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What does Morph Loader mean when it says, the geometry didn't match?
What does Morph Loader mean when it says, the geometry didn't match?
Is it the number of polygon?The reason I'm asking this, because I want to DETACH the genesis head from neck above to use it for certain process in Zbrush. Zwrap.
I'm going to use the head mesh generated by Character Creator 4 - Headshot plugin,
Wrap the Genesis head to the generated head, in zbrush,
Then reattached the genesis head back to its body.The reason of detaching the head is for simpler process in zbrush.
G9 Gender ConfusionThe new Gen 9 products are confusing me, and I would appreciate clarification on products and how they relate to gender. I realize the original Genesis characters began with a base character that was gender neutral, but I understand that was due to the rigging and morphs evolving into the later versions. The new Gen9 products are both divided into genders as well as gender neutral with such things as hair products and cltohing being labeled "unisex".
One specific item are the new poses, such as the Zeddicus products. They sometimes come with two or three different gender classifications. One is simply called "Base", which then comes with a second folder of the same poses titled "Base Feminine". Others have "Base Masculine" and "Base Feminine" but no folder that has a masculine identification. But other pose products, which also uses the term "Base" comes with a "Base Masculine" and "Base Feminine". What is "Base" and why is that term included when there are multiple gender pose folders?
Lastly, are there real character morph/design benefits by going back to the original gender neutraility of Genesis, or was this an effort to adjust Daz characters to the increasingly sensitive political climate that eschews the concept of gender?
Thanks in advance for any clarification you can provide.
[Released] ManFriday's dForce Companion [Commercial]Having just gone through the pain of a complete reinstall (DazCentral... you and me are not gonna stay friends), I now get an exception whenever I switch to the dForce Companion pane. Not sure what's up. I've tried re-installing it, but it made no difference. Exception only happens when there are actual dForce items in the scene.
Here are the details.
1. Plugin seems to load fine during startup
2022-11-26 15:06:35.586 [INFO] :: MF_dforce.dll
2022-11-26 15:06:35.591 [INFO] :: MF_meshgrab.dll
2022-11-26 15:06:35.597 [INFO] :: MF_meshmorph.dll
2022-11-26 15:06:35.602 [INFO] :: MF_meshrot.dll
2022-11-26 15:06:35.609 [INFO] :: MF_renderq.dll
2022-11-26 15:06:35.615 [INFO] :: sdk_sceneinfopane.dll
2022-11-26 15:06:35.633 [INFO] :: dzdrawstyles.dll
2022-11-26 15:06:35.645 [INFO] :: dzpowerpose.dll2. I then load up my scene and am immediately met with 2 exceptions. I can ignore both and then, at least on the surface, the plugin appears to do what it usually does.
Here's what comes into the log.
2022-11-26 15:11:17.303 [WARNING] :: QObject::connect: Cannot connect (null)::modifierAdded(DzModifier*) to FrSkeleton::slotOnModifierAdded(DzModifier*)
Am also attaching the more detailed error exception popup that ... duh... pops up :D
And if it helps, here's the files involved in the scene.
2022-11-26 15:11:09.464 [INFO] :: Start following: E3D Maya HD << E3D Maya Eyelashes
2022-11-26 15:11:09.464 [INFO] :: Following started: E3D Maya HD << E3D Maya Eyelashes
2022-11-26 15:11:09.464 [INFO] :: Connect base morphs: E3D Maya HD << E3D Maya Eyelashes
2022-11-26 15:11:09.474 [INFO] :: Creating morph projection map: E3D Maya HD << E3D Maya Eyelashes
2022-11-26 15:11:09.479 [INFO] :: Base morphs connected: E3D Maya HD << E3D Maya Eyelashes
2022-11-26 15:11:09.479 [INFO] :: Creating morph projection map: E3D Maya HD << E3D Maya Eyelashes
2022-11-26 15:11:09.480 [INFO] :: Start following: E3D Maya HD << E3D Maya Tear
2022-11-26 15:11:09.480 [INFO] :: Following started: E3D Maya HD << E3D Maya Tear
2022-11-26 15:11:09.480 [INFO] :: Connect base morphs: E3D Maya HD << E3D Maya Tear
2022-11-26 15:11:09.481 [INFO] :: Creating morph projection map: E3D Maya HD << E3D Maya Tear
2022-11-26 15:11:09.485 [INFO] :: Base morphs connected: E3D Maya HD << E3D Maya Tear
2022-11-26 15:11:09.485 [INFO] :: Creating morph projection map: E3D Maya HD << E3D Maya Tear
2022-11-26 15:11:09.486 [INFO] :: Start following: E3D Maya HD << Skirt
2022-11-26 15:11:09.486 [INFO] :: Following started: E3D Maya HD << Skirt
2022-11-26 15:11:09.486 [INFO] :: Connect base morphs: E3D Maya HD << Skirt
2022-11-26 15:11:09.488 [INFO] :: Creating morph projection map: E3D Maya HD << Skirt
2022-11-26 15:11:09.494 [INFO] :: Base morphs connected: E3D Maya HD << Skirt
2022-11-26 15:11:09.494 [INFO] :: Creating morph projection map: E3D Maya HD << Skirt
2022-11-26 15:11:09.496 [INFO] :: Start following: E3D Maya HD << Shoes
2022-11-26 15:11:09.496 [INFO] :: Following started: E3D Maya HD << Shoes
2022-11-26 15:11:09.496 [INFO] :: Connect base morphs: E3D Maya HD << Shoes
