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Face Transfer on Genesis 9
tayloranderson2047 said:
ommblaze said:
Not buying any more Gen9 stuff till Facetransfer is resolved.
Face transfer is truly the soul for Daz Studio.... Without it anything looks pretty cartoon. I also want a more accurate face transfer that captures more details in eyes and nose detailesThat's not done with any of the face morphing plugins ... that's done with texturing.
Face Transfer on Genesis 9
Face transfer is truly the soul for Daz Studio.... Without it anything looks pretty cartoon. I also want a more accurate face transfer that captures more details in eyes and nose detailesommblaze said:Not buying any more Gen9 stuff till Facetransfer is resolved.
Questions about MetaMixer--PlusI had to return this product because nothing I did could get it to work. However, DS (4.21.0.5) keeps saying that all the MetaMixer Plus files are missing. (Mac OS version Monterey 12.16.1) I did uninstall the product and I deleted all the packages.
First screen shot: samples of all the supposedly missing MetaMixer Plus files. Multiple instances of these reports occur. This is only a sample. I've looked in the data folder. I'm not sure of what to remove? Can this be removed through DIM?
In the data folder, there is a faux2d folder. Should I remove that?
I don't specifically find MetaMixer Plus. There is a faux2d folder with Characters and also "Universal."
Did faux2d do files for MetaMixer as well as MetaMixer Plus?
There is a MetaMixer Plus Tutorial left on my drive, which I guess I can remove.
There is a MetaMixer Plus Face Morph Attempt File, which didn't work out, which I guess I can remove.
The scene I loaded has 2 characters in it. The reports of MetaMixer Plus missing files occurred twice. Is this going to happen for each character I try to load?
Did I not delete all of the files properly with DIM? What, if anything else, should I do with DIM?
Getting on the 9 train, or notI like the out-of-the-box V9 much better than I did V8. I'm also relieved she has more geometry. I still use the generation four characters to create ears and then use PS to merge them with any Genesis 8 characters. I'm hoping that can become a part of the past once V9 ramps up. With that said, I'd expected a much more robust rollout of morphs and clothing for such a monumental release. Even the one item I'm interested in, the morph add-on pack with the ears, doesn't have enough sample images to give me a full idea of what is included, so I haven't picked it up.
gen 8 to gen 9 shapeYou mean like this? ;) The eyes present a problem. I followed a free tute in the freebies section on how to get the shape over but I really have no idea how to make the eyes follow the new shape morph OR how to scale and move them and still have them work. I managed to get it working, but I have no idea what I did. LOL It's hard to know how to go about things since the base figure has a right and left eye and yet there are eyes that are conformers. Confusing for a novice in this kind of thing like me ;)
gen 8 to gen 9 shapeIs there any way to transfer the shape of an existing gen8/8.1 char to gen 9 or is just create a new character?
Genesis 9 Character EssentialsRichard Haseltine said:
Ellessarr said:
Richard Haseltine said:
Ellessarr said:
Mada said:
It really has nothing to do with going hush hush on anatomical elements and everything to do with making the mesh work as efficiently as possible with both male and female shapes.
i would not be that terrible annoyed if the "short cut" they did here in the character mesh was not so terrible by removing the "retopology for nipples and navel and to be fair also in the butt behind the fact which they go full "quad" or cloned metahuman "non human body" with the excuse of "to make any shape of character", making the point of "effective for both male and female "much less effective than it was supposed to be, like the old, they did 1 step a head and 3 steps back, with non gen skin and no nipples and navel and others parts which where supposed to be more round/ have a "special mesh shape", basically only metam human in unreal is like that, every other character from any other store even reallusion are not made in this way, they do have the "right geometry" for human beings unlike here on daz which now become "less human".
Daz used to be for me a "reference" when come to make "anatomically accurace humans, now it's become just a "generic doll house with g9 and i do hope which g10 they fix the mistakes did here on g9 otherwise for me daz will be dead(when i finally have all the g8 and g8.1 products i do want).
it become worse than many others places, not everything did by epic must be "reference" an you must copy it, metahumans while they "look beautfull" with amazing complex skins and deforms, it's still a lot limited and deffective product for peoples which want do more "complex" and less family friendly stuff and by no means is something to be "copied and followed, this is why again peopples are using daz body with metahuman head because they know metahuman body is really bad, but daz is going in the opposite direction by giving to daz characters the "bad metahuman body
the only reason metahuman is popular in unreal indie market is because "its FREE you have a "family friendly" free high quality character, where you pay "nothing for it(as long you use it on unreal) is the same as mixamo characters it's like a more like a PG10 high upgraded/advanced version of mixamo characters where you can achieve a high level of realism with awesome complex textures of 4k and 8k and new tech hairs, however when you want a more "detailed and precise body or want it to do something as simple as "use a bikini" it will fail epically because of the body geometry.
