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Why Genesis 9 JCMs are so unrealistic ?
kervala said:
nakamuram002 said:
On Nov 16, 2022, I submitted a Service Ticket regarding G9F's shin, thigh, and elbow bending deficiencies (there are probably others, but those were obvious and a good place to start). So far, no word on my Ticket. I will not use G9F unless it is equal or superior to G8F in basic joint bending - I do not want a model that is only good for portraits. Maybe it is better if DAZ leaves G9F the way it is, that way I will not have to spend any $$$ on it.
These are the bend shots that I submitted with my Ticket. In each shot, G8 is on the left and G9 is on the right.
Yep, I agree with you. I could understand they wouldn't create JCMs for Genesis 9 base, but for official sold characters such as Victoria 9...
Btw I uploaded my screenshots on my server and put a link to them in my first post :)
I think I'll have to create my own JCMs for G9 :(
What does JCM stand for, and how do you do that? I have generally trouble creating morphs and such in Blender. For some reason, the scaling goes nuts in DAZ when I reimport with the morph loader.
Cleaning up face transfersIn your image editor, using a 'copy' of another skin set that comes close to matching the skin tones, replace sections of that set with sections of the face transfer image you want to keep.
Duplicate Formulas IdeaI admit to having made a mess as I have a bunch of characters and morph sets and no I did not go through them one by one to carefully make sure that they were not problematic products. I have felt like it is just an aspect of my use of DAZ studio that I have to load models and wait for the duplicate formula error to appear and just use daz despite this annoying error. That's how much I enjoy using DAZ as a platform.
Again though even if no one wanted to fix this error one way or another does anyone know of a resoource where there might be a duplicate formula suspect list might be or maybe we should start one? For example in my looking through the forums I have come across Alice as being one of these suspects as well but as you've pointed out if I were to fix Alice that would not rid me of my messs of duplicate formulas.
Let's appreciate/discuss today's new releases - ongoing threadbluejaunte said:
galien said:
marcus.ames said:
galien said:
marcus.ames said:
Bluejaunte's back on top of their game with Tyler, too.
I like the character, but I've opened a support ticket as the eyeball's tend to poke through the lower eyelid when simple expressions are applied.
Lyra/Young Lyra have the same issue, and before knowing I can do something like a support ticket, I always compensated by scaling the eyes down 3.5%. But yeah, I noticed the same after posing her a bit. Fingers crossed.
Thanks for confirming that you also have this issue.
For Tyler, the best solution I have found is to set the hidden Eyes morph "Eye Whole Size" back to zero. When the character loads this is set to an increase of 20% (I don't understand why).
This is simply me fitting the eyeball to the eye socket. It's always a compromise, do I fit the socket to the eye or the eye to the socket. Probably a combination of both in the end, whatever I feel looks the way I want. Scaling down eye socket is going to make the eyes smaller compared to the rest of the face so this may not be what I want.
As for eyes poking through with some expressions: I just tested with some V9 expressions and indeed I get quite strong poke through with some. I'm so sorry for that, though I'm not sure I can fix this short of making JCM's which I can obviously not do for all expressions ever released. If Lyra had this too I can assume this is because both characters are a bit more goggle-eyed, I think is the word? but I'm sure it's also just a general eye socket shape issue. Naturally we don't want every character to have the same eye socket. Occasional issues with some expressions can be expected I think.
Anyway, with the eyes being separate geometry now the fix is pretty easy. Simply select an eye in the scene, or say "Left Eye" in the Scene tab (not the Genesis 9 Eyes item), then move it around as you would any object. With a somewhat extreme expression it hopefully won't be noticable that the eye is now technically in the wrong place. Case by case I guess.
So bug report landed on my desk. It turns out part of the problem was just bad rigging of the eyeballs so I fixed that. Some expressions still gave poke though so i created JCM for both G9 and V9 expressions. That means the face did not change, which was important to me. Only when expressions are dialed in. With those problematic ones the eye sockets are so distorted that you won't notice anyway. I just submitted the update.
Duplicate Formulas IdeaDS doesn't care what the DSF files are called, just so long as you don't have two in the same folder with the same name, it's the internal asset IDs that DS cares about, they have to be unique to the figure.
Your average character for G8F has around 1600 formula in the DSF files, roughly 950 in the body morph, around 550 in the head morph, and a few others spread through controllers, JCMs and correctives.
You also have asset calls in the DUF files that need to be changed to match the changes in the DSF files.
Takes me longer to uncompress the files and dig though all of the files in a product, than it does to actually do the editing, but then I've been doing it for several years and know what I'm doing.
The problem is most don't think like coders or old school game modders, they've never had to think about coding conflicts, or how big a mess they can make when you do get them, been there, got the t-shirt, and got a lot of wannabe modders butt hurt with me for slapping them down for the mess they made of their mods.
