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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.
Genesis 9 clothing questions & answersnonesuch00 said:
I am having trouble with setting the Base shape for either male or female G9.
a) Select a G9 in the scene tab.
b) Switch to the G9 Dev Tools v 0.3 I docked
c) Set G9 Base Shape
i) Sometimes, if I adjust morph sliders, it will say "Restore from G9 Feminine||Masculine" otherwise it's gonna let me choose G9 Male Base or G9 Female Base
ii) Trouble is, when I scroll down the Parameters tab the "Base Feminine Head" and "Base Feminine Body" or "Base Masculine Head" or "Base Masculine Body" are not set at 100% but 0% as I was expecting.
Is that the correct behavior for those mentioned in ii, to be set to 0%?
I see you have made available tutorials so I will take a gander. Thanks very much.
Make sure you are on the latest version of DS - 4.21 if you're having issues. It includes scripting API additions used by various scripts (e.g., makeup system presets, developer tools, etc)
Genesis 8 or 8.1 shapes on genesis 9?terry_duquette said:
Well for those who wanted to know the location of the G8 F/M Clones, here it is. I have also included a basic way to create and save a morph so it is available for all your future G9 characters. Creating these morphs will allow you to accurately move any G8 F/M morphs to look exactly like they were supposed to. I focused on the G8F mostly, but you can easily duplicate this effort for the G8M clone. In fact I recommend doing them both at the same time. I have other tutorials I have previously made showing how to use the Transfer Utility, but other tutorials and videos are out there also. I aimed this primarily at the new users out there, hope it helps. As has been shown previously on this thread, this is NOT the only way to do this, but it works reliably for me, so I thought I would share. Be aware the rigging is very different, so any weirdness or anamolies with these cloned figures will take additional work, far outside of scope of this basic tutorial. TD
Thank you.
Genesis 9 clothing questions & answersI am having trouble with setting the Base shape for either male or female G9.
a) Select a G9 in the scene tab.
b) Switch to the G9 Dev Tools v 0.3 I docked
c) Set G9 Base Shape
i) Sometimes, if I adjust morph sliders, it will say "Restore from G9 Feminine||Masculine" otherwise it's gonna let me choose G9 Male Base or G9 Female Base
ii) Trouble is, when I scroll down the Parameters tab the "Base Feminine Head" and "Base Feminine Body" or "Base Masculine Head" or "Base Masculine Body" are not set at 100% but 0% as I was expecting.
Is that the correct behavior for those mentioned in ii, to be set to 0%?
I see you have made available tutorials so I will take a gander. Thanks very much.
Genesis 8 or 8.1 shapes on genesis 9?Well for those who wanted to know the location of the G8 F/M Clones, here it is. I have also included a basic way to create and save a morph so it is available for all your future G9 characters. Creating these morphs will allow you to accurately move any G8 F/M morphs to look exactly like they were supposed to. I focused on the G8F mostly, but you can easily duplicate this effort for the G8M clone. In fact I recommend doing them both at the same time. I have other tutorials I have previously made showing how to use the Transfer Utility, but other tutorials and videos are out there also. I aimed this primarily at the new users out there, hope it helps. As has been shown previously on this thread, this is NOT the only way to do this, but it works reliably for me, so I thought I would share. Be aware the rigging is very different, so any weirdness or anamolies with these cloned figures will take additional work, far outside of scope of this basic tutorial. TD
Genesis 9 clothing questions & answersPancake said:
jeylien said:
(after having used transfer utility to fit the G9 G8m clone shape to an actual G8m and then dialing in the HFS Ultimate Shapes morphs for the alien and animal type legs, there were obvious distortions with some vertices between the toes not really matching up well enough to make the morph transfer over), but the everything else including hands, face, eyes, ears-- basically the other typical problem areas-- seems to work really well! So this isn't just useful for clothing, but also transfering morphs from G8. Which is going to enable me to start using G9 much much sooner now. I'm excited!!
Apologies, where was the tool that allows the use of G8 morphs? I looked in the dev utilities and didn't see anything applicable after clicking around. Though it could be I have something incomplete as i've seen a few people on the forum talk about having partial downloads.
