings or right-click menu) and assign to a Rigidity Group (right-click>Geoemtry Assignment>Create rigidity Group from Selected). You can block more selectively by getting the name (not the label, get it from the Parameter Settings dialogue via the gear icon on the slider) for the morphs you want to block, then with the garment selected right-click in the Parameters pane to put it in Edit Mode, then fro each morph right-click>Create New property, and give it the name of the morph to be blocked; you aren't going to do anything with it so select hidden to avoid cluttering the list.


    I want to also get more clarity on "animated drape." I've been putting the clothing on, adding dforce dynamic surface to the shirt, and then simulating across the timeline. The 'drape' appears to work great. The only issue is that the shirt is still the right size. Because the morphs increasing the size of the figure apply to the shirt, I want the shirt to end up the wrong size. Because if you have JJ sized breasts shirts will often end up the wrong size.
    Is an "animated drape." Something different than what I just described? 

    By

    left1000 left1000 March 2023 in Technical Help (nuts n bolts)
  • I need ideas ... broom 'character' {You guys have got to buy this - it's AWESOME}

    JoeQuick said:

    I think matching the fibers with a head that's textured to look like fibers just wouldn't feel cohesive, and, getting a head made out of groomed fibers to also emote and stuff just seems like more work than the product would end up earning.

    I think I would want to still make the head wooden and ornamental in some way.  I've had a ghibli kind of aesthic in mind, initially thinking the earlier ideas might couple well with a ghibli ish version of a medieval witch outfit.

    I appreciate what you've arrived at now though,  with the idea of making a body of the fibers.  I think that would bring it into standalone product teritory. It could be modeled and rigged anthropomorphized, and then a morph could turn the bristles into pure broom, with some additional morphs to simulate motion.

    WillowRaven said:

    Would a face sorta like this be hard to put in the round 'head' area? And then make the skirt area movable, so it has the feel of walking or standing or moving lie legs or arms or some means of self-expression and gesture?

    https://www.daz3d.com/forest-spirits-tree-and-mushroom-for-genesis-9​

    Sounding more and more awesome... If you seriously want to take this on, I can start finding the other figures and characters that will most match the style you have in mind. If you PM me the style to expect it to take on, I'll get permission to share the manuscript with you, or at least the relevant sections if you think it will help. I'll also give you a shout-out in my bio in the book.

    By

    WillowRaven WillowRaven March 2023 in The Commons
  • I need ideas ... broom 'character' {You guys have got to buy this - it's AWESOME}

    I think matching the fibers with a head that's textured to look like fibers just wouldn't feel cohesive, and, getting a head made out of groomed fibers to also emote and stuff just seems like more work than the product would end up earning.

    I think I would want to still make the head wooden and ornamental in some way.  I've had a ghibli kind of aesthic in mind, initially thinking the earlier ideas might couple well with a ghibli ish version of a medieval witch outfit.

    I appreciate what you've arrived at now though,  with the idea of making a body of the fibers.  I think that would bring it into standalone product teritory. It could be modeled and rigged anthropomorphized, and then a morph could turn the bristles into pure broom, with some additional morphs to simulate motion.

    WillowRaven said:

    Would a face sorta like this be hard to put in the round 'head' area? And then make the skirt area movable, so it has the feel of walking or standing or moving lie legs or arms or some means of self-expression and gesture?

    https://www.daz3d.com/forest-spirits-tree-and-mushroom-for-genesis-9​

    By

    JoeQuick JoeQuick March 2023 in The Commons
  • How do I tell a piece of clothing to NOT accept morph/scale inheritance data from its parent figure?

    left1000 said:

    Richard Haseltine said:

    An animated drape shouklda void the issue, but a Rigidity Map can block morph projection entirely (switch to the Geometry Editor tool, set it in vertex seelction mode (right-click menu or Tool Settings pane), select All (using the buttons in Tool Settings or right-click menu) and assign to a Rigidity Group (right-click>Geoemtry Assignment>Create rigidity Group from Selected). You can block more selectively by getting the name (not the label, get it from the Parameter Settings dialogue via the gear icon on the slider) for the morphs you want to block, then with the garment selected right-click in the Parameters pane to put it in Edit Mode, then fro each morph right-click>Create New property, and give it the name of the morph to be blocked; you aren't going to do anything with it so select hidden to avoid cluttering the list.