2022-11-26 15:11:09.499 [INFO] :: Creating morph projection map: E3D Maya HD << Shoes
2022-11-26 15:11:09.505 [INFO] :: Base morphs connected: E3D Maya HD << Shoes
2022-11-26 15:11:09.505 [INFO] :: Creating morph projection map: E3D Maya HD << Shoes
2022-11-26 15:11:09.507 [INFO] :: Start following: E3D Maya HD << Blouse
2022-11-26 15:11:09.507 [INFO] :: Following started: E3D Maya HD << Blouse
2022-11-26 15:11:09.507 [INFO] :: Connect base morphs: E3D Maya HD << Blouse
2022-11-26 15:11:09.510 [INFO] :: Creating morph projection map: E3D Maya HD << Blouse
2022-11-26 15:11:09.515 [INFO] :: Base morphs connected: E3D Maya HD << Blouse
2022-11-26 15:11:09.516 [INFO] :: Creating morph projection map: E3D Maya HD << Blouse
2022-11-26 15:11:09.516 [INFO] :: Start following: E3D Maya HD << Alyssa Base Cap G8F
2022-11-26 15:11:09.517 [INFO] :: Following started: E3D Maya HD << Alyssa Base Cap G8F
2022-11-26 15:11:09.517 [INFO] :: Connect base morphs: E3D Maya HD << Alyssa Base Cap G8F
2022-11-26 15:11:09.596 [INFO] :: Creating morph projection map: E3D Maya HD << Alyssa Base Cap G8F
2022-11-26 15:11:09.601 [INFO] :: Base morphs connected: E3D Maya HD << Alyssa Base Cap G8F
2022-11-26 15:11:09.602 [INFO] :: Creating morph projection map: E3D Maya HD << Alyssa Base Cap G8F
2022-11-26 15:11:09.822 [INFO] :: Finalizing scene data...
2022-11-26 15:11:09.850 [INFO] :: Finished asset load (open): 0m 6.97s - /D:/Dropbox/Test/Tests/Photo Sorceress Test.duf
2022-11-26 15:11:09.852 [INFO] :: Processing morph projection queue: E3D Maya HD << E3D Maya Tear
2022-11-26 15:11:09.853 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/DAZ 3D/Genesis 8/Female/Morphs/kaluma/FemGens_G8F-JCMs/jcmRightTightBendG8F.dsf
2022-11-26 15:11:09.854 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/kaluma/FemGens_G8F-JCMs/jcmLeftTightBendG8F.dsf
2022-11-26 15:11:09.855 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Flexions/pJCMFlexHamstring_R.dsf
2022-11-26 15:11:09.857 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Flexions/pJCMFlexHamstring_L.dsf
2022-11-26 15:11:09.858 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Flexions/pJCMFlexCalf_R.dsf
2022-11-26 15:11:09.859 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Flexions/pJCMFlexCalf_L.dsf
2022-11-26 15:11:09.860 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMToesUp_60_R.dsf
2022-11-26 15:11:09.861 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMToesUp_60_L.dsf
2022-11-26 15:11:09.863 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMThumb3Bend_90_R.dsf
2022-11-26 15:11:09.864 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMThumb3Bend_90_L.dsf
2022-11-26 15:11:09.865 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMThumb2Bend_65_R.dsf
2022-11-26 15:11:09.866 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMThumb2Bend_65_L.dsf
2022-11-26 15:11:09.867 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMThumb1Up_20_R.dsf
2022-11-26 15:11:09.869 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMThumb1Bend_50_R.dsf
2022-11-26 15:11:09.870 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMThumb1Bend_50_L.dsf
2022-11-26 15:11:09.871 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMThighFwd_57_R.dsf
2022-11-26 15:11:09.873 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMThighFwd_57_L.dsf
2022-11-26 15:11:09.874 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMThighFwd_115_R.dsf
2022-11-26 15:11:09.875 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMShldrFwd_110_R.dsf
2022-11-26 15:11:09.877 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMShldrFwd_110_L.dsf
2022-11-26 15:11:09.878 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMShldrFront_p110_Bend_p40_R.dsf
2022-11-26 15:11:09.879 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMShldrFront_n110_Bend_n40_L.dsf
2022-11-26 15:11:09.881 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMShldrDown_40_R.dsf
2022-11-26 15:11:09.882 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMShldrDown_40_L.dsf
2022-11-26 15:11:09.883 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMShinBend_90_R.dsf
2022-11-26 15:11:09.885 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMShinBend_90_L.dsf
2022-11-26 15:11:09.886 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMShinBend_155_R.dsf
2022-11-26 15:11:09.887 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMRing2Dwn_105_L.dsf
2022-11-26 15:11:09.888 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMRing1Dwn_95_L.dsf
2022-11-26 15:11:09.889 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMPinky2Dwn_105_L.dsf
2022-11-26 15:11:09.891 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMPinky1Dwn_95_R.dsf
2022-11-26 15:11:09.892 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMPinky1Dwn_95_L.dsf
2022-11-26 15:11:09.893 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMPelvisFwd_25.dsf
2022-11-26 15:11:09.894 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMNeckTwist_22_R.dsf
2022-11-26 15:11:09.895 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMNeckLowerSide_40_R.dsf
