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Head games
nonesuch00 said:
AllenArt said:
My last for a little while. I wanted to do an asian male since asian faces are the most unfamiliar to me. I had to use some reference and I tried to make him look Japanese, but I'm not sure if I succeded or not...lol. Anyway, before I do more I need to make myself more head morphs. I like the Daz head morphs in general, but there are little things that I find I need that aren't included in the package, but easy enough to make ;).
I think you succeeded. The folds on the upper eyelids aren't uniformly stark.
I need to make a custom morph for the chin. There is a general chin shape that I've seen in nearly every male Japanese photo I look at and I can't duplicate it with Daz morphs. It's very distinct. :)
FANTASY SKINS 8.1 [Commercial]
I just saw your answer today! Thanks a lot, I told to myself that with fantasy figures using the "gentialia" transfer tools would not be enough because the figures might have other strange things geocrafted on them. I'm glad you appreciate the effort! And thanks again for the nice words about the shader, veeeery long hours and days and weeks of work to create and optimise it. And the Genesis 9 one should be even better (if the shader mixer allows me what I want, because sometimes - often - it does not allow me to do everything I need).plasma_ring said:
memcneil70 said:
Oh that is wonderful and fascinating. I got the bundle and haven't done anything that good, but I liked what I did.
This looks great! The skin effects are really good for giving an otherworldly feeling. :DV3Digitimes said:
Thanks a lot for this feedback! I'm soooo happy to see you playing with the different modes!! I feared that people would only use the presets, and that nobody would see how much more things could be done ! And there you are, playing with modes! So happy!
The shader is fantastic and I keep finding new ways to mess with things! I'd encourage anyone who is comfortable with the settings tab to give it a try. :D Also, the script that applies the settings to any geograft is super handy!Getting on the 9 train, or notwell, just because there is this G9 icon in my figures ... These clothes are from G8. I did not use Dforce on the dress. The hair also G8F.
The bikini clad model just had Proportion Height turned down to give smaller size. I really need to play with proportion control a lot more. There was nipple poke though with the bikini top. It also appears to me the nipples are too high overall?
Also, the elbow bend seems a bit off to me.
I used face morph only on each model. Just small tweak. I have not purchased any other add-on product for G9, but there are actually a lot of morphs included in that base package
I hear the train a comin'
It's rollin' 'round the bend.
Which Michael is the best ?It's hard to say as far as functionality goes. I don't find Michael 8 appealing, Michael 6 is okay (except the eyebrows). I forgot about Bjorn though and that is a nice texture option. I never use Michaels on their own anyway, I morph them a lot. Michael 4 has the best 3rd party assets (star wars). Michael 7 has nice shoulders. Michael textures but I will be utilizing Bjorn more. As far as the gen 8 males go, Sanjay, Valentino, Holt. For the gen 7s, it's Kyle, Gianni, Darius, a few of the Dante add ons. For gen 6, it's Gianni, Lee. I prefer David 5's textures for the gen 5 models and Michael 4's John Crow. I have a hard time getting Michael 4 and Victoria 4 for that matter to work with the new updates so I haven't been using them. It will be interesting to see what they do with Michael 9 though.
Saving the G9 Morph eye riggingThis is a VERY minor one, but I thought I'd put a thread up here for the future.
So, I used the Utility>Adjust Eye Rigging on some custom morphs I transported to G9. However, I have zero idea how to actually -save- the adjustment.
Halp?Getting on the 9 train, or notvrba79 said:
I wish Daz3D and the PAs understood that not everyone wants everything hyper-realistic. It causes problems. I mean look at that "Cartoonizer" morph for Genesis 8. All of the characters it makes has wierd eye bags, because it's taking a hyper-real model and trying to stylize it.
Sort of reminds me of the saying "Jack of all trades and a master of none". This is how I see it here with trying to have one base figure do many things, it does not always work out the way it should. The only way to have a toon style character look right, is if the figure is either heavily modified (3D Universe does a great job with their products) or a character created specifically for the purpose.
