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Slaving one slider to another
lilweep 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.
Getting on the 9 train, or notAllenArt said:
This is a tutorial for getting shapes over to G9 from previous versions. WP Guru also has a video tutorial on it on YouTube. As a bonus, richardandtracy have released a pose converter from G8 to G9. It's not the most elegant thing, but it works a treat :).
Attached is an image of Christian 8 on G9, wearing clothes from Genesis 2 (and this was the first I'd ever tried anything like this). Of course, you can't bring over high def morphs, but that's nothing new ;).
Thanks for reply & links. Bookmarked for when have more time to play with G9. Time's running out for story telling halloween project, the turkey day, then...
Holiday season a busy time. I wonder if DAZ took that into account. I'm guessing most users will already have seasonal logjam of a workflow. G9 release would've been better after newyear's imo.
---
PS: Wonderful render! If Christian can be 'updated' hopefully RY Steven can. : )
Victoria 9 - what a beautyThe clarity of the closeup images is such that we're going to need a Piercing Morph, or even a Pierced Ear Geograft to make it so the ear dimples in at the same spot as ear rings pass through the ear. If we don't, the fact that the earring passes through a solid ear with no piercing is going to be painfully obvious.
Regards,
Richard.
Genesis 9 body shapes morphsTheRetiredSailor said:
Once upon a time, Victoria 3 or maybe Victoria 4, there was a morph for the eyes for the epicanthic fold. This gave the distinctive skin fold of the upper eyelid that covers the inner corner (medial canthus) of the eye. It is a seen in people of Asian descent.
Does this morph exist in the Genesis 9 Head Shapes (or anywhere else for that matter)?
Try the Eyelid fold inner toward dial... see if that gets the effect you are looking for ( I think that is what you are looking for anyway.)
G8F/M Pose Transfer to G9Very interesting way of doing it. Thanks, I hadn't seen it before. I think I'll download that myself.
It is something that will work with a 1:1 correlation of bones between generations & the same names used in each. Unfortunately I don't think that it can work between G8 & G9. The reason being: G8 has an Abdomen Lower, and G9 has a Spine 1 (and so on up the torso). DS tries to apply the pose to the bone stated - Abdomen Lower - doesn't find it, the information disappears into the aether and DS moves onto the next bone in the pose file. This bone pose information is entirely lost, so cannot be adjusted to the correct position by adding a fixed angular value to the bone. It is only when bone names match across the generations that this idea works without information loss, and as a result I think it will only work uni- or bi-directionally between G3 & G8.
It was a stunningly clever idea to come up with though. In the case of most of these things, it's the idea of how to do what you want that is the nearly impossible thing.
I was prodded into thinking about Pose Transfer scripts when I was converting a set of very old V3 poses to G8F and I accidentally applied the next pose onto G8F instead of the reference V3 figure. I realised that some bits of the pose had worked & some failed, and wanted to understand why. It turned out the bits that had worked properly (or nearly properly barring a zero offset) had the same bone names, and the bits that didn't work were showing the rotations due to the previous pose where they were unaffected by the application of the new pose. So I had the eureka moment where I realised information was being lost due to different bone names. OK, I know I'm slow, but I got there in the end. This was the image from that event that started me scripting pose transfers. Glamorous Vickie 3 on the right with the pose I was expecting, and a G8F version of FWSA's G3 Noosha on the left with the remains of the previous pose and the bit of the V3 pose that sucessfully applied to G8F.
Regards,
Richard.
Any way to change character's height?There is a 'Height' morph in the body shapes morph pack for G2, G3 and G8/8.1...slide left for taller, right for shorter. Do not know if it's in G9.














