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Bringing a Shape from G8 over to G9 - Tutorial
Returning to my "beautiful" G8Gorilla on G9 I decided to try my idea on how to fix the eyes and mouth.
And they kind of worked too :-) I morphed them.
I replaced the generated shape morph in the eyes with my new morph. It is not a perfect morph but proves the concept.
I also fixed up the "beautiful" G8Gorilla on G9 shape - the mesh around the eyes got tucked in.
And then the mouth, yes the mouth. That did not have a generated morph? So okay, just made a morph for it as is. Human teeth are not Gorilla Teeth however what was needed first was to get the mouth larger and in place. I opened the jaw before sending stuff over the bridge to Hexagon.
Everything was put to base resolution and "0"s of course before shipping.
One has to select in D/S the correct part before sending said part back from Hexagon to make the morph.
End product: bit fiddly as one has to look for and manually apply some of the morphs [in particular for the mouth]. Now I'm sure there is likely a way to link everything to work together in a character package however not doing this, at this time. Some of the emotion morph/poses/whatever they are work to some degree. Nothing that involves closing the eyelids though -- my eye morph would need to be redone.
But the SUPER BIG DEAL with morphing the parts, i.e. the mouth, DO NOT ADJUST THE RIGGING, period.
What a mess!! Good news, the Edit > Undo worked. [AFAIK providing one has not touched ERC].


DAZ - No Drag & Drop after MacOS Ventura installationHello!
Map Transfer in DAZ Studio (Release 4.21.0.5) does not work after MacOS Ventura installation.
No Drag & Drop possibility.
Slaving one slider to anotherI barely know what im talking about, so someone else please correct me if wrong, but i think the following applies:
- You have to adjust rigging first before saving morphs.
- Ideally you would only adjust rigging relevant to one morph at a time.
- After adjusting rigging for one morph, ERC freeze your morph, and it will link all the rigging adjustments for that morphs. When doing the ERC Freeze, you can scroll through the properties to see that the only ones being linked are relevant to your morph. And uncheck any that are not relevant. E.g., if your morph is a hand morph, you dont want to have any subcomponents for the eyes or ears etc.
- Now when you dial in morph, it should adjust rigging. Check that is the case with the Joint Editor Tool active while dialling in the morph.
- Save the morph as morph assets.
- Then create your master controllers/slave relationship on the existing morph assets.
By the way, there is some annoying issue when modifying rigging after you have already saved out morphs with ERC links. It is best to just delete them all and start again. Otherwise, you can do the following:
- right click your morph while in Edit Mode and use 'ERC Bake (Delta, Add, Subtract)'. I believe should remove the ERC links and allow you to re do the ERC Link and save the morph asset again.
Bringing a Shape from G8 over to G9 - Tutorialmilliethegreat said:
G8 male to g9 with say bosoms? For female version of male only g8 characters?
G8M shapes to G9, a shape is a shape. Once the clothing OF G9 is on G8, dial in any shape you want to transfer over. Hide G8M and export out the G9Clothing .obj.
G9 at default, bring in the shaped G8M with breasts G9 clothing .obj - make a morph.
Keep in mind though that G9 comes with - &/or will be having - a number of breast morphs too. So you're more likely to get better morphs using those on G9.
Using the method for removing parts of a morph should work as well on G9. [haven't tried it yet but see no reason why it shouldn't work] So technically one could take G9, dial in woman, remove all but the breast morphs, dial in man ...
The video tutorial for removing parts of a morph is over on YouTube.
Getting on the 9 train, or notGoing back to the train question:
- Got Vicky 9 with the $10 off option.
- Got the Soft Curls Ponytail with the $10 off from $30 option.
- Got the Starter Essentials Expansion and now the Gen 9 Essential Shapes Bundle.
- Got the Medieval Style Outfit and the two additional hairs from outoftouch.For me that is absolutely enough for the moment to play around and see how I may transfer older clothing and shapes over to Gen 9 and to see whether I can use new Gen9 stuff on older Generations. Will maybe pick the one or other new release along the way but not so much and mainly stay with Gen8/8.1 for the moment.
Slaving one slider to anotherlilweep said:
If you dial up both sliders (only those sliders), you can then go into Edit Mode in the Parameters tab, and right click your 'master' character morph and click 'ERC Freeze', you will be able to save all the 'slave' parameters. Scroll through the list of subcomponents to check all the slave parameters are as expected.
In Daz Studio parlance:
- Master = Controller
- Slave = Subcomponent
You can also set up master and slave (controller and subcomponents) manually in the Properterties Heirarchy
Thank you for helping, but I got it to work, but then it loses the adjusted rigging. If I adjust rigging to shape afterward and save as morph assets, it still doesn't save the rigging. I guess I just am gonna need too much hand holding. Color me REALLY frustrated ;). But thanks ;)
Getting on the 9 train, or notalienarea said:
The navel and nipples are a downgrade from G8, maybe due to missing topology.
The anatomical elements pieces got wider, but don't bend, as a result they poke into the thighs in some delivered poses.
Even with max fitness G9 looks less fit than G8.
The shoulders of the females are too square for my taste.