Diffeomorphic DAZ Importer version 1.6.0 releasedrugeyohe said:
@Padone Do you have any advice for bending knees and elbows? When you do that they look weird. I don't know if it is about weight painting. Should I use shape keys to fix them?
If you're talking about G9 make sure to put the "Base Joint Correctives" morph to 1. Apparently G9 has a controller now to adjust the strength of JCMs and on import it's set to 0 and your JCMs have 0 impact.
New Release: Bringing Daz figures To Life in UE5dave_0aa47f5a80 said:
You mention that the preferred method for exporting the fbx from Blender is via bult-in fbx exporter. I'd really appreciate it if you could let me know the optimal fbx export settings, as I'm not very familair with Blender.
Attached the export and import settings for SKM and for animations, the settings work for UE5.1 and Blender3.3, may not work for earlier versions because they updated their FBX importers and exporters.
It seems the baked morph curves are stored with the meshes not with the skeleton in FBX, to export animations with morph curves, the FBX needs to export both armature and meshes, updated the attached images with corrected export and import settings to export animations with morph curves.
1044083166 said:
How do you fix JCM shapekeys and could you please tell the general idea? Thank you!
https://www.daz3d.com/forums/discussion/596666/modify-daz-character-rig-for-unreal-skeleton#latest
This thread discusses two different approaches, converting G8 to UE4 skeleton vs Rigging G8 and preserving original deform bones.
If using Epic skeletons the characters need custom JCMs which would be provided by DTL plugin.
If using the original Daz JCMs the G8 skeleton needs to be preserved.Using Diffeomorphic to convert morph drivers to shape keys during retargeting process, Diffeomorphic can bake JCM morph curves into retargeted animations. For this to work it needs to retarget animations to G8 skeleton using AutoRig Pro, G8 deform bones are needed for Diffeomorphic to generate JCM curves.
The original Daz JCMs are designed for DQS and they're not enough to fully solve the skinning problem for game engines, in order to make the original Daz JCMs work without DQS, they can be re-sculptured using the Blender plugin Pose Shape Keys: https://studio.blender.org/training/blender-studio-rigging-tools/pose-shape-keys/
The JCM morphs shown in the attached images are the original Daz JCMs, they're not enough to solve the skinning problem like the flat knees or the distorted shoulders during extreme motions, after the JCMs are re-sculptured the skin deform would be much better.
ISO Short Fingernail Morph for G8/8.1FI just modelled it in blender. That was the easy part

Let me see if I can get it into DS as a morph. Will try to get that done later today.
Genesis 9 Compatibility List - both directions - anywhere?sueya said:
AllenArt said:
afaik G8 to G3 worked about as good as G3 to G8 with clothes (except shoes) and hair. Even poses could be adapted in both directions with a freebie program. I hope for those people now jumping on the G9 train that there will be cheap (or even better free) solutions coming, too.
There's a free G8 to G9 pose converter already.
@AllenArt Where is this free pose converter - G8-> G9?
It's here (first post) and here
G8F/M Pose Transfer to G9fred.l said:
The converter doesn't work for me at all. I was still able to set the default for shortcut or script.
Now I have selected a G9 figure and a G8 script. Then I want to start the converter and always get the message:
"Please select only one pose preset in Content Library or Smart Content."
I do not know what I'm doing wrong.
fred.I, the script is in effect a pose 'copy & paste', it takes the pose on the identified G8 character & puts it on the identified G9 character. I just want the hip identified as it ensures the character gets selected - if it's in a group and you select the group root item or you select some clothes, things can go a bit wrong and the wrong figure is used as the source or destination.
It all gets down to the fact there must be at least two characters in the scene, a G8 and a G9. Apply the pose to G8, then transfer it to G9 using my script.
Regards,
Richard.
Reynard with fangs (big cat teeth)?Yes, a vampire character would, assuming it has seperate tooth morphs. The only figures I know of that have seperate fang morphs, (because I own them) are Landon, CC Foster, and Alascanus Merman who has a pointy teeth morph, but it's not particularly canid. I'm sure there are others, but I am only sure of these ones.
G8F/M Pose Transfer to G9Thanks AOBB. I am mildly confused by what the cocktail glass pose must be then. I would have expected it to be a wearable preset with the glass parented to the hand. As those bone names ...