Now a recent DF issue for G8F was due to a simply named asset ID of "alice body", if I had done that character the asset ID would have been "FBM_Bejaymac_G8F_Alice_01", the difference is in the mindset and the workflow.
Tutorial Suggestions Requested for Rigging/Fitting old Dynamic ClothingI'm hoping someone can point me in the right direction.
I have the Dynamic clothing that was made for M4 in my library, and I'd like to be able to use them as DForce garments on G8/8.1M.
https://www.daz3d.com/ds-dynamic-dress-shirt-for-m4
https://www.daz3d.com/m4-dynamic-polo-shirt
https://www.daz3d.com/m4-dynamic-t-shirt
I've had good luck with adjusting the materials settings to simulate via dForce, these garments don't play well with utilities to transfer clothing from M4 for use on G8. I'm thinking I can either re-rig or change the rigging to match up with G8M, but I don't know where to begin with that.
Can anyone recommend a video tutorial I can follow?
Cleaning up face transfersGot a quick question. It's not about a bug. I've been working with the Face Transfer program for a while and I need some help cleaning up some of the faces. Some of the images have hair shadows on the cheeks that I would like to remove and make the face clear. Another have bangs above the eyes I can't remove. I tried using Photoshop CS6 to clean it up but I just cant get it right. Any artists out there know what I need to do? Thanks in advance.
DAZ Horse 3 - will there actually be any support this time?Cerrag said:
I'd love to see a new mermaid horse with an assortment of realistic fish tail's myself! Or any kind of weird or mythological horse creatures. That'd be cool imo and I'd buy them lol!!
I love the Capricorn figure, but wish it had been a morph for DH2 plus a geograft tail.
One vertex in an attachment is not moving when morphedI'm only taking a wild guess here.
Maybe you are having the same problem I often have with rouge vertices not complying with a rigging motion or a morph.
It might be the same issue if you are using Blender to make your attachment.
I've never tried to make an attachment. I make rigged hard surface models only, so far.
But I have problems getting Blender to assign verticies to the correct vertex groups in a way that Daz Studio will follow, such that I often have the problem of vertices ignoring motions or morphs that are supposed to move them.
Well, I was using Blender 2.79. And maybe the problem is much reduced in later versions. But if my problem seems to you similar enough to yours, feel free to look at my forum post about it.
https://www.daz3d.com/forums/discussion/567086/blender-to-daz-rigging-problem-spikes#latest
Import body morphs from DAZ Studio to Blender3WC said:
Yes, that would do it. A Genesis 3 morph won't work on Genesis 8.
I tried to import a Genesis 3 Female DSF but it's the same thing, it still doesn't work..
Import body morphs from DAZ Studio to BlenderYes, that would do it. A Genesis 3 morph won't work on Genesis 8.
Cute Bob Hair Strange BehaviorThanks, I was having this issue as well. Very curious about why this happened
Redz said:
Hi Darkrepast. Sorry you’re having issues with the hair. I’ve had a look and it’s an errant rigidity group that is clashing with some head morphs and causing this problem. I have no clue how this happened or how it escaped my attention, but I do know how to fix it. A product update may take some time, so if you prefer a DIY fix, I can give you a guide to explain how to delete the rigidity group. With the hairs (not the cap) selected in the scene tab, go to Tool Settings - Geometry Editor and choose Vertex Selection from the options near the top of the geometry editor pane. You will see a list of rigidity groups. Right click on the bottom group, named R7, and choose remove the selected group. If you already have your character morph applied then you will need to perform one more step before you see the fix. With the hair still selected in the scene tab, go to the dropdown menu at the top right of the scene tab and choose Assets - Clear Generated Morphs. Hopefully your hair will now play nice with the character morph.
How do I make custom morphs for higher sub division levels?Gordig said:
lilweep said:
unless youre a PA you have to bake the high res detail into a displacement map
How does one do that? I'm utterly failing at Google right now, and all the results I'm finding are how to do the reverse.
Im no expert but i guess just do these two things:
1. sculpt whatever detail you want at high res (there is no limit here so can go high as you want) in sculpting software like Blender etc
2. Use xnormal (it is easier to use and faster than blender tbh) to bake these high res details into a map to use in Daz:
- Import your high res sculpt obj (as High Definition Mesh)
- Import your genesis figure obj (as Low Definition Mesh). Note: you might have to use a high SubD genesis when baking displacement, unless you can figure out how to smooth a low subd base mesh in xnormal, which i was never able to figure out how to do.
