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Morphs Loader pro problems
Hello, I wanted to create a morph for a piece of clothing. As usual, I use Morphs Loader Pro.
I import the morph, and everything is fine.
The dialog box tells me that the morph has been created successfully.
Problem: It doesn't create the tab where it's located... or the tab is empty...
The morph in question is called "Expand All" and I can't display it. Its data is correctly entered but invisible in Daz.
I rename it to "Expand Toes" and it displays correctly.
Is this a tab settings issue?
Does the latest update not like "official" names, which could conflict with certain morph creation extensions in particular? (I have Fit Control)
Thanks
Change/adapt the shirt automatically generated wrinklesxavierator said:
crosswind said:
Right ~ I could reproduce the "issue" as what you posted above. The vendor removed the weight for dForce modifier on the sleeves so as to keep the form of wrinkls, so Simulation makes to change to them.
Well, the vendor didn't give any corrective morphs on the shirt for Forearm Bend... It's sort of normal... some vendors always fix, some wendors don't.... but I have to say the wrinkles don't look that bad ~~
Besides, even if we send the shirt to Blender, we can mostly fix the outer part rather than inners on that Forearm Bend area ~ more or less like what I roughly smoothed on there a bit. If one wants to make them much more natural, I'm afraid one has to reshape the wrinkels and creases according to a reference image.
In my 4.24.0.3 Daz3D version, I don't have the "Sleeves Fix" parameter you show in the screenshoot.
I only have the parameters shown in the attached image:
Thanks, Xavi
As I said above, that was a morph that I created by smoothing the sleeves in Blender... just showed you an example of fix...
Just a comment on updating to new Genesis models.Not all old clothing fits new base figures, shoes is one that's difficult between generations. Then there are the body, face, muscle and squish morph packs that are not intergenerational. These tend to make the base figure customisable, or let you create a unique character from a bought one. Then, geografts for horn sockets, wings etc are monogenerational. Centaur 8 doesn't fit G9. Sand and water geoshells for G8 don't fit G9. All these are additional expenses when you adopt a new generation, and not everyone can or wants to absorb it. As for saying 'more people are buying G9 here than G8 etc'. Yes, I can see that in the DAZ store. But, the DAZ store is not the whole market. Look at Renderosity, Renderhub, DeviantArt. In those markets G8 offerings outnumber G9 by around 3:1, with many G9 offerings being in G8/G8.1/G9 compatible packs. And those vendors are probably reacting to what their market is demanding (here I'm agreeing with your assertion s about vendors looking at the trends in their market). With no inside knowledge, just from looking at the offerings over a couple of years, I get the feeling that the market places have split. Those who want G9 mostly get it from the DAZ store because it's not available elsewhere, those who stick with G8 or earlier are going elsewhere because it's not being offered here. And ALL-but-one of my recent G8 purchases have been elsewhere because there's little new I want that's being offered here at a price I'm willing to pay (and I'm not going to sign up to DAZ+ as it doesn't work at Rendo, Renderhub or DA where the good, new, G8 stuff I might want is appearing). Regards, Richard.funkeyness in character converterIs that your converted Lizardian figure ? I dbl-checked the morph files, they ARE included in ZIP file I attached.
Anyway, I re-saved the morphs and re-zipped the file down below. Extract the data folder again to your Daz Library (overwrite!). Then in Parameters pane, Select All, type in Lizardian G3M to filter them out. (ss1)
The new "blender to Daz plugin"Testing transfer of some bigger structures.
Change/adapt the shirt automatically generated wrinklescrosswind said:
OK, do you know some software like Blender ? You can send the shirt to Blender, reshape the wrinkles by using Draw / Grab / Smooth / Flat brushes, etc. so as to make them look more organic and / or natural. Then import the shirt back as a fixing morph to DS.
I can try it, but I think that my Blender knowledgments are too much simple to make these changes.
Thanks, Xavi
funkeyness in character converterbluto said:
i prefer using g3 figures they use less reasources
This is not true.
The difference in mesh density between G3 and G8 is vanishingly small; at normal subdivision levels, the difference in geometry memory used will be on the scale of a few kilobytes.
