-
Ok, So this is Gen 9
The basic male morph is pretty nice out of the box.
Setting morphs to not be inbetweeninfo_b492a00165 said:
I would like a morph to either be at 0 or 1. How do I do this?
This is, what I use to do:
Create a new parameter setting it to boole. this has to happen during the setting procedure. I don't know, how to change it later.
This way your parameter has the On/off button instead of the dials.
Use your slider as a sub component to your new on/off parameter with the ERC freeze command.
Now you can save this new parameter as a Morph Target.
You can now hide the sub component, if you like.
Growing Up for Genesis 9 (Commercial)It's very concerning to me that a PA as talented and skilled as Zev0 is having trouble making an undeveloped chest morph for G9. It has me worried about what the male figures of this generation.Edit rigged clothes in Blender --> then bring back into Daz?Padone said:
You can use morph loader as usual. Other than that you can try fbx but may not work fine.
Thanks for the suggestion. Do you mean export to FBX or .OBJ, then import to Daz and use morph loader?
Genesis 8 or 8.1 shapes on genesis 9?I found this link about morph transfering. It is german language, but it will might be repeated in english as well.
But the visuals are self explaining.
So konvertieren wir Genesis 8 Figuren auf Genesis 9 - YouTube
Genesis 9 Starter Essentials Missing Morphs?resnovich_ff835b755c said:
That doesn't explain why some of the "supported shapes" ARE included such as the Base Female and Male morphs. Are the missing morphs going to impact Growing Up 9 and other packages?
Edit: Confirmed in the GU9 forum that the missing morphs ARE causing an issue. GU9 was developed with a dependancy on at least one missing morph. As a result, an update was released there to address the missing dependancy. I hope Daz releases the missing morphs soon so other developers' product work as advertised.
The Starter Essentials do include everything they are supposed to include.
The head and body morphs are a separate product that one can buy (when released), just like with all the previous Genesis generations.
Setting morphs to not be inbetweenWhen creating characters,I always set the morph to 50%. Then I adjust either up or down depending on the pose and angle of the scene.
Edit rigged clothes in Blender --> then bring back into Daz?You can use morph loader as usual. Other than that you can try fbx but may not work fine.
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!
I think the robbers derailed it and the sheriff and his posse never left the saloon
Genesis 9 body shapes morphsSevrin said:
plasma_ring said:
PixelSploiting said:
It'd be a minor issue if not for releasing products that require morph packages before releasing said morph packages.
I'm confused about this, because I thought the point of the morphs being merchant resources was that PAs could bake them into the figure shape vs. using them as part of the shaping preset. I didn't even see them listed as a requirement on the product pages, which has always been the case with characters that use Daz head and body morphs for shaping (like Saiyaness's lineup).
Yes, the MR is available for PAs who want to bake the morphs, but not all PAs do that. Saiyaness is one and Vyktohria is another. There could have been a line added to the product description stating that the morphs packs were required, but things appear to be a bit chaotic right now, and that didn't happen.
Ah, I didn't know Vyktohria uses them as shaping presets usually. It just surprised me that so many products so far have required them--although there haven't been that many products out yet, so maybe it shouldn't have.
Ok, So this is Gen 9
This. I'm here because I have liked the products available to buy here, and want to continue doing that.maikdecker said:remcovanembden said:
I think you can morph/model every shape you want with every mesh. You just have to have a bit of patience. It are only polygons after all. This took my like15 minutes in Zbrush.
Some people might prefer to have a figure that doesn't need them to use zbrush to look like they want it to look, though.
AOBB's freebie male head morph Yves G9. No materials nor textures.Beautiful morph, thank you for sharing!
Genesis 8 or 8.1 shapes on genesis 9?j11011 said:
crosswind said:
Could you pls show a detailed graph of these nodes if possible? I'm really stucked in these steps. Many thanks!
First, look up video called "Wrap3 Face transfer tutorial" on youtube by Kelvin Jin, that is what I used to figure most of the stuff out
This will show you direction I went, but I don't feel like I know enough to write a tutorial, and the results so far haven't been perfect either
Notes from what I was able to figure out:
- UV "projections" on G9 are larger than previous gen, meaning, to make a complete texture for G9-arms you must combine G8-arms and G8-body, only both of these projected on to the new G9 mesh will cover the whole area the G9-arms from which you then extract the new texture
- G9-head needs G8.1 face+body+ears+head+lips (and you must use appropriate U value mentioned in an earlier post on this thread)
- G9-body ~ G8.1 body+head
- G9-arms ~ G8.1 arms+body
- G9-legs ~ G8.1 legs+body
- MergeImage nodes - right and left inputs define which texture gets put on top of the other, use this to sort out overlap issues, as I said - my example tree isn't perfect, so some reordering might produce better results
- results aren't perfect, I think a lot depends on how good the actual wrap is from one figure to the other, I used around 60 points so the meshes align better to one another, that is necessary for old textures to project on the right places on the new mesh
- default A poses will cause issues with mouth and eyelid wrapping (even using points), I haven't had the time to try and test it with exprting eyelids half way closed and mouth slightly open - if the mesh intersects itself somewhere, that will result in incorrect texture projection and you'll have to do a lot of photoshopping to the new extracted textures
- ear translucency (due to complexity of the wrapping) seems to be especially troublesome
- Brush tool is a necessity to fix the autowrapping bumps all around the figure
- like in the tutorial YT video I mentioned, I also excluded the eye sockets from the Wrap, but that resulted in the eyes grosely out of place and general eye movement problems, maybe something to do with misaligned bones (and automatic bone adjustment to mesh inside Daz doesn't help), so might need to experiment there, I think it worked better in my earlier attempts when I didn't exclude anything, but the mouth socket got so distoret that it wasn't useable in Daz, so that must be excluded, but need to play around with eyes more to figure out proper way to do that
as I said, I'm a total novice to this, so I can be doing something quite wrong, but all in all - a lot work for not nearly what I would call good end result, I also noticed some issues with mesh deformation around joints when they are at extreme adjustments suggesting more points necessary to wrap the G9 mesh on the particular G8.1 figure I used
So cool!! I'm gonna learn it well. Much appreciated!