    I don't think a rigidity map is what I want at all,

    yes it is. rigidity group stops the follower morphs from loading on the garment, so those morphs youre zeroing out manually wont load if you have rigidity on it. 

    By

    lilweep lilweep March 2023 in Technical Help (nuts n bolts)
  • How do I tell a piece of clothing to NOT accept morph/scale inheritance data from its parent figure?

    Richard Haseltine said:

    An animated drape shouklda void the issue, but a Rigidity Map can block morph projection entirely (switch to the Geometry Editor tool, set it in vertex seelction mode (right-click menu or Tool Settings pane), select All (using the buttons in Tool Settings or right-click menu) and assign to a Rigidity Group (right-click>Geoemtry Assignment>Create rigidity Group from Selected). You can block more selectively by getting the name (not the label, get it from the Parameter Settings dialogue via the gear icon on the slider) for the morphs you want to block, then with the garment selected right-click in the Parameters pane to put it in Edit Mode, then fro each morph right-click>Create New property, and give it the name of the morph to be blocked; you aren't going to do anything with it so select hidden to avoid cluttering the list.


    I don't think a rigidity map is what I want at all, because I want the fabric to be totally free to move via dforce, I just don't want it to change size and shape when I change the size and shape of the figure. Maybe zero'ing them all one by one like I've already been doing is just the best solution. Although I could've sworn I heard somewhere there was a setting to just disable inheritance, hmm. 

    By

    left1000 left1000 March 2023 in Technical Help (nuts n bolts)
  • X-transfer G8/8.1 to G9 ( Discobob, Zev0 )

    it took two years after G8 was released to get that transfer script and G9 has only been out for 5 months. It's a good bet it is being worked on.

    By

    FSMCDesigns FSMCDesigns March 2023 in Product Suggestions
  • How do I tell a piece of clothing to NOT accept morph/scale inheritance data from its parent figure?

    An animated drape shouklda void the issue, but a Rigidity Map can block morph projection entirely (switch to the Geometry Editor tool, set it in vertex seelction mode (right-click menu or Tool Settings pane), select All (using the buttons in Tool Settings or right-click menu) and assign to a Rigidity Group (right-click>Geoemtry Assignment>Create rigidity Group from Selected). You can block more selectively by getting the name (not the label, get it from the Parameter Settings dialogue via the gear icon on the slider) for the morphs you want to block, then with the garment selected right-click in the Parameters pane to put it in Edit Mode, then fro each morph right-click>Create New property, and give it the name of the morph to be blocked; you aren't going to do anything with it so select hidden to avoid cluttering the list.

    By

    Richard Haseltine Richard Haseltine March 2023 in Technical Help (nuts n bolts)
  • How do I tell a piece of clothing to NOT accept morph/scale inheritance data from its parent figure?

    How do I tell a piece of clothing to NOT accept morph/scale inheritance data from it's parented fitted figure? Reason being it's an oversized shirt and it has dforce applied and I want it to lay naturally. Draping over let's say giant breasts. Using up some fabric in the process of covering them. Instead of growing in perfect harmony the amount of fabric in the shirt by inheriting the figure's breast expansion morph via those hidden parameters that are inherited morphs. As a result of needing more fabric to cover up the chest, the shirt won't reach as far down the stomach. In essence after expanding the breasts and running the dforce simulation the shirt will appear to fit less and less well. That's what I want to happen. It doesn't work though because when the shirt inherits all those morphs, there's exactly as much extra shirt material as needed to cover.
    I know I can show hidden parameters, and manually zero out all the morphs on the shirt that were inherited from the parent figure.
    But is there a way to tell the shirt to not accept those morphs in the first place? It would be a lot easier than manually zero'ing them after the fact.
    To clarify, I still want the shirt fitted to the figure. I still want the shirt to accept translation and rotation inheritence from it's parent. So that I can pose and move the figure around the scene and the shirt will follow. So I still want the shirt to be fitted and/or parented. It's just morphs and scale transforms that change the size of the shirt that I need to be totally locked and not inherit from the figure.