As I understand it part of the motivation was to make the emsh more flexible - having a preset location for everything is not always helpful with very different shapes, leading to texture distortions and awkward bending. of coruse the default HD details are still going to have a set location, but with the even mesh distribution a PA is free to make new HD details in a more helpful spot (and even artists at other stores/freebie makers have displacement). This is obviously useful for the common base emsh, but even within a gender it has potential benfits - though we, of course, are used those limitations in the existing mesh and so may be in a "better the devil you know" situation.
yeah i can undertstand this however is important they also take u account "the customer too" as we see it while maybe for the majority of the "vendor it was a 'good direction" for many "customers" it was a bad one, which is important to take in account too, because i end "what is matter is "sales" and if the product don't sell well or not well received by the customer then it can be a big problem, not aways what is better for the "vendor" is also better for the customer and leaving "all details only to hd and really high levels of hd" is not exactly the "good call", specially if part of you customers gonna use the character at "base" level or at best level 1 of hd which still bad for this "choice", HD here only works on really high level of "HD", base level or level 1 it works really poor and will put part of the customers away from the product due to those issues.
Doing this DAZ basically put part of his "base customers" away" from G9 by doing those choices.
But if the chnages avoid the issues I mentioned above that will benefit the end-user too, by yielding better products.
it's depend on the "type of customer" again as i've told for "game devs" like me, which want more "realism" it is bad if you want just "plastic doll body", then being honest "metahuman will be a better option than g9, unless you don't want to be human or want it to "change to another thing like a "monster transformation however for a simple "human" then between g9 and metahuman peoples would stick with metahuman since it's free and that is the issue, daz team again is only "looking" at one spectre of his "base customer" and don't try to have a periferic vision and look at all directions, the reason peoples where whiling to use daz characters was exactly because of the body" again they where mixing "daz body with metahuman head" in the worst case, now with g9 they don't need it anymore since g9 is pretty much a "metahuman" body and the only "difference" is "pay to have "gens", which you can do the same for meta human and pay someone to make gens for it, tecnically metahuman is a better option than g9, myself being honest if i have to choose between g9 and metahuman i would stick with metahuman due to the "cost beneficts of it, or in the worst case the amount of money i would have to expend to get a full perfect naked body on metahuman with many options would be "small compared with daz", because i would be only paying for the "extras" while the base is full free unlike daz where even "free stuffs" you have to "pay for license"., metahuman when comes to "game and unreal" is much better optmized than daz and g9 so far.
what make daz a "attractive" option was those "differences" like a more accurace human body and morph targets export, when you remove the "accurace" from the equation and you have tools on unreal to create "morphs" targets you make it "less attractive" or desirable than the "other side"(metahuman) and even now reallusion characters, now they are much more attractive than daz characters due to some daz choices.
it's feel like daz was "not paying attention" to what was happening in the forums or community during the process of creation of g9 they didn't pay attention to what the users where doing with daz characters, they just assume everyone will be happy and accept anything they will make, which while in the past would be true due to being a "render only" focused site, now whic they are looking at "game" they goes "blind" on that and just keep doing the old "marvel formule" and keep doing the same (which clear is not being so true) and can backfire is important to pay attention to the community and customers when creating new products and by doing that i don't means the "so called diversity" but a true "diversity" of different likes and types of customers and not just "one diversity" an stick with that and ignoring "others diveristies".
Genesis 9 we are back in the game Carrara usersFree G8 to G9 pose transfer script from the freebie forum: https://www.daz3d.com/forums/discussion/598316/g8f-m-pose-transfer-to-g9 /Edit, G8 to G9 shape transfer tutorial: https://www.daz3d.com/forums/discussion/598141/bringing-a-shape-from-g8-over-to-g9-tutorial /Edit2 More types of G9 freebies in the forum: https://www.daz3d.com/forums/categories/freebiesOBJ .CLOTHES ERROR G8 AND G8.1No, you don't want to chnage the base figure - just adjust the weights once the Transfer Utility has created its broad-brush set-up.
The Node Weightmap brush is in the Tools menu, you would also need the Tool settings pane which has tool-specific options (in this case you need to select which map to edit - edit those that the cloth should move with, and it will remove the effect on the arms as you paint in the ffect on the torso and leg bones).
Crow 8.1 Add-On for MetaMixer"The metamixer add-on divides the head morph into around 68 separate partial morphs. You want the character to use Floyd's nose, Michael's left ear, and old Jeb's right ear, the Metamixer add-on's will make that possible."
Genesis 9 we are back in the game Carrara usersnice renders,
I cannot be bothered anymore until they release some basic content like morphs,
I did transfer a character with morphloader
but earlier to use V4 so went back there
OBJ .CLOTHES ERROR G8 AND G8.1I had to remove the first screen shot as it showed the nude figure, but it is not important as the issue does not lie there.
The problem is that the Transfer Utility assigns influence in the fitted item (your outfit) by the nearest point on the base figure. With the very baggy outfit the arms are closer than the hip, so the arms affect the edges of the suit. You can fix this by using the Node Weightmap Brush tool to give those areas weight for the torson bones that should be affecting it. However, that is going to be a very difficult moidel to rig well - quite aside from the issue with the arms, if you bend the figure at the waist or lift the legs there is going to be very marked crumpling. More weight editing may help, but you will almost certainly need to add a lot of morphs to adjust the shape and link them to the various bends. If you are new to rigging clothes I don't think this is a sensible first project.
