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Genesis 9 Eyes
does this happen with base gen9? or just with custom character morphs etc.
custom morphs might not be set up properly with supporting morph on the eyeball. Alternatively, could be that morphs dont have any linked rigging adjustments for the eyeball bones.
Animation Timeline QuestionsOh yeah. Should add. One hand pose alias i resaved as a morph/shape from morph/pose. Just curious what would happen. Now on timeline had to zero with same steps except last part is clear from selected (shape). Otherwise hand non-expanded still showed a key, which was that dialed in alias resaved as morph/shape.
Animation Timeline QuestionsSaxa -- SD said:
Some poses like Zevo's breast control morphs, go expand or look under Your Character > Properties >Pose Controls > chest > etc
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Totally understand bad associations. Key here is selected keyframes from timeline tab command only. Any chance you clicked clear from menu>figure>etc?
I think you are right in mentioning morphs from certain vendors. I have a LOT of Zev0 morphs and also I have 3rd. party Geografts which also come with many morphs. I find it difficult to find a way to save a character pose/shape/morph settings from a frame in a scene so that I can replicate it in a single scene or scene subset - I mean that certain morphs just don't save and are reset to zero. Sometimes saving animated poses has the same problem. I tried saving a Puppeteer dot but I don't know how to save that external to the scene (so that I can re-import it in another scene). I think Puppeteer only works during an open session.
As for the Clear/Zero thing - I believe that DAZ has changed the way it works in the latest Beta versions so maybe it will work ok now. I had trouble understanding the way it is explained in the Change Log though.
(Solved) Transfer Utility Question - Copying approximate weights from similar object?To provide some information on what I have done - it's a little awkward to say that I think I've found something that "works," but I don't think is "correct."
I used the transfer utility Source:(original boots) with Item Shape: Current, and Target: (new boots) with Item Shape: Default. All settings left default except checking "Reverse Source Shape from Target.
This gave me good weights for the new boots. However, they're technically fit to the old boots, not the G8F. They move and morph with the G8F, so they're useable for projects/renders etc, but I feel like this is the makings of a "foot gun" situation because it's not really correct.
Animation Timeline QuestionsAlias. They are something that could take a bit to clarify.
If you make lots of morphs, eventually you will run into aliases (and so much more for auto-this and that)No deltas in the alias. There's alot more in/outs to it.
Main thing is for purpose of animation would say they are not a morph, just a link, so handled differently in timeline for deletion (my usage).
Mine appears in that screenshot as a T with circle around it.
Only way to know is open parameters and check for pose vs shape and is alias there or not. Think most face and many handposes are aliases.Use morphs all the time in my timeline.
Soon as i dial the morph in a keyframe auto-appears in daz's own graph-mate portion of timeline. So maybe say how/what you are trying to do. Will try to replicate.Some poses like Zevo's breast control morphs, go expand or look under Your Character > Properties >Pose Controls > chest > etc
So these character properties, mentionned in line above, come immediately after your character.
The subsequent properties are for some transforms (not translate) and render-display properties. Each bone and node should have them. If you want to change scale for example of a bone, imagine this is where it would happen. So likely properties themselves not used much for most animators. They are more like a book cover introducing the next hierarchy.Totally understand bad associations. Key here is selected keyframes from timeline tab command only. Any chance you clicked clear from menu>figure>etc?
(Solved) Transfer Utility Question - Copying approximate weights from similar object?Hey folks. I wanted to turn a pair of boots into knee-highs, so I took the mesh to C4D. The changes necessitated creating new geometry, so making a simple morph was out. However, the general shape of the boots hasn't changed much.
I'm trying to figure out what settings would be required in the Transfer Utility to bring the rigging from the original boots to the new boot obj so that most of the heavy lifting is done for me. Note that the boots use a posed foot.
Imaged attached so you could see what I have. Original on the left, my reworked mesh on the right.
New! Novica & Forum Members Tips & Product Reviews Pt 14MelanieL said:
barbult said:
MelanieL said:
barbult said:
Remember when I griped about the error in the X Fashion Style for Fall sweater back in November 2022? I gave up on Daz ever fixing it, so I took in into Blender and fixed the intersecting mesh myself. Here is the morph I created. If you want to use it, just unzip the Content.zip file and merge the data folder with the data folder in your Daz library. I set the default to 100%, so that the fix is always dialed in, because I never want to load the broken sweater without the fix. I thought about just updating the base mesh, but then I couldn't share it. If Daz ever issues an update, you can just delete my morph.
Aaargh, I remember I was supposed to be checking that sweater after your first post back in November! Sorry, I completely forgot. I guess the fault is proven to be a general one by now.
Thank you very much for the fix too

It would be interesting to know if you see the same error, though. Although Customer Service reproduced the problem when I submitted my bug report, so, I guess you don't really need to.
I finally got the chance to take a look at the sweater (sure enough it does have the same problem) and apply your fix morph - works nicely, so thank you again.
Thanks, I'm glad to hear it was useful.