Sorry I didn't get back to you sooner, just noticing this now --
There is no tool (yet, that I know of) that allows the use of G8 morphs on G9. However if you're familiar with the use of the Transfer Utility in Daz Studio, and if there's a clone shape in the figure you're wanting to transfer to (in this case G9) for the figure you're wanting to get the morph from (G8 male or female), there is a process you can try, and which is applicable to basically any generation of genesis figures if you have the respective clone shapes. SickleYield gave a good tutorial some years back, here: https://www.deviantart.com/sickleyield/journal/Tutorial-Transferring-Character-Morphs-G1G2G3G8-409437916 .
In short summary, what you have to do is: (1) load the figure you're wanting the shape to be on (again G9); (2) dial up the clone shape of the figure the morph is for (G8 m or f, this requires making hidden parameters visible in the parameters pane, and probably doing a search for "genesis 8"); (3) set figure to base resolution; (4) export as obj; (5) load the figure that has the morph you want (here G8); (6) import the obj of the other figure in the clone shape; (7) use the Transfer Utility to fit that obj to the source figure; (8) dial up the morph you want on the source figure, the fitted obj mesh should follow and display the shape too with varying levels of accuracy; (9) hide the source figure, export just the fitted obj mesh which should now have the morph shape from the source, export as new obj; (10) clear the scene, load your target figure (in this case G9); (11) use Morph Loader Pro to use the morphed obj from step9 to now create a morph for the target figure you want. If all goes well, you'll get a passable base-res version of the morph from the other figure, onto the figure you want. :)
Getting on the 9 train, or notGrendelbert said:
nonesuch00 said:
Not only did I get on the train, but I bought V9 Pro Bundle out of the gate, which I never do, and I already bought a G9 PA product, Joe Quick's Toon Kids for G9.
I hear that the G9 head & body morph packages will be released early next week too.
Is it the Pro Bundle? I believe it's just a started bundle, which is why there's so little there. I'm very disappointed that there are just G9 Starter Essentials rather than actual G9 Essentials. Also, how do I ask this discretely: Where are the naughty bits? Victoria 9 and Arceli have gens mats, but no gens to apply them to.
Overall, I'm intrigued by the possibilities of G9, but having spent a lot of money on G8/8.1 (as well as a fair sum on G3) since I started DAZing in 2020, I'm a bit fatigued from spending. I hope some converter scripts start showing up soon. I'd rather no buy everything again for G9.To answer your question, the anatomical elements are in the Genesis 9 Character Essentials - a separate purchase.
Genesis 9 body shapes morphsRichard Haseltine said:
It isn't Mada's decision, and taking pot-shots at the messenger is a good way to lose the messaging service.
Sorry Mada, my response to your post was by no means personal, and I certainly don't think I took any "pot-shots" at you. I was simply pointing out the bigger picture, stating that the morph packs are an "essential" addition to any new base figure and should have been released at the same time as G9. As well as conveying the immense frustration of so many others about the way G9 was rolled out. I know you had nothing to do with that, and I applaud you for trying to keep the angry mob at bay. Happy creating!
Genesis 9 body shapes morphsChaosophia said:
nwleee_a52bfead84 said:
Mada said:
Guys - the shapes are on their way - better to have them working and tested than not ... and they are worth waiting for. I absolutely love the new shapes :)
Obviously you don't want to release anything before it's ready. And perhaps they ARE worth waiting for. But the bigger picture is (as so many others have already said) it was a very disorganized and messed up roll-out, causing many customers to become extremely frustrated.
Adding salt to an open wound, we have all these G9 figures and products coming out BEFORE the morph packs.
I believe the morph packs are more essential to G9 than anything else that's been released so far. And to borrow someone else's analogy, it's like buying a car with no steering wheel. You can drive it in a straight line, but you can't turn it any other direction. And having the dealership say, "Oh we're working on the steering wheel, you'll have it 'soon'."Mada, would you buy a car without a steering wheel, with the promise that the dealership was working on it?
Is G9 not loading for you? or you can load it. If you can load it then you have a steering wheel.
I agree Richard... wasting time. I should be creating products instead. Thanks for reminding me of that :)
Genesis 9 body shapes morphsnwleee_a52bfead84 said:
Mada said:
Guys - the shapes are on their way - better to have them working and tested than not ... and they are worth waiting for. I absolutely love the new shapes :)
Obviously you don't want to release anything before it's ready. And perhaps they ARE worth waiting for. But the bigger picture is (as so many others have already said) it was a very disorganized and messed up roll-out, causing many customers to become extremely frustrated.
Adding salt to an open wound, we have all these G9 figures and products coming out BEFORE the morph packs.