Any meaningful difference in the average resources used to render either generation is entirely down to either subdivision levels or the material set ups used; if you are transferring a G8 character to G3, bringing their materials with them will completely nullify any savings from transferring them, but will also degrade figure quality due to losses and inaccuracies in the transfer.
[Released] Blender to Daz Studio Plugin released!!! Official support thread [Commercial]
Happy to look into this if you send me a file that doesn't currently work for a test. My email is [email protected]TheFantasyPhoenix said:A major issue is the limit on poly count. Objects requiring a high polycount for displacement will not transfer, nor will grouped items with high poly counts such as ivy. The bridge needs either a setting to increase the poly count limit or just hardcode the increase. Slicing and dicing my objects just to bring them into DAZ is not a solution, it's a headache. For many sceens, I have to move objects in batches. That's fine if I can't use the "All" button, But for it not to work at all due to poly count, thats just broken.
Problems with geograft morph mergingFor some reason none of these worked at all or did what I wanted it to do, but to be honest at this point I just kinda gave up and I'll just rely on using the 2 separate merged morphs, I'll just make one of them behave like a corrective morph in Blender I guess, it's good enough to be honest
Also diffeomorphic is such a mess that I didn't even want to deal with it, I actually don't even use it, I prefer just doing fbx/obj export and imports regularly since I only need the model/morphs/weights, I make my own rigs and I also prefer doing texture setup manually
Thanks for the help anyway
Genesis 2 Appreciation Thread@xyer0 that looks incredible. What more can I say?
If anybody wants a freebie pose transfer script (V4, G3F or G8F to G2F) do please say. I've done pose transfer G2F to V4 and G8F, and have been thinking that I ought to go the other way. If you don't use G2 too often, it could be a better bet than spending money on a commercial script, but is rather less convenient to use. Regards, Richard.
funkeyness in character converterbluto said:
crosswind said:Be noted: Jay's tutorial is for converting G9 > G8, but you just need to adopt the method ! And make sure you have a T-Pose imG3M Clone morph on G8M beforehand !
im not really sure what you mean do i put the g3 shaped into g8 in a t pose?
Learn from the tutorial first ... dial G3M clone on G8M and give G8M a T-Pose to make it have the same shape and pose as G3M. That's the prerequisite of using fit suit method.
funkeyness in character convertercrosswind said:Be noted: Jay's tutorial is for converting G9 > G8, but you just need to adopt the method ! And make sure you have a T-Pose imG3M Clone morph on G8M beforehand !
im not really sure what you mean do i put the g3 shaped into g8 in a t pose?
funkeyness in character converterSince the converted character is still a derivative of the original G8M product, I'm not allow to share it as it's against EULA. As for the fix morph, it's allow to share it because it's a delta morph, however it won't work on your G3M figure that was converted with RSSY converter because the mesh is different ~~
You can refer to Jay's Fit Suit method to make a conversion: https://youtu.be/kXssz90XFEA?si=qeuz0EQHP6jRCkgG You won't get a glued mouth then. RSSY Character Converter cannot make it in this case, AFAIK~~
If you can get the converted result similar to the one that I showed in the above 1st screenshot, I can share the fix morph which will work on it.
Be noted: Jay's tutorial is for converting G9 > G8, but you just need to adopt the method ! And make sure you have a T-Pose G3M Clone morph on G8M beforehand !
funkeyness in character converteri prefer using g3 figures they use less reasources i used rssy character converter script to convert it.
i dont use blender and do not really know your conversion method .
is there a chance i can get your morph fix please ?
Problems with geograft morph mergingpijatetaricapelotudosgddgsdg said:
Yea I get that I can do two different morphs, one that combines the 17 geograft ones and another one that combines the 4 morphs from the G8F, but I was looking a way to have all of them in just one (specifically being a morph for the geograft), I guess it's not a big deal but I was trying to figure out which is why i was asking around here
That is not really correct. What we showed you above is just to create one controlling morph (a single dial) on G8F figure, by just importing the same OBJ twice, one on G8F, one on the geo-graft, by using the way of Primary Figure from Graft (Facet Order) in MLP. Since the geo-graft is a conformer to G8F figure, so the morph combined for 17 morhphs on the geo-graft will Auto Follow the controlling morph on G8F. You shoudn't make the controlling morph on the geo-graft... (though technically you're able to do it in another way)
I'm doing this because the morph i'm trying to create out of the 21 morphs is meant to be used in Blender as a shape key, then I'll add a driver to that shape key/morph and link it to a bone for a rig, which is a rig meant to be used mainly for animations.