Animation Timeline QuestionsHand Poses (not to be confused with hand bone poses) - how to remove keyframe from timeline again
The screenshot of hand grasp you posted in beta is also an alias.
Checked. Will re-post that screenshot of where alias is referred to in morph parameters.Alias links to an actual morph. But alias is a link. And not a morph itself.
Timeline at this time handles that differently based on my usage.
Make sure you have at bottom of timeline all Types enabled TRSOAH - A should be the aliasTo find the key for that hand-pose go to your left hand and keep expanding.
Compare to my screenshot below (though mine was for right).First in hierarchy is the hand poses you are using.
Expand again if you have hand dials you will see them there.So right now, only way to zero that AFAIK is using screenshot below showing that right-click timeline tab> clear animation > clear selected item pose(s)
Can understand that you worry it might clear everything.
But that's not the case.Also important. Because this shows as morph/pose in parameters tab, you have to pick "clear selected item pose(s)" and not the shapes clear.
This 'clear selected items poses' only works on (1) what you selected and (2) items in timeline.
Using this command on a very heavy animated scene. Nothing else changes.
That command focuses on timeline cos it's a subset of that function. (1) selected item on timeline and (2) whatever you marquee highlighted. Try it. Just remember the labels that you see are just descriptive text and link to god knows what in background. Just watch your anim after you click that command, and see how nothing else changes.AI is going to be our biggest game changerwolf359 said:
No, I have not, and thanks for the link!
The tech is indeed here, yet I'm waiting for the tech to advance BEYOND greedy rotten rentware, and 3rd party websites that monitor your uploads, 'til I can buy/download a program, (and not some phone app) so I can load a youtube video or it's like into it and encode/convert to BVH for easy transfer to DAZ, we just aren't there yet, as there are too much bollocks to deal with via 3rd party greedsters/websites, that charge hundreds annually!
As even "FREE" means worthless shareware, when 80% of the functionality has been truncated unless you rent their over-priced "solutions," no, we still have to wait a bit before we can use the tech unfettered!
WendyLuvsCatz said:
Yes, I forgot that I brought this up in this very thread, many pages ago, and thanks again for the link, I can't use the service but the link is still valuable for me as it illustrates just how close we are to being able to buy and download a single program/and/or have this tech integrated into Daz, rather than the **specific case usage that these companies provide as we're still in the commercial service phase of the tech and not yet into the private software arena! **(IE: Game development/industry animation)
I give it another year or so before the tech is common enough for use by simply downloading a Youtube video, loading it in the program, and converting it for use with Daz characters, and not needing a webcam or phone to upload to some greedy/and not so greedy websites, as even "free" solutions have the results severely truncated unless you rent out the tech!
Plus these sites/companies rely on ***G-rated SFW vanilla use-case scenarios as private use is not controlled so easily!
Thanks again for the link, Wendy!
***(And no, I don't mean x-rated adult fare, even PG is good enough.)
I mean, IMAGINE a DS plugin that will allow for loading a video, and converting it for use with your genesis characters, DAZ would have defeated their animation shortcomings and could easily fill their coffers from the ignorant amount of useful plugins and accessories that would come from the marketplace!
New! Novica & Forum Members Tips & Product Reviews Pt 14barbult said:
MelanieL said:
barbult said:
Remember when I griped about the error in the X Fashion Style for Fall sweater back in November 2022? I gave up on Daz ever fixing it, so I took in into Blender and fixed the intersecting mesh myself. Here is the morph I created. If you want to use it, just unzip the Content.zip file and merge the data folder with the data folder in your Daz library. I set the default to 100%, so that the fix is always dialed in, because I never want to load the broken sweater without the fix. I thought about just updating the base mesh, but then I couldn't share it. If Daz ever issues an update, you can just delete my morph.
Aaargh, I remember I was supposed to be checking that sweater after your first post back in November! Sorry, I completely forgot. I guess the fault is proven to be a general one by now.
Thank you very much for the fix too

It would be interesting to know if you see the same error, though. Although Customer Service reproduced the problem when I submitted my bug report, so, I guess you don't really need to.
I finally got the chance to take a look at the sweater (sure enough it does have the same problem) and apply your fix morph - works nicely, so thank you again.
Partial Shape Loading?Ideally you would split all of the individual morphs. You could, since it's for personal use, export the shape as OBJ and load it as a new morph, then splitt hat, but that would break all links to corrective morphs and joint adjustments.
Partial Shape Loading?OK, while I got a test morph to work, I did not get what intended to do accomplished. I am trying to load only the legs from the shape included with the Zeddicus' Z Beautifully Strong Shape and Pose Mega Set.
I am pretty sure this is a shape preset, as it adjust a lot of other dials when applied. Shape Splitter does not find this property. (Z BST Beautifully Strong Shape) So I thought maybe I could save it as a Morph using Save Assets-Morph, but that tool does not find the Z BST Beautifully Strong Shape.dsf. Shape Splitter does not find the morph and Save Asset/Morph does not find the property. Any ideas? I have reached a point of frustration from my own limits.