I believe the morph packs are more essential to G9 than anything else that's been released so far. And to borrow someone else's analogy, it's like buying a car with no steering wheel. You can drive it in a straight line, but you can't turn it any other direction. And having the dealership say, "Oh we're working on the steering wheel, you'll have it 'soon'."Mada, would you buy a car without a steering wheel, with the promise that the dealership was working on it?
Diffeomorphic DAZ Importer version 1.6.0 releasedPadone said:
If you use the mouth HD morph you have to export as HD, or disable mouth HD.
I am a little confused about how to Import a character with HD morphs into Blender.
Using your instructions (from the links below), I was able to export a non-HD character (base Genesis 8 Female) from Daz and Easy Import it into Blender.
https://diffeomorphic.blogspot.com/p/export-from-daz-studio-version-16.html
https://diffeomorphic.blogspot.com/p/import-into-blender-version-16.htmlUnfortunately, when I attempt to HD export a HD character from DAZ using your instructions (from the below link), I get a handful of errors when trying to use Easy Import in Blender.
https://diffeomorphic.blogspot.com/2020/09/hd-meshes-and-geografts-revisited.htmlLoading D:\Blender Stuff\Comics\Characters\Lindsey\Nymph\Nymph.duf Parsing data Preprocessing... Fitting objects with dbz file... Highdef Genesis8Female 3 1048762 Highdef Breastacular_A2_2453 3 155201 Zero verts: Breastacular Shell Highdef GoldenPalace_2254 3 143185 Zero verts: GoldenPalace_Shell Highdef Lower15_5656 1 15756 Zero verts: Genesis8Female_Shell Highdef straight eyebrow 4_12720 1 34344 Highdef LLF-DazStudioFemaleHair_758 2 336455 Highdef UH Tree Horns_47982 1 182692 Highdef AKSF_SDsleeves_9042 1 35920 Highdef CopperwhirlSkirt 1 54192 Highdef AKSF_SDoversleeves_25128 1 99792 Highdef LuminoWings_11852 1 45244 Building objects... Python: Traceback (most recent call last): File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\error.py", line 208, in execute self.run(context) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 124, in run self.loadDazFile(filepath, context) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 217, in loadDazFile asset.build(context) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 84, in build self.tree.build() File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 354, in build self.buildLayer("") File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 448, in buildLayer self.buildBump() File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 580, in buildBump self.bumpval,self.bumptex = self.getColorTex("getChannelBump", "NONE", 0, False) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 761, in getColorTex tex = self.addTexImageNode(channel, colorSpace, isMask) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 1577, in addTexImageNode group.addTextureNodes(assets, maps, colorSpace, isMask) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1345, in addTextureNodes self.mixColor(map, texnode, outnode) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1386, in mixColor setFactor(map.transparency, texnode, "Alpha", mix) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1365, in setFactor self.links.new(node.outputs[0], mix.inputs[0]) AttributeError: 'NoneType' object has no attribute 'outputs' location: C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py:132 Error: Python: Traceback (most recent call last): File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\error.py", line 208, in execute self.run(context) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 124, in run self.loadDazFile(filepath, context) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 217, in loadDazFile asset.build(context) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 84, in build self.tree.build() File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 354, in build self.buildLayer("") File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 448, in buildLayer self.buildBump() File "C:\Users\joshd\AppDatPython: Traceback (most recent call last): File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\error.py", line 208, in execute self.run(context) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 506, in run self.easyImport(context) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 516, in easyImport bpy.ops.daz.import_daz( File "C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py", line 132, in __call__ ret = _op_call(self.idname_py(), None, kw) RuntimeError: Error: Python: Traceback (most recent call last): File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\error.py", line 208, in execute self.run(context) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 124, in run self.loadDazFile(filepath, context) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\main.py", line 217, in loadDazFile asset.build(context) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 84, in build self.tree.build() File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 354, in build self.buildLayer("") File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 448, in buildLayer self.buildBump() File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 580, in buildBump self.bumpval,self.bumptex = self.getColorTex("getChannelBump", "NONE", 0, False) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 761, in getColorTex tex = self.addTexImageNode(channel, colorSpace, isMask) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cycles.py", line 1577, in addTexImageNode group.addTextureNodes(assets, maps, colorSpace, isMask) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1345, in addTextureNodes self.mixColor(map, texnode, outnode) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1386, in mixColor setFactor(map.transparency, texnode, "Alpha", mix) File "C:\Users\joshd\AppData\Roaming\Blender Foundation\Blender\3.1\scripts\addons\import_daz\cgroup.py", line 1365, in setFactor self.links.new(node.outputs[0], mix.inputs[0]) AttributeError: 'NoneType' object has no attribute 'outputs' location: C:\Program Files\Blender Foundation\Blender 3.1\3.1\scripts\modules\bpy\ops.py:132 location: <unknown location>:-1Genesis 9 body shapes morphsMada said:
Guys - the shapes are on their way - better to have them working and tested than not ... and they are worth waiting for. I absolutely love the new shapes :)
Obviously you don't want to release anything before it's ready. And perhaps they ARE worth waiting for. But the bigger picture is (as so many others have already said) it was a very disorganized and messed up roll-out, causing many customers to become extremely frustrated.