- run the ray distance calculation which will cast rays to see what min and max distances are between the high res sculpt and the genesis base
- copy those distances and then add some extra wiggle room on top of them
- Bake out a height map (I usually use the Raw FP values, and use 32 bit EXR). Afterwards, i would add a 50% gray on top to get a mid-gray level displacement map to use in Daz Studio.
I kind of skipped a step between 1 and 2 as it is usually best to make a 'combined UV' for texture baking (i.e., where you cram all the relevant genesis UDIMs onto a single UV). This 'combined UV' will allow you to do one bake for the whole figure and i guess it might help with artefacts at the UDIM seams. Afterwards, e.g., in Photoshop, you can split out the combined UV into separate UDIMs. Of course, becuase you will be splitting the combined UV into individual UDIM tiles, you would need to arrange the 'combined UV' such that it would allow you to easily split it up afterwards, so in other words stacking each UDIM one after each other etc.
By the way, this process described is for baking high-res detail. For any macro details, that should really be done by morph loader pro.
Genesis 8 male super deformed on twisting pose?I would say it is that 'red' morph you have changed that is the culprit, and is activating without wanted.
Try to click on the gear icon and select 'parameter settings'. And then look at the file path, as that might tell which character it belongs to.
One vertex in an attachment is not moving when morphedI've probably not described this well. I'm building a custom attachment and then creating a range of morphs for it. I have found one vertex in the model which declines to perform the morph delta when it is attached. The morph works fine on the attachment model when it's not attached and I've confirmed the vertex delta details in the saved morph asset file. But when the attachment is attached, this particular vertex will not move. Frustratingly, when I swap to tools such as the Geometry Editor or the Node Weight Map Brush, the attachment shows up as unattached and the morph works as expected.
The attachment model is broadly symetric so one of my tests morphed just the probelm vertex and its left side equivalent. The left side is working fine, but the right side will not morph.
In case it is relevant, the vertex is not an edge that is attaching, but it is on the opposite side of a polygon which has an attaching edge.
I have tried "unfitting" the attachment and re-doing the "fit to" but same result.
I have saved the scene and exited DS then restarted and reloaded the scene, but same result.
Has anyone got any bright ideas as to what might be happening and how to attempt to fix it?
Cheers, Lx
The file that broke the customers back. going for a custom libraryEgad... looks like we are dividing up into teams. Shirts v Skins...
Anyway,
Kudos to all of you with outstanding memories, that when you are creating/outfitting your characters, you think, "Oh, those shoes By Fkkit would look great", and then go to your Fkkit vendor folder to find the shoes named "Bright Sunday", because, you know it all makes perfect sense.
Personally, I take a rather more mundane approach where I get the character built, get to the shoes, have an idea for flip flops, and then go look at all my flip flop options to see what fits my creation the best.
So, to me, and I am sure I am alone here, I would just go to People/Genesis 8 Female/Clothing/Modern/Footwear/Flip Flops -n-Sandals folder, not People/Genesis 8 Female/Clothing/Fkkit/Bright Sunday...
But, for those commiserating with the OP...
G9 has made things MUCH worse. Cause now they have seen it in their infinite wisdom to create another layer... the Daz Original folder. Now I know you, who don't comisserate with the OP and have read on regardless are thinking, "This is awesome! Another layer of obfuscation!" but for the OCD file logic-eratti, this is a night mare.
Also, G9 gives us POSE folders that include Base, Masculine, Feminine... I guess since saying "Male and Female" are not PC anymore.
The only positive is, these are user facing files, and we can organize them as we wish... Lets not even talk about how screwed up the Morph folders are, and we can't do anything about those....
Importing a suit from Blender. Need help with transfer utility.I don't know if this thread is solved ... but I found at least one error (that could cause your problems) in your "Transfer Utility" settings (2nd attachment).
Select your freshly imported garment (and not the model) as the destination for the transfer. Normally I also choose "Standard" and not "Current" as Target -> "Item Shape" ... but if that works, it's OK.
If you have any further questions, please feel free to contact me (I will bookmark this thread for a while).
Good luck!
DAZ Horse 3 - will there actually be any support this time?Something I was always disappointed in not having (even though I don't have any intended use for it) is a giraffe morph.
Is there a trick to keep existing morphsThe pigtail morphs are probably not morphs, but instead controllers for a rigged ponytail, so auto-fit (or similar uses of the Transfer Utility) will break the rigging it relies on.
Is there a trick to keep existing morphsHi Richard, no, this is for Dawn to Dawn so not a DAZ figure but when I try to use the Transfer Utility to auto rig the hair to the other Dawn it works fine but while the bang morphs work fine the pigtail morphs are no longer functional.
I also asked another question over in the DAZ Studio forum
https://www.daz3d.com/forums/discussion/612716/weird-issue-when-dialing-a-morph#latest
