Ahh. [Sorry, thinking as I was typing, bad thing to do.]
Maybe that's the root of it. Did you apply the heirarchical wearable prop (and that's what I assume it must be) to G9? If that's what you did, it may be why it didn't work properly. G9 has 'Metacarpals' in place of G8's 'Carpals' and that might be enough to throw the wearable preset off. If that wasn't how you did it, I cannot imagine what's going on here, or why the paid for item would throw an error.
I wonder if the pose in the paid-for script is being applied by re-naming parts of the body with G8 names, and then re-naming them back to the original name afterwards. That could actually work as a way of doing it with G3/G8 to G9. The script start could check to see the generation figure name, and have a pause to allow the user re-set the generation radiobuttons if the script has chosen the wrong character generation for the pose before it does the transfer. There are many, many ways to do this particular job, and I'm not sure which is best. I did it the way I did because the steps were very simple and someone with a minimum of scripting experience and ability could understand. Basically, I'm a total scripting novice and get it done using the brute ignorance & force method by the repeated application of a very limited set of basic commands (analagous to using a file as your only tool to make a rifle, it's possible and people have done it, but there may just be a better way!).
Regards,
Richard
ISO Short Fingernail Morph for G8/8.1FLinwelly said:
that's a good one, I could use that as well, tried to dial them as short as possible but it looks weird with the white part still present
I assume that the white part is due to the texture, so you would iether have to change the texture, or you could make a morph where the outer vertex row of the nails is almost merged with the next row of verteces, to make the white area really short.
ISO Short Fingernail Morph for G8/8.1FThere is a way if you get Hexagon which is free and from here, it is relatively easy to make the required morph to how you want it. The reason for Hexagon is that Daz Studio has a great import / export bridge, for such things.
ISO Short Fingernail Morph for G8/8.1FI need a short (as close to the nub as possible), rounded fingernail morph for Genesis 8/8.1 Female. I have multiple nail length morphs, but none of them provide a very short nail. Help, please?
Getting "import failed" on all attemptsIf I had that figure, I'd try it myself. Do other figures import correctly? The fact that it's a standalone figure rather than a Genesis morph might be part of the problem.
REAL Hairy for G9MikeyFTL said:
Tobias said:
Looking good.
I am not at a skill level to make something like this so I don't know if this would be feasible, but will there be a way to make different hair patterns on the chest? I like some variety so wouldn't want every character having a Selleckesque mat on their chest. Would that require different chest pieces or make the size of the files too prohibitive?
Yes, I did something similar with the original REAL Hairy. It was a V-shape that ran from the shoulders to the middle of the pecs. For this version, I was considering a filler piece that would allow 2 colors of hair for a S&P chest color or to add more hair without needing to use the thickness slider. As far as styles, I would need suggestions as to what most users would like. There are sparce patches, center patches, full sasquatch, as well as several abdomen and happy trails that would have to match up with them.
I do remember that v shape. It did come in handy. The filler piece idea is a good one. I have done something similar with beards in the past for an S&P look.
As for shapes, yes on the wall to wall carpet. Also in the center of the pecs, heavy between and on the lower pecs. One thing I really liked about the previous version of Real Hairy is that when you used the thicker morph it increased the number of hairs (at least that's what it looked like). Other products I've used have a thicken morph which just thickens the strands. If you go above 1 or 2 percent it turns into porcupine quills.
Reynard with fangs (big cat teeth)?You would need some other fang morph. One that's for human figures, since Renyard is based on the human form. Anything that's for the DAZ Big Cat will not work with him.
(Spanish) Alguien me puede ayudar a suavizar ropa pegada :(ThTransfer utility takes the weights from the nearby parts of the figure and applies them to the clothing. Where an area bridges between two bones, as the elft and right legs or the torso and shoulder, the results may not be helpful. You can use the Node Weightmap Brush from the Tools menu to adjust the weights to produce a smoother results, which may be enough for the legs. You may also, perhaps with the arms, need to add a morph to improve the results and have it triggered by the bend.