Adding salt to an open wound, we have all these G9 figures and products coming out BEFORE the morph packs.
I believe the morph packs are more essential to G9 than anything else that's been released so far. And to borrow someone else's analogy, it's like buying a car with no steering wheel. You can drive it in a straight line, but you can't turn it any other direction. And having the dealership say, "Oh we're working on the steering wheel, you'll have it 'soon'."Broken Rigging for custom shape - how to fix it?Hello! I need some help with broken rigging for extreme and shortened shapes in DS 4-20 beta. Some time ago I made a series of kid morphs for Genesis 3 figures (mostly converted from old Kids 4 custom morphs) but all they need proper rigging. I decided that the simplest way is to rig and adjust the base Kids shape for Genesis 3, and load that custom morphs as additional over that base shape. But it proved to be not so simple. The male version of G3 caused almost no problems, but G3F is much more capricious. So I got two unexpected problems.
1) First of all, after many manipulations with Kids shape, G3F absorbed (somehow) this shape and now when I load the base G3F (Genesis 3 Female.dsf) it loads along with Kids shape turned on and often shows Duplicate Formulas error. I have to switch this corrupted dsf to pure base archived Genesis 3 Female.dsf, sometimes it helps. How to fix this strange issue?2) Secondly, the problem with broken rig for arms and hands in Kids shape. After initial converting and rigging the morph I found that rig for arms is broken and original bent hands don't go for hand poses, so I replaced them with a regular straight version (thanks to new Geometry Editor, now we can exclude vertices from morphing). Because the most of the shape was already properly rigged and equiped with all JCMs, I replaced just hands via Morph Loader Pro by importing the mesh with the same name and overwriting Deltas Only. My settings for Morph Loader are shown below, maybe I missed something? It keeps all ERC links for unaltered parts of the mesh, and changed just hands. But after that I did Adjust Rigging to Shape for hands and arms only and found I cannot keep this rigging after resaving the morph. Every time when I reload the Studio or Genesis 3 Female, my rigging for Kids Female shape either remains broken as before or fixed bones disappear at all for this particular shape! What is going on and how to record rigging forever within the shape file? When I do adjust rigging I carefully pick the bones for arms and hands and influenced face groups too. At last I tried to re-rig all the shape, but the result was the same. Some times ago I did this trick (partial morph replace) with rigged G2 Male without issues, and could do it with G3M too, but it's first time I try it on the female figure and first time I encountered such a problem.
The last method I tested was Morph Rigger Pro, and I can say it works better than built-in DS rigger. It helped to place all bones correctly and even kept it after saving (but only with fully renamed morph and under a new name), but when I tested the shape in posing, I found that female poses more complicated, and cause problems with overtwisting forearms and legs and with "ribbon fingers" (mesh distortion of fingers). Joint Editor shows me that bones bent right, but they poke out of the mesh in arms and hands areas and cannot keep the shape of fingers (shown on the screenshot). If I zero the common pose and apply just pure hand poses, all work well. What's the secret? I feel I need some JCM to exclude overtwisting in Forearm Twist bones (now they look like snakes) but fingers are native for Genesis 3, just lessened in size. The rest part of the mesh (torso, legs) bents beautifully well and even all JCM work right, but arms became a sudden problem.
Some screenshots below illustrate the problem, and I hope someone know how to fix it. I like new possibilities of updated DS, which make creating morphs much easier, but I stumble upon such simple bugs so far.Getting on the 9 train, or notGrendelbert said:nonesuch00 said:
Not only did I get on the train, but I bought V9 Pro Bundle out of the gate, which I never do, and I already bought a G9 PA product, Joe Quick's Toon Kids for G9.
I hear that the G9 head & body morph packages will be released early next week too.
