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Change/adapt the shirt automatically generated wrinkles
crosswind 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).
[Released] Blender to Daz Studio Plugin released!!! Official support thread [Commercial]dragotx said:
crosswind said:
dragotx said:
crosswind said:
dragotx said:
How do we set up characters for G9 when they are transferred in with this utility? I haven't been able to get them rigged at all yet
Transfer a G9 character from Blender to DS ? G9 is already in DS ~~ what do you want to be exactly ?
I'm looking to convert characters that are made in blender over to G9 in Studio, not ones that started in Studio.
If you mean you're making a character morph for G9, i.e you sculpted / shaped a figure base on a G9 mesh in Blender, then you don't need this BTD add-on at all. You just export it to OBJ, import OBJ as a morph to G9 in DS by using Morph Loader Pro.
If you mean you're making a standalone character in Blender but want to make it as a G9, that'll be another story ~~ You have to wrap this figure with G9's mesh and import it as a morph to G9 in DS....
Hmm, ok, that gives me an idea on what to look for in tutorials, thanks!
To get accurate advice on what steps you need to take, you would first need to define what you mean by "characters that are made in blender over to G9 in Studio".
You cannot load any custom mesh onto G9 via Morph Loader Pro in Daz Studio. It needs to have the same topology. You cannot load any texture onto G9 mesh; the texture map needs an appropriate UV layout.
Transferring topology (wrapping the base mesh to a custom figure) and texture transfer between different topologies and UVs are both standard processes in 3D and you can google "wrapping" and "texture transfer". You can do both in Faceform Wrap. Whether these processes apply in your case is of course is an open question.
Change/adapt the shirt automatically generated wrinklesOK, 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.
[Released] Blender to Daz Studio Plugin released!!! Official support thread [Commercial]dragotx said:
crosswind said:
dragotx said:
crosswind said:
dragotx said:
How do we set up characters for G9 when they are transferred in with this utility? I haven't been able to get them rigged at all yet
Transfer a G9 character from Blender to DS ? G9 is already in DS ~~ what do you want to be exactly ?
I'm looking to convert characters that are made in blender over to G9 in Studio, not ones that started in Studio.
If you mean you're making a character morph for G9, i.e you sculpted / shaped a figure base on a G9 mesh in Blender, then you don't need this BTD add-on at all. You just export it to OBJ, import OBJ as a morph to G9 in DS by using Morph Loader Pro.
If you mean you're making a standalone character in Blender but want to make it as a G9, that'll be another story ~~ You have to wrap this figure with G9's mesh and import it as a morph to G9 in DS....
Hmm, ok, that gives me an idea on what to look for in tutorials, thanks!
You're welcome !
G9 WoesMasterstroke said:
8k texture - check
better expressions G8.1 started it. - check
(BTW: Standard expressions doesn't really work on heavy customized characters anyway)
Unisex, for better vendors' support. Give a male base morph to G8F - check
Renaming groups for industrial standards - just call it G8.2 - well kinda check8K texture - yes, theoretically possible on any base, but there is an advantage in setting that as a precedent from the start of the generation.
Better expressions - actually, quite aside from the thing where they by default disabled G8.0 expressions on G8.1, this had a lot of compatibility issues.
I *presume* they took the decision to hide the G8.0 face sliders to avoid the need for vendors to try to support two sets of face expressions. But what you ended up with was a load of G8.0 controllers that ended up non-functional, and even if you reenabled them G8.1 characters had no correctives for the G8.0 expressions, and G8.0 characters had no correctives for the G8.1 expressions. A blank slate had advantages.Unisex - It's actually pretty easy to set a male morph on G8F (I use it quite a lot for making teen boys, as I find it's generally easier to masculinise G8F teen morphs than get G8M ones to match well with them), but clothing fits are going to be mediocre to poor because it wasn't set as a precedent from the start of the generation, and existing clothes will not have support for it.
Renaming groups for industrial standards - the level of change they did absolutely cannot be addressed by "just make a 8.2". In renaming all the bones and controls, and altering the skeletal heirarchy, you'd break compatibility with all existing rigging for character morphs and their correctives, and all clothing. All you might retain is compatibility with is G8 UVs.
So, what do we need G9 for?
What did we need G8 for? At its core, it was a reposed G3.
It did way less than G9 was trying to overhaul.
Most annoying example is Strand base dforce Hair for G9 only, unsuable with previous G8.
Actually, a large number of these strand based hairs use a standalone scalp and are not restricted to being generated from the G9 geometry.
Even the ones that are generated from the G9 geometry, you can actually work around most of those by turning G9 into a bodysuit that can be fitted to G8F.
richardandtracy said:
can I ask that you think of the levels of compatibility between G3/G8 and G8.1 before disagreeing too much
Worse than many people think, actually.
The change in base pose means that all the correctives for the shoulders and thighs have changed, both in shape and name, so clothes lose those when converted, and if you just use a scene ID override, the difference in base silhouette between the clothing and figure causes issues with auto-follow.
I have an active ticket on a product where it's been created with a non-matching base pose (it is unfitted here, this is the base pose for both):

While fitting it causes the skeleton to follow, it causes mucked up rigging in the hands:
And on heavier morphs, auto-following is wildly off, because it's trying to copy morphs from the wrong part of the figure - here's a comparison between the actual product (left) and my fixed version (right) on Astaroth:

(To be clear, although this is a G9 product - or, more specifically, a G9 version within a product - this is not a G9 specific issue, this is a "the clothes weren't made in this base pose issue", which is what comes up when you try to scene ID G3 clothes onto G8).
Fortunately, I'm already a weirdo who cares about this stuff and has a suite of custom scripts for carrying out this conversion between G3 and G8, so could apply it to fix this G9 product, but it *does* come up as an issue.
[Released] Blender to Daz Studio Plugin released!!! Official support thread [Commercial]crosswind said:
dragotx said:
crosswind said:
dragotx said:
How do we set up characters for G9 when they are transferred in with this utility? I haven't been able to get them rigged at all yet
Transfer a G9 character from Blender to DS ? G9 is already in DS ~~ what do you want to be exactly ?
I'm looking to convert characters that are made in blender over to G9 in Studio, not ones that started in Studio.
If you mean you're making a character morph for G9, i.e you sculpted / shaped a figure base on a G9 mesh in Blender, then you don't need this BTD add-on at all. You just export it to OBJ, import OBJ as a morph to G9 in DS by using Morph Loader Pro.
If you mean you're making a standalone character in Blender but want to make it as a G9, that'll be another story ~~ You have to wrap this figure with G9's mesh and import it as a morph to G9 in DS....
Hmm, ok, that gives me an idea on what to look for in tutorials, thanks!