NOTE: This is for personal art only and not for creating a new character or product. Additionally, there is nothing wrong with the original product; All of Zeds' stuff is GREAT. I just want a dial to dial in jus tthe right amount of the leg shape from this body shape.
The Marvelous Designer ThreadAnyone knows how to import the same version of a clothing with the zipper opened as morph in Daz?
I used MD many times to better simulate clothes then I always imported the OBJ using loader pro and then saved it as morph, never had problems, but now when I try to load the OBJ with the zipper open it says the geometry didn't match :(Two sets of bones (ghost bones) ?The character is in the starting pose. Only the morph has been added. And those working gray bones are well folded. Only the red ones, visible only when "Bone ghosting" is on, I don't know what they are.
And should they fit the character? Maybe they don't have to? When I click on the normal "gray" bones, its red counterpart also highlights. But when I click on red bone, nothing happens.
Legacy UVs for Genesis 9: for Male too?Hi,
my title says it all.
When will it get the UV transfer for the older Genesis male characters to G9 ? (up to now only female)
I like to use a lot of male G8 skin textures on G9.Two sets of bones (ghost bones) ?I accidentally turned on the "Ghost bones" option in the "Joint Editor" and saw something like this. This is what a character looks like after using one free body morph i find.

Another well-known and proven body morph, very similar to the previous one, looks like this:

Does this first morph have any bug I should be concerned about? It looks quite disturbing.
What exactly are these Ghost Bones? From what I've noticed, they don't respond to mouse clicks.
Is there any way to remove them or just ignore them, turn off preview and pretend they don't exist?
Regards
Sagan: A DAZ Studio to Blender Alembic ExporterYou're welcome! We're a community.
And Oh thank god... I was at my wit's end. Have I said today how much I hate Win32?
BTW, I was able to remove all the Diffeomorphic materials stuff because of a patch to Thomas's plugin that he very graciously did, with coordination by Padone. There is now a global option in Diffeomorphic under "Materials" called "Sort Materials Alphabetically". With that checked, DS, Sagan, and Diffeo all order the slots in the same way, alphabetically. So now to transfer materials to a Sagan object, one only need select the Sagan object, shift-select the corresponding Diffeo object, go to the materials tab, and "Copy to Selected".
Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)marble said:
Richard Haseltine said:
marble said:
johndoe_36eb90b0 said:
You should not render icons to 800x800 -- for asset.duf you should render asset.png at the icon size (91x91), and asset.tip.png at the size you want (say 800x800). That way icon doesn't have to be resized to be displayed in the user interface, and when you mouse over the icon you get shown larger image as a tooltip.
I don't understand the point of the 91x91 image. Why not just render out the larger image instead of creating an extra .tip.png? I always save my icons at larger resolutions precisely because I want something my old eyes can see when I hover over them with the mouse.
Speed and efficiency - while it will depend on system specs and the number of items to load and adjust using larger images and downsizing on-the-fly for thumbnails will have a performance impact.
I still don't get that. What do icons have to do with performance? I can't imagine why icons would be loaded into a scene although scene loading can be really slow but I understand that to be due to morph loading. Certainly, G8F loads far slower than G8M for me and I figure that's because I have many more G8F morphs and characters.
Performance in browsing the content libraries - if larger thumbnails had to be downsized every time the view chnaged it might, depending on system and number of items, have a noticeable impact which would annoy at least some users.
Daz Studio Pro BETA - version 4.22.0.15! (*UPDATED*)Richard Haseltine said:
marble said:
johndoe_36eb90b0 said:
You should not render icons to 800x800 -- for asset.duf you should render asset.png at the icon size (91x91), and asset.tip.png at the size you want (say 800x800). That way icon doesn't have to be resized to be displayed in the user interface, and when you mouse over the icon you get shown larger image as a tooltip.
I don't understand the point of the 91x91 image. Why not just render out the larger image instead of creating an extra .tip.png? I always save my icons at larger resolutions precisely because I want something my old eyes can see when I hover over them with the mouse.
Speed and efficiency - while it will depend on system specs and the number of items to load and adjust using larger images and downsizing on-the-fly for thumbnails will have a performance impact.
I still don't get that. What do icons have to do with performance? I can't imagine why icons would be loaded into a scene although scene loading can be really slow but I understand that to be due to morph loading. Certainly, G8F loads far slower than G8M for me and I figure that's because I have many more G8F morphs and characters.
New! Novica & Forum Members Tips & Product Reviews Pt 14barbult said:
@gallen how did you edit the UV? I don't know how to do that. Your fix looks great. I agree, you probably can't share it.
I selected vertices in a UV editor (I used the one in Modo Indie, but I think that you can do this in Blender's UV editor as well) and used the translate tool to move them to give an even layout. I've attached a screenshot to show the final result. This was then imported into Daz Studio as a new UV map.
I also created a morph to tidy up the geometry a bit, but the biggest part of the fix was in the changes to the UV map.