Is it the Pro Bundle? I believe it's just a started bundle, which is why there's so little there. I'm very disappointed that there are just G9 Starter Essentials rather than actual G9 Essentials. Also, how do I ask this discretely: Where are the naughty bits? Victoria 9 and Arceli have gens mats, but no gens to apply them to.
Overall, I'm intrigued by the possibilities of G9, but having spent a lot of money on G8/8.1 (as well as a fair sum on G3) since I started DAZing in 2020, I'm a bit fatigued from spending. I hope some converter scripts start showing up soon. I'd rather no buy everything again for G9.https://www.daz3d.com/genesis-9-character-essentials
warning: no texture of anatomical elements included
how to sell nfts ?Richard Haseltine said:
Moved to the NFT forum as it is not a Daz Studio topic.
An NFT is usually a link, so post your image (ideally somewhere that the URL will not chnage) and use the link as input for an NFT. Making an NFT directly from the image data would be extremely costly, if it was even practical at all.
This depends. With Opensea, you can upload the public image to them and it doesn't cost to do so. If you're happey with the public image being what's offerred, then there is no cost to upload and you don't have to host it somewhere else. If you upload a low-res image for the public facing image and made the high-res image available only after someone buys the NFT, then yes, you would have to host that image somewhere else and put the link in the hidden content.
And I'll apologize now if this comes across as an ad for Opensea, but it's the site I use to create, so it's what I'm familiar with. Wtih Opensea, you set up your "collection" first, then create the NFT that goes in the collection. The forms are pretty straight-forward, but you don't have to fill out everything - you don't need to select "traits" or "levels" if you don't want.
Fees are a little more complicated. Opensea used to charge a one-time fee to creators when creating their first NFT, but recently they did away with that and now charge a one-time fee to sellers the first time they list each collection. Every transfer of your NFT wil incur a gas fee, the cost to record your transaction on the blockchain. Different networks have different fees, so when creating the collection, choose the network you wnat to mint on carefully. Etherium is the one with all the expensive gas fees. You could pay anywhere from a dollar to several dollars for each transaction depending on how busy the network is. Polygon/Matic generally costs less than a penny per transaction (including that collection approval fee). Opensea does support a number of other networks, so you'd have to look into each one to get an idea of individual fees for those. Unless you're a celebrity or other high profile project looking for clout, you probably don't need to mint on ETH.
One word of caution, the economy has accelerated the burst of the NFT bubble. NFT buyers are looking more and more for NFTs that offer something more than a picture. Unless you have an audience buying to support you, you will have a difficult time selling or you'll be disappointed in how cheap you have to list in order to get someone to take a gamble.
Getting on the 9 train, or notPaintbox said:
Great read Mark!
This train has been making small content stops sofar, we have not arrived at morph and expression city yet!
...in the old days we used to call that a "milk run", something you tried to avoid if you really needed to get to where you were going.
Baking Textures from G8F to G9I'm trying to use Blender's texture baking function to remap Genesis 8 Female textures to Genesis 9. In Daz Studio, I used a hidden "clone" morph to morph G9 into G8F's shape, posed G9's legs to match G8F's default pose as closely as possible. I then exported the result as an OBJ, careful to merge the base figure with the conforming mouth and eyes to align with those items being built into G8F. I exported G8F as an OBJ as well and brought them both into Blender and have been trying to follow this tutorial. It hasn't yet worked for me. I reliably get a warning about a "circular dependency" in one of the material zones (not consistently the same one; it seems to move around with successive attempts to load everything and set it all up). The baking then proceeds, but after about an hour, most of which seems to be spent stuck at 1% progress, it seems to finish, only for no remapped textures to have apparently been generated. I'm going to keep playing around, and I'm a complete novice at Blender, so I might be missing something incredibly obvious, but I welcome any ideas from more experienced blender users! Thanks in advance! Screenshot attached.
Genesis 8 clone shapes in Genesis 9??Mada said:
That particular developer tool is for clothing :) Don't save your figure afterwards, or if you really want to save it save it under a completely new name. More info and a video about that feature in this thread.
https://www.daz3d.com/forums/discussion/597726/genesis-9-clothing-questionsAnd thank you too, Mada! I know that feature is meant for clothing, but as I said in that thread you linked before, it's also useful for morph transfering, and various other applications.
Anyways, it's sorted now, so I wish I could delete this whole forum discussion/post, since I feel like a total dufus now for all to see lol...