2022-11-26 15:11:09.897 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMNeckFwd_35.dsf
2022-11-26 15:11:09.898 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMMid2Dwn_105_L.dsf
2022-11-26 15:11:09.899 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMMid1Dwn_95_L.dsf
2022-11-26 15:11:09.900 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMIndex2Dwn_105_R.dsf
2022-11-26 15:11:09.901 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMIndex2Dwn_105_L.dsf
2022-11-26 15:11:09.902 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMIndex1Dwn_90_L.dsf
2022-11-26 15:11:09.903 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMHeadBack_27.dsf
2022-11-26 15:11:09.905 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMHandDwn_70_R.dsf
2022-11-26 15:11:09.906 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMHandDwn_70_L.dsf
2022-11-26 15:11:09.907 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMForeArmFwd_75_R.dsf
2022-11-26 15:11:09.908 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMForeArmFwd_75_L.dsf
2022-11-26 15:11:09.909 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMFootDwn_75_R.dsf
2022-11-26 15:11:09.911 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMFootDwn_75_L.dsf
2022-11-26 15:11:09.912 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMCollarUp_55_R.dsf
2022-11-26 15:11:09.913 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMCollarUp_55_L.dsf
2022-11-26 15:11:09.915 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMCollarTwist_n30_R.dsf
2022-11-26 15:11:09.916 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMCollarTwist_n30_L.dsf
2022-11-26 15:11:09.917 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMChestFwd_35.dsf
2022-11-26 15:11:09.918 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMAbdomenUpperFwd_Navel.dsf
2022-11-26 15:11:09.919 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMAbdomenLowerFwd_Navel.dsf
2022-11-26 15:11:09.921 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMAbdomenFwd_35.dsf
2022-11-26 15:11:09.922 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base Correctives/pJCMAbdomen2Fwd_40.dsf
2022-11-26 15:11:09.926 [INFO] :: Loaded morph deltas: 0m 0.3s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Exart3D/E3D Maya/E3D Maya Head.dsf
2022-11-26 15:11:09.935 [INFO] :: Loaded morph deltas: 0m 0.7s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Exart3D/E3D Maya/E3D Maya Body.dsf
2022-11-26 15:11:09.936 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Daz 3D/Head/PHMEyelashesLengthUpper.dsf
2022-11-26 15:11:09.937 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Daz 3D/Head/PHMEyelashesLengthLower.dsf
2022-11-26 15:11:09.938 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Daz 3D/Head/PHMEyelashesCurl.dsf
2022-11-26 15:11:09.939 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Daz 3D/FACS/facs_cbs_EyeLookUpRight_div2.dsf
2022-11-26 15:11:09.941 [INFO] :: Loaded first morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Projection Morphs/Daz 3D/FACS/facs_cbs_EyeLookUpRight_div2_proj.dsf
2022-11-26 15:11:09.943 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Daz 3D/FACS/facs_cbs_EyeLookUpLeft_div2.dsf
2022-11-26 15:11:09.945 [INFO] :: Loaded first morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Projection Morphs/Daz 3D/FACS/facs_cbs_EyeLookUpLeft_div2_proj.dsf
2022-11-26 15:11:09.946 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Daz 3D/FACS/facs_bs_EyeLookOutRight_div2.dsf
2022-11-26 15:11:09.948 [INFO] :: Loaded first morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Projection Morphs/Daz 3D/FACS/facs_bs_EyeLookOutRight_div2_proj.dsf
2022-11-26 15:11:09.949 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Daz 3D/FACS/facs_bs_EyeLookInLeft_div2.dsf
2022-11-26 15:11:09.951 [INFO] :: Loaded first morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Projection Morphs/Daz 3D/FACS/facs_bs_EyeLookInLeft_div2_proj.dsf
2022-11-26 15:11:09.955 [INFO] :: Loaded morph deltas: 0m 0.3s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Exart3D/E3D Maya/E3D Maya HD Details.dsf
2022-11-26 15:11:10.091 [INFO] :: Morph projection queue processed: E3D Maya HD << E3D Maya Tear
2022-11-26 15:11:10.091 [INFO] :: Processing morph projection queue: E3D Maya HD << E3D Maya Eyelashes
2022-11-26 15:11:10.096 [INFO] :: Morph projection queue processed: E3D Maya HD << E3D Maya Eyelashes
2022-11-26 15:11:10.096 [INFO] :: Processing morph projection queue: E3D Maya HD << Skirt
2022-11-26 15:11:10.110 [INFO] :: Morph projection queue processed: E3D Maya HD << Skirt
2022-11-26 15:11:10.110 [INFO] :: Processing morph projection queue: E3D Maya HD << Blouse
2022-11-26 15:11:10.123 [INFO] :: Morph projection queue processed: E3D Maya HD << Blouse
2022-11-26 15:11:10.123 [INFO] :: Processing morph projection queue: E3D Maya HD << Shoes
2022-11-26 15:11:10.137 [INFO] :: Morph projection queue processed: E3D Maya HD << Shoes
2022-11-26 15:11:10.539 [INFO] :: Unlocking viewport redraw...