Victoria 9 has a great face and the expressions are much better, but that's it.
That explains why something feels a bit off with V9 .... the shoulders!!!
I picked up the shapes bundle yesterday, but haven't played with it much yet. I thought form the promos that the fitness details looked a little less detailed, was hoping I was wrong, but sounds like I wasn't
. It also sounds like the genitals aren't quite as useful??I did jump back on the train long enough to pick up the Victoria 9 Brave Highlander Bundle with the shapes bundle. I got a great deal with it. I really liked the two outfits, with and easy to use long hair style for G9, I know it will get some use (with V9) for fantasy renders. But, I've jumped back off the train until I get a chance to really use G9/V9 (or try to use). My general impression so far is that it will take a lot of extra purchases to get it to work/look right and be as versatile as G8 and older were with just the basic morph packs (like the lips not having an easy way to adjust glossiness).
Now I'll just sit back and test things out while I watch the train go by.
Bringing a Shape from G8 over to G9 - TutorialHow would you you do cross gender morph transfer?
Aeon Soul's new Dress Undress product is missing all the partial folders, SOLVEDnowefg said:
Also, since the partials weren't in the download, I tried using some Upper body poses from another very popular pose vender, but found that this caused the clothing to distort a lot. The issue is in adjusting the upper to match Aeon Soul's full body pose lower. As always when matching upper and lowers, some rotation adjustment is needed, but, although the Aeon Soul Shorts, in this case, are strictly lower body garments, and shouldn't be affected by anything above the figure's waist, Rotation changes to the the upper body, ie upper abdomen, lower and upper chest, etc, severely distort the clothes morph. Twist causes the most pronounced distortion, pushing the back part of the garment way out. It looks terrible.I am avery big fan of Aeon Soul, their products and their philosphy, and most always get their new products as soon as they are offered on the Marketplace, but this latest purchase is a big disappointment, and I'm going for the refund. I suppose Daz will get the empty partial pose folders issue fixed pretty quick, but since alternate upper body poses can't be used, it severely limits my available options, and I don't like that. Lower body clothing should not be affected by simple, reasonable upper body rotation changes.
First it would be very helpful to name the product you are talking about. And even more helpful, to provide a link to the shop page. As it's supposed to be about a product from around June it's probably about the Undress and Get Dressed Poses.
It would also be helpful, to give more details about the used poses that lead to the distortion(s). I used both, the full body and only the lower body pose 01 from the above mentioned set. The I applied different upper body poses from different products from Zeddicus, Rarestone and PaperTiger and then even used the sliders for the Lower Abdomen.. the only distorting of the shorts happened when using poses that made the G8F bend forwards extremely, which, for me, didn't come as a surprise. And yes, that distortion of the pants happened - for me - only when using partial poses from different vendors. I would not expect a vendor to test his new products with all available pose combinations in the shop, though. And that distortion also happened when none of the partial poses was done by Aeon Soul, so the problem is with the use of different partial poses per se. And using Fit Control helps in this situation.
More help might be available when more detailed information about the poses used would be delivered
Slaving one slider to anotherIf you dial up both sliders (only those sliders), you can then go into Edit Mode in the Parameters tab, and right click your 'master' character morph and click 'ERC Freeze', you will be able to save all the 'slave' parameters. Scroll through the list of subcomponents to check all the slave parameters are as expected.
In Daz Studio parlance:
- Master = Controller
- Slave = Subcomponent
You can also set up master and slave (controller and subcomponents) manually in the Properterties Heirarchy
Slaving one slider to anotherI have created an eye morph to fit a converted G8.1 character into G9. For the life of me, I cannot get the eyes to change with the character morph. I know I'm missing something, I just don't know what. Please help. Thanks in advance ;)
Daz>IC8>UE5hello all... was wondering if anyone has tried sending a daz character to iclone8 then using their livelink to send the figure to unreal engine... im hoping its an easy simple process because i am far too lazy and NEVER have good success with retargeting in ue5... but if the auto transfer process between both studio to iclone and then iclone to unreal, thatd be great... im just curious if this has been tried before i start experimenting. would rather know if it works or has been attempted with success.
Any way to change character's height?The cheapest way to get to exact heights would be to create a simple plane in the scene then raise it on the y-axis to the exact height you want a character to be. Then making sure your figure has feet flat on the floor at 0 on the y-axis you could adjust the morph sliders until the top of the head exactly reaches the plane.
Toon Kid's Mouth- SOLVEDhttps://www.daz3d.com/toon-kids-for-genesis-9
I can not find the Mouth Open morph.
There is a Mouth Close and it is turned all the way down. The figure loads with a closed mouth so there is no way to open the mouth. I tried one of V9s expressions which opened the mouth, but when I went back to Mouth Closed to close it some, the lips would close but the jaw remained open.
Is there a way around movement of the mouth?
AOBB's freebie head morph Claire G9. No materials nor textures.@billyben_0077a25354 - I hope the morph works okay now. If there is still something wrong then of course please let me know. Still have to learn how to get those eyes into place correctly (yes, I know the head morph package has ways to move the eyeballs but it doesn't have a morph to rotate them which would be nice).