    By

    left1000 left1000 March 2023 in Technical Help (nuts n bolts)
  • What are the different ways to save a Dforce Hair simulation?

    takezo_3001 said:

    maikdecker said:

    Flortale said:

    Here are the only two methods I know of so far.

    Have a third one: dForce2Morph by RiverSoftArt. It's working on the "real" dForce hair variants - and probably on those hair products using the cloth dForce style, too - and adds a morph of the dForced hair to the hair. As it is a Merchant Resourse it can be used to produce morph packs to be sold, as the basic hair product isn't changed. And RiverSoftArt stated here that they don't object to giving them morphs away as freeware either.

    Easy to use, too. Just run the simulation once (or as often as you need to, to get it looking perfectly) and then use the script. A morph will be made and the .dsf file will be saved in the data directiory with the name etc that you stated in the script box. Makes it easy to remove the morph in case of problems (hadn't any yet, though).

    And the best thing is, it works for clothes, too.

    You can also save those morphs for that hair item via puppeteer, so you can have multiple morphs in the same scene, or just save it as the hair's puppeteer asset!

    I haven't tried right now, but if you do several simulations from the base hair, each will be saved in the data directory and applied to the hair when loaded as a morph slider... so imho no need to jump through extra hoops

    By

    maikdecker maikdecker March 2023 in The Commons
  • X-transfer G8/8.1 to G9 ( Discobob, Zev0 )

    https://www.daz3d.com/xtransfer--genesis-3-to-genesis-8-converter ; made it possible to use G3 morphs on G8 characters. Any chance having the same from G8 to G9?

    By

    lou_harper lou_harper March 2023 in Product Suggestions
  • Making this skirt longer?

    Unfortintly yeah i had already looked for a morph like that. Shame. Thanks man :D

    By

    timetravelmishap timetravelmishap March 2023 in Technical Help (nuts n bolts)
  • Making this skirt longer?

    First clear the Parameters search bar, then you'll see more parameters than only "scale".

    If the outfit has no "skirt length" or similar morph I'm afraid you'll have to create your own morph(s).

    By

    rosseliani rosseliani March 2023 in Technical Help (nuts n bolts)
  • What are the different ways to save a Dforce Hair simulation?

    takezo_3001 said:

    maikdecker said:

    Flortale said:

    Here are the only two methods I know of so far.

    Have a third one: dForce2Morph by RiverSoftArt. It's working on the "real" dForce hair variants - and probably on those hair products using the cloth dForce style, too - and adds a morph of the dForced hair to the hair. As it is a Merchant Resourse it can be used to produce morph packs to be sold, as the basic hair product isn't changed. And RiverSoftArt stated here that they don't object to giving them morphs away as freeware either.

    Easy to use, too. Just run the simulation once (or as often as you need to, to get it looking perfectly) and then use the script. A morph will be made and the .dsf file will be saved in the data directiory with the name etc that you stated in the script box. Makes it easy to remove the morph in case of problems (hadn't any yet, though).

    And the best thing is, it works for clothes, too.

    You can also save those morphs for that hair item via puppeteer, so you can have multiple morphs in the same scene, or just save it as the hair's puppeteer asset!

    Ohhh, that's a great tip. Thanks! 

    By

    zombiewhacker zombiewhacker March 2023 in The Commons
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