2022-11-26 15:11:10.539 [INFO] :: Viewport redraw unlocked.
2022-11-26 15:11:10.542 [INFO] :: Loaded morph deltas: 0m 0.1s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base/PHMMouthRealism_HD_div2.dsf
2022-11-26 15:11:10.546 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/DAZ 3D/Genesis 8/Female/Morphs/DAZ 3D/Base/PBMNavel.dsf
2022-11-26 15:11:10.547 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Morphs/Daz 3D/Mouth Realism/PHMMouthRealism8_1_HD_div4.dsf
2022-11-26 15:11:10.628 [INFO] :: Loaded morph deltas: 0m 0.0s - /data/Exart3D/E3D Maya/E3D Maya Tear/Morphs/Exart3D/E3D Maya/E3D Maya TearFix.dsf
2022-11-26 15:11:10.716 [INFO] :: Loaded morph deltas: 0m 0.53s - /data/Neftis3D/Alyssa BaseCap G8F/Alyssa BaseCap G8F/Morphs/Neftis3D/Base/FHMExpandAll.dsf
2022-11-26 15:11:14.152 [INFO] :: Loaded image: HLE3D Maya-Head.jpg
2022-11-26 15:11:14.273 [INFO] :: Loaded image: HLE3D Maya-Legs.jpg
2022-11-26 15:11:14.307 [INFO] :: Loaded image: HLE3D Maya-Eyes-01.jpg
2022-11-26 15:11:14.436 [INFO] :: Loaded image: HLE3D Maya-Arms.jpg
2022-11-26 15:11:14.556 [INFO] :: Loaded image: HLE3D Maya-Teeth.jpg
2022-11-26 15:11:14.687 [INFO] :: Loaded image: HLE3D Maya-Face.jpg
2022-11-26 15:11:14.752 [INFO] :: Loaded image: HLE3D Maya-Lipsnat.jpg
2022-11-26 15:11:14.862 [INFO] :: Loaded image: HLE3D Maya-Torso.jpg
2022-11-26 15:11:14.965 [INFO] :: Loaded image: Jewelry_BaseColor.jpg
2022-11-26 15:11:15.096 [INFO] :: Loaded image: skirt_BaseColor.jpg
2022-11-26 15:11:15.288 [INFO] :: Loaded image: Shoes_BaseColor.jpg
2022-11-26 15:11:16.055 [INFO] :: Loaded image: LasText.jpg
2022-11-26 15:11:16.478 [INFO] :: Loaded image: WoodPlanksFloors0010_1_S.jpg
2022-11-26 15:11:16.539 [INFO] :: Loaded image: Wood_10.jpg
2022-11-26 15:11:16.556 [INFO] :: Loaded image: Paper.jpg
2022-11-26 15:11:16.630 [INFO] :: Loaded image: Grunge.png
2022-11-26 15:11:16.651 [INFO] :: Loaded image: BrickSmallBrown0470_5_seamless_S.jpg
2022-11-26 15:11:16.669 [INFO] :: Loaded image: HLE3D Maya Eyelashes.png
2022-11-26 15:11:16.685 [INFO] :: Loaded image: Tear Opacity.jpg
2022-11-26 15:11:16.781 [INFO] :: Loaded image: Blouse_BaseColor.jpg
2022-11-26 15:11:16.854 [INFO] :: Loaded image: Blouse_Opacity.jpg
2022-11-26 15:11:16.902 [INFO] :: Loaded image: CaptexAPT.jpg
2022-11-26 15:11:16.955 [INFO] :: Loaded image: CapTrAPT -.jpg
2022-11-26 15:11:16.963 [INFO] :: Loaded image: APTstrTR.jpg
2022-11-26 15:11:17.303 [WARNING] :: QObject::connect: Cannot connect (null)::modifierAdded(DzModifier*) to FrSkeleton::slotOnModifierAdded(DzModifier*)
2022-11-26 15:11:17.317 [INFO] :: Processing morph projection queue: E3D Maya HD << Alyssa Base Cap G8F
2022-11-26 15:11:17.648 [INFO] :: Loaded first morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Projection Morphs/Daz 3D/FACS/facs_cbs_EyeLookUpRight_div2_proj.dsf
2022-11-26 15:11:17.655 [INFO] :: Loaded first morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Projection Morphs/Daz 3D/FACS/facs_cbs_EyeLookUpLeft_div2_proj.dsf
2022-11-26 15:11:17.662 [INFO] :: Loaded first morph deltas: 0m 0.0s - /data/Daz 3D/Genesis 8/Female 8_1/Projection Morphs/Daz 3D/FACS/facs_bs_EyeLookOutRight_div2_proj.dsfAny idea what's up?