Broken Rigging for custom shape - how to fix it?A little update - I found (seemingly) 2 similar cases in the forum - one concerns ribbon fingers and name duplicates (https://forum.daz3d.com/forums/discussion/67346/solved-genesis-3-female-finger-issue), another has deal with Memorize Rigging for eyes (https://www.daz3d.com/forums/discussion/56977/is-this-a-bug-the-product-i-am-using-or-just-me). But I haven't got any exact answer through those threads. What about name duplicates - they must be the same withing all morph list in Genesis 3 Female only, or if Genesis 3 Male data folder contains similarly named morphs, they may be a reason of that messing too? I have a morph named Kids 4 Female for G3M, it served like a base for several JCMs earlier. And how to delete the custom shape from the base DSF file for G3F? She is loaded every time with that custom morph turned on, I feel it causes the most of errors. And yes, this ribbon fingers occur mostly with child or younger (shortened) shapes.
I attempted also to Memorize Rigging for re-rigged shape, but it leads to disappearing of some bones only. How to save rigging permanently for one partucular morph? In the eyes thread I found such advice -
"I suspect the links are set to save with the wrong thing - the rigging, not the morph. After (quickly, since it's just a test) redoing the rigging changes and the ERC Freeze find the morph in the Property Hierarchy, then under Sub-components find the rigging changes and under their attributes see what the link is set to save with. If it's the rigging proeprty, not the morph, then that is the issue - redo the changes properly and before saving change the setting to tell the ERC link to save with your morph."
What exactly should I change in the Property Hierarchy, to glue the rigging of the arms and hands to the corresponding parts of the mesh? So far, it behaves weird when bones seen in the Joint Editor move in a right way, but mesh doesn't follow them and gets distortions.
Moreover, if I change the name and label of this particular morph which was set as a controller property for JCMs, how to re-hook all JCMs in the in the Property Hierarchy, can I set the renamed property as a new controller or I should reload all JCMs via Morph Loader again?
Baking Textures from G8F to G9Well, I'm getting closer. Nothing below the neck transferred at all, and what did transfer (head, mouth, eyes, and lashes) is clearly not without problems, but it's better than nothing. My best guess is that it's getting confused when there's multiple layers of geometry to contend with (e.g. the mouth and eye geometry encased by the head geometry). That doesn't explain why neither the torso nor the limbs transferred at all, though.
Genesis 8 or 8.1 shapes on genesis 9?About my previous post with using Wrap to morph the G9 mesh right on to the G8.1 morphed body, it didn't yeald good results, better with a lot of point tweaking so the G9 mesh lands on the right spots, but it was a hit and miss sort of result getting the joints to line up correctly (so the "adjust rigging to shape" can fix bones later on)
The "clone" route went much better in regards to joints, but depending on the source figure, I found there were quite a bit of issues with eyes, no adjusting their position would match the tear for example, eyelid shape didn't seem correct, so fixing in something like Blender could be in order, or might try to use this clone-morphed G9 mesh now as input for the previous Wrap process and use Brush to adjust the mesh around the eyes, could also serve as a better source for transfering textures.
quite involved process to say the least...
another note which cost probably good 2-3 hours to figure out, if you ever plan to export G9 figures from Daz as OBJs, pay attention to what material is applied to those figures, because who would have thunk that different materials on G9 result in totally differently arranged UVs in those OBJs..... I mean (*&#*&$)(@&$@#$ seriously, WHY?!?!?!?!?!?!
Samantha ConfidentHello all,
I am new of the community though not that new of 3D software and in particular DAZ Studio Pro and Blender.
Though I consistently started to use it few weeks ago.I'd like to share with you my first finished render made starting from Samantha, a free morph for Genesis 8 and 8.1 female figures, published by HumanXYStudio on RenderHub.
I made pose, facial expression, lighting setup, environment. The columns are from an old Daz3D store freebie asset.- Samantha morph: www.renderhub.com/humanxystudi…
- Bikini: www.deviantart.com/amyaimei
- Hair: mysticartdesign.deviantart.com
Genesis 8 to genesis 9 v8 to v9 shape morph and/textures converters?Tutorial on how to convert shapes with Transfer utility: https://www.daz3d.com/forums/discussion/598141/bringing-a-shape-from-g8-over-to-g9-tutorial#latest
Genesis 8 to genesis 9 v8 to v9 shape morph and/textures converters?The Transfer Utility is a native function of DS. Edit -> Object or Figure -> Transfer Utility.
Genesis 8 to genesis 9 v8 to v9 shape morph and/textures converters?Okay good to know. What is the transfer utility and where do I get it?
Modify Daz character rig for Unreal skeletonJust adding that I agree with @wolf359. I mean daz is great for character creation in that you can morph the figure and kitbash the outfits to get what you need. But then she's not even close to being ready for animation, let alone games. After making the character more work is needed to optimize the rig, textures and mesh.
That's also why I don't fully understand the expensive "interactive licence" they sell in daz. At the very least the price should be much cheaper since the figures do not fit games.