With the standard method we showed you, it's very easy to make what you want in Blender by using Diffeomorphic Daz Importer add-on. All morphs with their ERC Links in Daz can be imported into Blender and the add-on automatifcally creates Shape Keys / Drivers for you.
But if the only way is creating the two morphs (one out of the 17 and another out of the 4) then I'll try some workaround or something, I guess I could possibly use the 4 morph one as a JCM somehow?
If you really want to create only one morph property to control all 21 morphs, you can do it in Property Hierarchy. Create a single controlling morph on G8F or the geo-graft, then drag 21 morphs to its Sub-Components > 1st Stage.
Problems with geograft morph merginglapaji9579 said:
So basically there are 17 morphs that im combining, all which are morphs from the GEOGRAFT, but then there are another 4 morphs which are from the GENESIS 8 FEAMLE FIGURE itself, in the morphs section of that figure. Making it a total of 21 morphs having to be turned into a single morph for the geograft. However, when I'm exporting, only the 17 morphs from the geograft are merged into one, those 4 ones from the figure are completely skipped. I'm trying to find a way to merge all the 21 morphs, so the 17 morphs are already merged no issue but i need to also merge them with the other 4 ones from the G8F morphs (which are not directly geograft morphs).
We' ve already showed you the process above. You should've selected G8F rather than the geo-graft to export as OBJ.
Problems with geograft morph mergingYea I get that I can do two different morphs, one that combines the 17 geograft ones and another one that combines the 4 morphs from the G8F, but I was looking a way to have all of them in just one (specifically being a morph for the geograft), I guess it's not a big deal but I was trying to figure out which is why i was asking around here
I'm doing this because the morph i'm trying to create out of the 21 morphs is meant to be used in Blender as a shape key, then I'll add a driver to that shape key/morph and link it to a bone for a rig, which is a rig meant to be used mainly for animations
But if the only way is creating the two morphs (one out of the 17 and another out of the 4) then I'll try some workaround or something, I guess I could possibly use the 4 morph one as a JCM somehow?
New purchases going MIAMoved to Technical Help as it seems to be a DIM rather than a Daz Studio issue.
We do need more information. For example, many morph packs don't add files thata re visible in the content panes - rather they add new property sliders to the figure.
funkeyness in character converterWell, that'll depend on how you converted the Lizardian... though I'm out of curiosity why you had to convert it from G8M to G3M ~~ So, did you convert it with any tools ?
Anyway, it's not really possible to fix the converted Lizardian in your 2nd screenshot because the mesh of lips... maybe plus teeth and mouth are "glued together".
I roughly converted it by using Fit Suit method (just a single dial without Big Scale morph, I didn't split the head & body...) and it seemed the mouth cavity could be fixed. (screenshot 1)
I sent it to Blender, fixed the Lips and Teeth by using Smooth and Grab brushes, plus a Mask of course. Then sent it back to DS to update Lizardian G3M's morph (screenshot 2)
Edit: This is a commonly-used way to fix converted figures especially for such non-human creatures with unique head / body parts.
Problems with geograft morph mergingSo basically there are 17 morphs that im combining, all which are morphs from the GEOGRAFT, but then there are another 4 morphs which are from the GENESIS 8 FEAMLE FIGURE itself, in the morphs section of that figure. Making it a total of 21 morphs having to be turned into a single morph for the geograft. However, when I'm exporting, only the 17 morphs from the geograft are merged into one, those 4 ones from the figure are completely skipped. I'm trying to find a way to merge all the 21 morphs, so the 17 morphs are already merged no issue but i need to also merge them with the other 4 ones from the G8F morphs (which are not directly geograft morphs).