Celebrity Look-a-Likes for 3D figures part 3Strobe_Light said:
Anybody know of any good christian bale look alikes for g8m?
The only ones I know of are by magnus1781. They have two head morph versions for free on their DeviantArt page.
C. Bale by magnus1781 on DeviantArt
C. Bale (v2) by magnus1781 on DeviantArt
They also supply textures that need to be applied manually via the surfaces tab.
Serious question. Why is cross-generation of heels so hard?AndrewJJP said:
For me, the fact that the migration of heels isn't supported makes G9 a non-starter. It's a total 100% blocker. The same happened with G3->G8. I was a full two years before I could switch. Given that there as so many heels in the store, and even more on Rendo, I have to assume that they are popular products and they sell in quantity. I use heels in almost every render, they are essential, and of course the artists I speak to on DA are in a similar position, because they make similar pictures, and they cannot move to G9 either.
Today, we get the first tool to help users migrate to G9, and it has this comment:
"A note on high-heeled shoes: There's not really a way to fix these with a template. You have to AutoFit them, fit to nothing, pose the figure's feet in them, and transfer rigging. Detailed instructions are included as a bonus in the manual."
This makes the prospect of moving seem even more impossible. If SY could not provide this, then probably nobody can (?)
So my questions...
- For my own education, why is this so hard? People don't look at the feet so couldn't Daz have left that part of the body have been left alone so that the conversion is simple? Or is there more to it than that?
- Is there any realistic prospect that anyone will come up with an automatic conversion that works? It sounds like that's a no, but I wanted to check.
- Are the feet the same shape? Realistically, it it going to be possible to manually pose them into the shoes?
- I don't know how many heels I have but let's I have 20 I use frequently. How much work are we talking to get them all converted across to G9? Are we talking something like the video I linked because that is a lot of work and it requires artistic judgement, not just a simple set of steps to follw.
Thanks!
First, thank you for asking a simple question. The short answer is that the number of bones and the way they move changes each generation. Imagine if you had to make a set of gloves so you make a set with five fingers. The next generation ofkids come along and they all say why did you make five finger gloves when you could have made six finger gloves that both five fingered and six fingered people could use. You quickly cut holes to retrofit your gloves; the six fingered say that it isn't good enough. Their children, the third generation, has eight fingers.... you realize you are screwed because there is nothing stable here.
Roughly, a quarter of your bones are in your feet. They are almost a figure in themselves so it is exquisitely hard to make something that convincingly mimics even a single generation. They have roughly the same shape but have radically different bends plus you have to allow for toes which can have individual bends. You may not that most poses start with the feet on the ground so the pose is based from the ground up.Serious question. Why is cross-generation of heels so hard?For me, the fact that the migration of heels isn't supported makes G9 a non-starter. It's a total 100% blocker. The same happened with G3->G8. I was a full two years before I could switch. Given that there as so many heels in the store, and even more on Rendo, I have to assume that they are popular products and they sell in quantity. I use heels in almost every render, they are essential, and of course the artists I speak to on DA are in a similar position, because they make similar pictures, and they cannot move to G9 either.
Today, we get the first tool to help users migrate to G9, and it has this comment:
"A note on high-heeled shoes: There's not really a way to fix these with a template. You have to AutoFit them, fit to nothing, pose the figure's feet in them, and transfer rigging. Detailed instructions are included as a bonus in the manual."
This makes the prospect of moving seem even more impossible. If SY could not provide this, then probably nobody can (?)
So my questions...
- For my own education, why is this so hard? People don't look at the feet so couldn't Daz have left that part of the body have been left alone so that the conversion is simple? Or is there more to it than that?
- Is there any realistic prospect that anyone will come up with an automatic conversion that works? It sounds like that's a no, but I wanted to check.
- Are the feet the same shape? Realistically, it it going to be possible to manually pose them into the shoes?
- I don't know how many heels I have but let's I have 20 I use frequently. How much work are we talking to get them all converted across to G9? Are we talking something like the video I linked because that is a lot of work and it requires artistic judgement, not just a simple set of steps to follow. I would rather save my artistic judgments for making pictures of G8.1!