@Richard Haseltine - Thank you for your help. I actually know this method but I simply didn't think to use it ( my insomnia is getting the better of me...). Thank goodness it was a small area that needed fixing, so Zbrushcore worked just nicely. I admit though that your method is much more elegant and precise.
AOBB's freebie head morph Claire G9. No materials nor textures.Richard Haseltine said:
- Load the devLoad version of the figure
- Make your morphs favourites (with no other morpsh favourited) - the heart icon on the slider
- With the Geometry Editor seelct a chunk of the torso, enough to inlude the navel but it doesn't matter if it gets other areas, assuming these are just head morphs. You can use a couple of applications of cmd/ctrl + to grow the selection to make sure there are no gaps
- Right-click>Geoemtry Selection>Convert Selection>Convert to vertex Selection
- Right-click>Morph Editing>Clear Selected Deltas from Favourites.
- File>Save As>Support Assets>Save Modified Assets
Thanks, I will try that when I get home later.
New Release: Bringing Daz figures To Life in UE51) Python in Maya (already working)2) Python in Blender (under investigation)
3) The Daz SDK (integration into exisiting bridges)
This highlights the advantage of a cloud based solution - the Maya system that is already up and running could be automated in the cloud, so users would not have to do anything other than upload the files exported from Daz and then download the converted fbx an hour or two later. It's by far the simplest solution but would not be free.
I'd prefer the Python in Maya option if Python in Blender option is not available, for me the other options are not very attractive.
The cloud solution is good if it's not too expensive. Wouldn't upload my custom made characters but store bought characters are fine to be uploaded :)
Python in Maya or Blender also gives users total control of Daz assets, compared to importing the assets from Daz, for example adding additional bones to the characters, rigging them with advanced controls, integrating animations from different sources etc., whereas importing assets from Daz would have limited options, unless UE5 becomes good enough to edit the assets.
Integrating with the DazToUnreal plugin in its current state couldn't make it a competent Daz to Unreal bridge, because various bugs with it which are hard to solve, the geografts are not merged and often placed at wrong location, bone orientations don't match the UE5 conventions which also mess the physics assets axes for ragdoll settings. The bone orientations with DazToUnreal either break the animations it imports from Daz or break the Control Rig it creates. However I didn't dig into DazToUnreal source code, maybe DazToUnreal can be fixed and is easy to integrate with, that would provide an effortless bridge for hobbyists.
Diffeomorphic imports Daz assets perfectly into Blender, then the assets can be exported to UE5 with correct bone orientations and geograft morphs, and copy the materials from DazToUnreal bridge. This method worked for me quite well with working geografts and original Daz JCMs baked into the animations as morph target tracks. Would like the custom JCMs integrated into Control Rigs for ragdolls and other physics simulations and DTL would be very useful for that.
AOBB's freebie head morph Claire G9. No materials nor textures.- Load the devLoad version of the figure
- Make your morphs favourites (with no other morpsh favourited) - the heart icon on the slider
- With the Geometry Editor seelct a chunk of the torso, enough to inlude the navel but it doesn't matter if it gets other areas, assuming these are just head morphs. You can use a couple of applications of cmd/ctrl + to grow the selection to make sure there are no gaps
- Right-click>Geoemtry Selection>Convert Selection>Convert to vertex Selection
- Right-click>Morph Editing>Clear Selected Deltas from Favourites.
- File>Save As>Support Assets>Save Modified Assets
AOBB's freebie head morph Claire G9. No materials nor textures.AOBB said:
Okay, I believe I have figured this out - I should have zeroed the navel HD morph before exporting the base mesh to Zbrushcore. I have smoothed out the navel "craters" already in all four characters. The bottom line is: I'm working on it. Hang in!
Cheers,
AOBB
Thank you AOBB;. I beta test DAZ items for a couple of vendors on another site from time to time and tend to notice things others dont. Looking forward to the Claire fix and some new head morphs from you. Thanks.
Getting on the 9 train, or notJOdel said:
I knew at a glance that I could definitely *use* Ollie. After that point, I rebuilt my continuing cast of characters in G8, and those are now my main cast of characters. Yes, I've built a couple of new ones based on characters from the G8.1 series, but I'm not in any hurry to undertake the kind of a prject that rebuilding the whole cast over again in G9 represents, nor do I see any need to.
On the other hand, there's every possibility that eventually a G9 character will come out that will prompt me to drag the whole cast into G9. But that kind of thing is impossible to predict.
Now, what I would *definitely* like to see are some utilities for converting G9 content back for use with G8. Because with this last set of bundles, i am beginning to see clothing that I would like to be able to use with my current cast, and at present my impression is that those do not have the back-compatibility to work out of the box.
Yes, converting an entire cast seems overwhelming and I might not have the technical knowhow or apps if the morph is HD. (ZBrush gets mentioned quite a bit.)
Back to sitting on the fence then.
Slightly OT, but I have a very dry sense of humor. DAZ seems to want to move towards more average body types and BMI. A noble idea, but the perennial question for debate-- how will a an average looking character sell alongside a tall, impossibly curvy one? What pays the bills? DAZ might've answered the question.
Yesterday the store had a sale on lingerie.