Genesis 9 Starter Essentials Missing Morphs?That doesn't explain why some of the "supported shapes" ARE included such as the Base Female and Male morphs. Are the missing morphs going to impact Growing Up 9 and other packages?
Edit: Confirmed in the GU9 forum that the missing morphs ARE causing an issue. GU9 was developed with a dependancy on at least one missing morph. As a result, an update was released there to address the missing dependancy. I hope Daz releases the missing morphs soon so other developers' product work as advertised.
Genesis 8 or 8.1 shapes on genesis 9?crosswind said:
Could you pls show a detailed graph of these nodes if possible? I'm really stucked in these steps. Many thanks!
First, look up video called "Wrap3 Face transfer tutorial" on youtube by Kelvin Jin, that is what I used to figure most of the stuff out
This will show you direction I went, but I don't feel like I know enough to write a tutorial, and the results so far haven't been perfect either
Notes from what I was able to figure out:
- UV "projections" on G9 are larger than previous gen, meaning, to make a complete texture for G9-arms you must combine G8-arms and G8-body, only both of these projected on to the new G9 mesh will cover the whole area the G9-arms from which you then extract the new texture
- G9-head needs G8.1 face+body+ears+head+lips (and you must use appropriate U value mentioned in an earlier post on this thread)
- G9-body ~ G8.1 body+head
- G9-arms ~ G8.1 arms+body
- G9-legs ~ G8.1 legs+body
- MergeImage nodes - right and left inputs define which texture gets put on top of the other, use this to sort out overlap issues, as I said - my example tree isn't perfect, so some reordering might produce better results
- results aren't perfect, I think a lot depends on how good the actual wrap is from one figure to the other, I used around 60 points so the meshes align better to one another, that is necessary for old textures to project on the right places on the new mesh
- default A poses will cause issues with mouth and eyelid wrapping (even using points), I haven't had the time to try and test it with exprting eyelids half way closed and mouth slightly open - if the mesh intersects itself somewhere, that will result in incorrect texture projection and you'll have to do a lot of photoshopping to the new extracted textures
- ear translucency (due to complexity of the wrapping) seems to be especially troublesome
- Brush tool is a necessity to fix the autowrapping bumps all around the figure
- like in the tutorial YT video I mentioned, I also excluded the eye sockets from the Wrap, but that resulted in the eyes grosely out of place and general eye movement problems, maybe something to do with misaligned bones (and automatic bone adjustment to mesh inside Daz doesn't help), so might need to experiment there, I think it worked better in my earlier attempts when I didn't exclude anything, but the mouth socket got so distoret that it wasn't useable in Daz, so that must be excluded, but need to play around with eyes more to figure out proper way to do that
as I said, I'm a total novice to this, so I can be doing something quite wrong, but all in all - a lot work for not nearly what I would call good end result, I also noticed some issues with mesh deformation around joints when they are at extreme adjustments suggesting more points necessary to wrap the G9 mesh on the particular G8.1 figure I used
Getting on the 9 train, or notGreat read Mark!
This train has been making small content stops sofar, we have not arrived at morph and expression city yet!
Genesis 9 body shapes morphsplasma_ring said:
PixelSploiting said:
It'd be a minor issue if not for releasing products that require morph packages before releasing said morph packages.
I'm confused about this, because I thought the point of the morphs being merchant resources was that PAs could bake them into the figure shape vs. using them as part of the shaping preset. I didn't even see them listed as a requirement on the product pages, which has always been the case with characters that use Daz head and body morphs for shaping (like Saiyaness's lineup).
Yes, the MR is available for PAs who want to bake the morphs, but not all PAs do that. Saiyaness is one and Vyktohria is another. There could have been a line added to the product description stating that the morphs packs were required, but things appear to be a bit chaotic right now, and that didn't happen.
Genesis 9 body shapes morphsplasma_ring said:
PixelSploiting said:
It'd be a minor issue if not for releasing products that require morph packages before releasing said morph packages.
I'm confused about this, because I thought the point of the morphs being merchant resources was that PAs could bake them into the figure shape vs. using them as part of the shaping preset. I didn't even see them listed as a requirement on the product pages, which has always been the case with characters that use Daz head and body morphs for shaping (like Saiyaness's lineup).
They can only be listed as required when/if they are existing in the store ...
Genesis 9 body shapes morphsPixelSploiting said:
It'd be a minor issue if not for releasing products that require morph packages before releasing said morph packages.
I'm confused about this, because I thought the point of the morphs being merchant resources was that PAs could bake them into the figure shape vs. using them as part of the shaping preset. I didn't even see them listed as a requirement on the product pages, which has always been the case with characters that use Daz head and body morphs for shaping (like Saiyaness's lineup).
Ok, So this is Gen 9remcovanembden said:
I think you can morph/model every shape you want with every mesh. You just have to have a bit of patience. It are only polygons after all. This took my like15 minutes in Zbrush.
Some people might prefer to have a figure that doesn't need them to use zbrush to look like they want it to look, though.