Thanks!
Sales - Not everyone uses Genesis 9 characters!!!!Padone said:
It is just a natural marketing move that they try to push the new figure. If hot deals are available only for G9 then new customers will go for G9. I guess there will be hot deals for G8 too another time, especially if they see that G9 doesn't sell.
This is an excellenr point, and it may also explain why elsewhere, we aren't seeing that push.
I regret that they didn't make a figure that I can for a long time to come. If they had, I'd feel differently. The same happened with G8 (no heels) but at least then, I was able to build up a collection of G8 stuff I could also use on G3.
And here from Sickleyield:
"A note on high-heeled shoes: There's not really a way to fix these with a template. You have to AutoFit them, fit to nothing, pose the figure's feet in them, and transfer rigging. Detailed instructions are included as a bonus in the manual."
I am not going to fix 100 pairs of shoes or go through that for every render, therefore I cannot use G9.
LogTemp: Warning: DazToUnreal: ERROR: Unable to parse DTUDTU FIle content:
{
"DTU Version" : 4,
"Asset Name" : "Genesis8Male",
"Import Name" : "Genesis8Male",
"Asset Type" : "Animation",
"Use Experimental Animation Transfer" : false,
"Asset Id" : "Genesis8Male",
"Content Type" : "Actor/Character",
"FBX File" : "/Users/liuyu/Documents/DazToUnreal/Genesis8Male/Genesis8Male.fbx",
"Base FBX File" : "/Users/liuyu/Documents/DazToUnreal/Genesis8Male/Genesis8Male_base.fbx",
"HD FBX File" : "/Users/liuyu/Documents/DazToUnreal/Genesis8Male/Genesis8Male_HD.fbx",
"Import Folder" : "/Users/liuyu/Documents/DazToUnreal/Genesis8Male/",
"Product Name" : "",
"Product Component Name" : "",
"Materials" : [
{
"Version" : 4,
"Asset Name" : "Genesis8Male",
"Asset Label" : "Genesis 8 Male",
"Material Name" : "Face",
"Material Type" : "Iray Uber",
"Value" : "Actor/Character",
"Properties" : [
{
"Name" : "Asset Type",
"Label" : "Asset Type",
"Value" : "Actor/Character",
"Data Type" : "String",
"Texture" : ""
},
{
"Name" : "UV Set",
"Label" : "UV Set",
"Value" : 0,
"Data Type" : "Double",
"Texture" : ""
},
{
"Name" : "Smooth On",
"Label" : "Smooth",
"Value" : 1,
"Data Type" : "Double",
"Texture" : ""
},
{
"Name" : "Smooth Angle",
"Label" : "Angle",
"Value" : 89.9,
"Data Type" : "Double",
"Texture" : ""
},
{
"Name" : "Line Preview Color",
"Label" : "Line Preview Color",
"Value" : "#000000",
"Data Type" : "Color",
"Texture" : ""
},
{
"Name" : "Line Start Width",
"Label" : "Line Start Width (mm)",
"Value" : 0.1,
"Data Type" : "Double",
"Texture" : ""
},
{
"Name" : "Line End Width",
"Label" : "Line End Width (mm)",
"Value" : 0.1,
"Data Type" : "Double",
"Texture" : ""
},
......
Moving clothesFor such adjustments one can click within 'Parameters' on ≡ > Preferences > Show Hidden Properties
This allows to access 'Translate' and 'Scale' of individual bones of an item like Hip, L/R Thigh, L/R Shin.Scaling the L shin Y length a littke bit up or down is often not included as a morph. It stretches the texture so one should do this with care and not as extreme as shown below.
White: Original
Red: Moved/translated bones, the IK transforms the item
Blue left shin: scaled
Blue right shin: moved up
Blue abdomen: moved and rotateAOBB's Luminous v4 for G8.1F (aka Audrey Hepburn). No materials nor textures included.AOBB said:
Hi nonesuch00,
Thank you for your nice words about my sculpting!
Yes, the bulbous part of the nose consists of two rounded pieces of cartilage that are distinct in Debbie Harry's case. If you want to see a real extreme case of such cartilage duos then check out Karl Malden's nose!The Head Shape dials are pretty rudimentary and don't have dials for shaping precisely the tip of the nose, so you will have to resort to Zbrush or blender to get that effect. I have used blender just a bit. Be sure to switch off dynotopo in blender, otherwise the topology of your mesh will change while sculpting and you don't want that of course. I personally use just Zbrushcore but it is not available any longer since Maxon bought out Pixologic and made it obsolete. I don't like blender, so I don't use it but I think its sculpting tools have really improved and that is your best bet. Zbrush will cost you with tax around $1000 and therefore if you are not serious about sculpting, I do not recommend it.
No matter how many morph packs you have you will always end up using sculpting tools to get a good likeness. My advice would be to get all the head morph kits that are now available and make the most of them then do the rest in blender.
The DAZ store has these face morph kits:
https://www.daz3d.com/face-morph-kit-for-genesis-9
https://www.daz3d.com/twizted-face-morphs-for-genesis-9
I don't know if it is kosher to post a link to a product from another store here, so I will just give you its name and you can google it:
RDGL Genesis 9 Head Shaping by Rendogal - it rounds out quite nicely the other three morph packs.
Notice that morphs with the same name from different vendors do not necessarily affect the model in the same way, so pay attention to that.
Hope that helps. Happy sculpting!

AOBB
Yes, it helps very much. Thanks.
I have the free zBrushCoreMini 2021 (2021.6.5) which I think is the continuation of the zBrushCore you speak of. I will see if I can export a Genesis 9 object to it or use the GOZ bridge. I'm not sure if the GOZ bridge would work with zBrushCoreMini though. If not, no big deal as I can fiddle around in Blender. I'm mainly just curious to try scultping to see if it might be a good way for me too add morphs to Genesis 9 products in the future.
They do have it where you can subscribe to zBrushCore for $9.95 a month. Maybe I'll try that later if I'm not all thumbs sculpting.
G9 surfaces dilemmaYeah, I have the makeup product but it's very limited in what it can do. I'm hoping for a new Skin Builder product. I think I found a cheat by looking at the new Biddie character that was in the bundle. To be honest, I don't like it at all out of the box but am tweaking it a lot and now I'm fairly happy with it after MANY tweaks and altering the morph. It comes with a lip mask and uses metallic flakes to make the lips shiny. I'm going to use that mask for all characters now to add shine but it can easily look too metallic. I'm wondering if it can be applied elsewhere to make it just shiny and not metallic. I lowered the bump on the detail map a LOT but it doesn't seem to make much difference. Nobody with that much makeup has that much skin detail showing through, that's kind of the point of makeup...
What does the Makeup Enable button do? Can something be added there? We really need new instructions (Not that we ever had old instructions...)
Legacy UVs for Genesis 9 - Will I be able to convert textures?In my experience with an earlier product, Map Transfer doesn't recognize the geografts as being parts of the figure, so there's no way to Map Transfer old textures to the new UV.
AOBB's Luminous v4 for G8.1F (aka Audrey Hepburn). No materials nor textures included.Hi nonesuch00,
Thank you for your nice words about my sculpting!
Yes, the bulbous part of the nose consists of two rounded pieces of cartilage that are distinct in Debbie Harry's case. If you want to see a real extreme case of such cartilage duos then check out Karl Malden's nose!The Head Shape dials are pretty rudimentary and don't have dials for shaping precisely the tip of the nose, so you will have to resort to Zbrush or blender to get that effect. I have used blender just a bit. Be sure to switch off dynotopo in blender, otherwise the topology of your mesh will change while sculpting and you don't want that of course. I personally use just Zbrushcore but it is not available any longer since Maxon bought out Pixologic and made it obsolete. I don't like blender, so I don't use it but I think its sculpting tools have really improved and that is your best bet. Zbrush will cost you with tax around $1000 and therefore if you are not serious about sculpting, I do not recommend it.
No matter how many morph packs you have you will always end up using sculpting tools to get a good likeness. My advice would be to get all the head morph kits that are now available and make the most of them then do the rest in blender.
The DAZ store has these face morph kits:
https://www.daz3d.com/face-morph-kit-for-genesis-9
https://www.daz3d.com/twizted-face-morphs-for-genesis-9
I don't know if it is kosher to post a link to a product from another store here, so I will just give you its name and you can google it:
RDGL Genesis 9 Head Shaping by Rendogal - it rounds out quite nicely the other three morph packs.
Notice that morphs with the same name from different vendors do not necessarily affect the model in the same way, so pay attention to that.
Hope that helps. Happy sculpting!

AOBB
Sales - Not everyone uses Genesis 9 characters!!!!RawArt said:
outrider42 said:
RawArt said:
With G9 out, the future sales potential for NEW G8 products is on a downward curve....so from a business perspective PA's would naturally follow the curve that will be growing in sales over the next few years..and that would be G9.
Thats just how business works.
Unless customers don't buy into G9. It is not a given that G9 will be widely adopted by customers. G8 is the new Victoria 4, and G9 has to overcome that. If customers do not buy G9 as much, then G8 will stay viable to PAs for years to come. It isn't about the latest thing, it is which is the popular thing. This has been proven time and time again, like New Coke, or a newly hyped video game sequel being vastly less popular than the original. The new Battlefield has less active players than the previous one, which is certainly not what the developers wanted. But it doesn't matter what they want, the customers made their choice.
That is how business works. Genesis 9 still has to prove itself to a lot of customers, no matter how much Daz wants to force it on them. Maybe in time it will...but maybe it wont. As we nosedive into recession, customers may be buying less. Jumping into a new generation model requires a lot more investment, since you need so many things you already bought once before, plus converters and so on.
It is a lot cheaper to stay on G8 and buy new stuff for it from the PAs who support it.
Customers have already bought into it.... I already have more than a few G9 products in the store and G9 sales are very comparable to G8.
So it has proven itself
This whole G9 won't sell debate is rather silly IMHO. I didn't buy any G8 content for about a year after it was released. I had enough G3 stuff and I spent my budget on other things like props or shaders. Eventually I was attracted by some of the less conventional looking characters so started to migrate to G8F (G8M followed a long time later). Now I have about as much G8 content as I did for V4 which kept me happy for years. I have so much that I don't need more but if stuff for G8 continues to appear in the store, I will probably buy some of it. I won't be buying G9 content because I can't afford to start over with all the morph packs, skins, etc., etc. So I will bide my time. I don't care whether I am typical of other customers or not - that's just my preference. The more G9 dominates the store, the less I will spend and that's fine by me - I don't expect DAZ to throw up their hands and do a U-Turn.
My hope and expectation is that DS5 will usher in some advanced technology which will require the introduction of new figures to take advantage of that technology. So the more I save now, the better placed I will be to buy into that new generation. I hope others continue to buy G9 so that DAZ can afford to develop towards that advanced technology I'm hoping for.
Legacy UVs for Genesis 9 - Will I be able to convert textures?outrider42 said:
This is not a converter, no. It allows you to wear a G8 skin on G9, but it doesn't convert the texture itself.
I know it won't convert the textures... will it allow me to convert textures?
Right now (without product) as you see in the screenshot in the Map Transfer you only have G9 UVs.
ETA: Cayman Studios popped in, it will not.
Legacy UVs for Genesis 9 [Commercial]Jay Versluis said:
It works

I ran into an issue with Crow 8.1 that I can't explain. Other 8 and 8.1 characters Iv'e tried work just fine, but Crow has a problem with her face and ears.

Jay, it looks likes the Crow Face transfer is carrying the "Head" texture alone. I explain in the PDF ReadMe on page 4 that for Genesis 8.1, it is best to run the "Apply Genesis 8.1 Female UVs" script (rather than setting the UVs manually) because this will specifically copy the "Face" texture from the geografts back onto the Face itself. I hope this helps.
Legacy UVs for Genesis 9 - Will I be able to convert textures?w_r_brook_ec9f3e956e said:
Gator said:
The Legacy UV for Genesis 9 that has just appeared at the store - will that allow me to convert older G3, G8, and G8.1 textures over to G9? That would be with the map transfer utility I believe.
I'd rather not use the geoshells, I want to convert the textures so then I'd use the legacy textures along with the G9 detail maps.
https://www.daz3d.com/legacy-uvs-for-genesis-9-genesis-3-8-and-81-female
That's what it does for a living! It uses geografts for the head and shoulder areas, which is how Caymen has done this before, if I recall, with the v4->g3 UV transition. It works pretty well - I bought it today and have given it a spin around the block. I'd prefer it not to use the geograft approach, but I can't complain - it works. It's not so much that the materials are 'converted' - more that the UV mappings and geografts allow G3, G8 and G8.1 materials to be used on G9.
The geoshell works, but doesn't really answer the question - does it allow you to use the map transfer utility to convert?
Reallusion Character Creator to DAZ3DNot possible directly from Iclone
probably that Wrap3D program by Russian Software
or Facegen which can now use head meshes
wrap 3D indie license- $185
face gen modelor core - $299
I Would try the Daz face transfer utility unlimited and some morphs first

https://www.daz3d.com/face-transfer-unlimitedLegacy UVs for Genesis 9 - Will I be able to convert textures?Gator said:
The Legacy UV for Genesis 9 that has just appeared at the store - will that allow me to convert older G3, G8, and G8.1 textures over to G9? That would be with the map transfer utility I believe.
I'd rather not use the geoshells, I want to convert the textures so then I'd use the legacy textures along with the G9 detail maps.
https://www.daz3d.com/legacy-uvs-for-genesis-9-genesis-3-8-and-81-female
That's what it does for a living! It uses geografts for the head and shoulder areas, which is how Caymen has done this before, if I recall, with the v4->g3 UV transition. It works pretty well - I bought it today and have given it a spin around the block. I'd prefer it not to use the geograft approach, but I can't complain - it works. It's not so much that the materials are 'converted' - more that the UV mappings and geografts allow G3, G8 and G8.1 materials to be used on G9.
Legacy UVs for Genesis 9 - Will I be able to convert textures?The Legacy UV for Genesis 9 that has just appeared at the store - will that allow me to convert older G3, G8, and G8.1 textures over to G9? That would be with the map transfer utility I believe.
I'd rather not use the geoshells, I want to convert the textures so then I'd use the legacy textures along with the G9 detail maps.
https://www.daz3d.com/legacy-uvs-for-genesis-9-genesis-3-8-and-81-female













