-
Torian 8.1
When I look at the promo page for Torian himself, it does have a morph, "Torian 8.1 Ears". It seems to me that setting this to 0 should remove the pointy shape. I too am debating making the purchase...I would have hoped for Fibermesh brows, though.
Will DAZ allow us to easily use morphs from G/G2/G3/G8/G8.1 on G9?I have no doubts there will be a PA product to transfer old morphs.Torian 8.1tsroemi said:
The textures look really nice for sure, but the morph ... Dunno. To me, he has something strangely unintelligent about him which repulses me. I think it might be the brow area jutting forward so mightily. Makes him look like he's permanently going, 'huh? Whawa'that?' And there's nothing humorous or nice in his face to balance this. Again, my view only!
I rather have a problem with his ears. From the detail text, I can't tell if they can be morphed into normal ears or not. I have no use for 'elven' ears. Unfortunately, I can't download and try the figure right now.
Meaning of hidden morph prefixes and morph types.Leana said:
Yes, property type is used by some features of DS.
For example when using "modifier/shape" or "modifier/pose" the morph will appear in shaping or posing tab.
There's also a specific type you use when creating a clone for autofit ("modifier/clone" IIRC).Not quite, for a morph to show in the Shaping tab it needs it's pathway set to the Actor region, and don't get me started on having poses as DSF files.
Torian 8.1The textures look really nice for sure, but the morph ... Dunno. To me, he has something strangely unintelligent about him which repulses me. I think it might be the brow area jutting forward so mightily. Makes him look like he's permanently going, 'huh? Whawa'that?' And there's nothing humorous or nice in his face to balance this. Again, my view only!
How can I use the skin texture exported from Character Creator 4?but I believe that's what it does: To transfer CC4 to Daz3D compatible UV mapping.
Reallusion's aim is not to loose customers to their main competitor Daz3D. They have tools to import and convert Daz textures, reorganizing UV islands so that they fit the unwrapping of their own human meshes. Importing from Daz can potentially bring them customers.
But they don't provide a way to convert CC UVs into Daz UVs, and export their textures to another app. That would be a weird marketing idea. All I see about SkinGen (that I don't know so I could be wrong) is : texture import capability. Nowhere do they speak about converting and exporting to Daz. Only FROM Daz.
----------------------
When two meshes have a totally different topology, and when at least one of them has been unwrapped (has UVs) the only way to "transfer" per vertex or per pixel color info is : baking.
In your case, it would mean shaping the Genesis' Base wireframe into the Character Creator's Base shape (using wrap tools or manual vertex snapping tools). When Genesis is shaped as a CC, you can then bake pixel/vertex color info onto the Genesis UVs.
BUT a texture is NOT a sculpt. From a sculpt, you get height and normal maps. Which are the bases for the whole texturing workflow. CC being low-poly Real-Time orientated 3D, all you'll get is the albedo (diffuse color). All those nice details in CC that are displacement or normal map will NOT be "transfered" during a baking process.
In other words it's feasible, the same way most of the Genesis morphs of Game Characters are made on Renderhub. But to get a character in Genesis that look as good as the original in CC, it would mean a lot of extra work in Substance Painter.
Morality : without an official tool from Reallusion to export and convert UVs it'd be a lot of work (Shaping Genesis into a CC shape, then Baking the diffuse color) for a not really interesting result. Character Creator's skin details (height, world/object normals, etc.) come from a bake of their own human sculpts. If they don't want to share that data by coding a specific app for that, then it's a lost cause.
----------------------
N.B : Maybe tools such as R3DS Wrap4 do better than just transfering the diffuse after a wrap's done. Can't tell as I didn't use that app yet (although I bought it recently). But according to what I read in their forums, no matter how dedicated to wrapping and baking their app is, those details even there seem to come only from an HD sculpt.
Genesis 9 Coming Soon! Preorder Victoria 9 HD Todaykevindmccoy_313efcf192 said:
I hope there is an update to the Face Transfer Utility for G9, I'd like to see what that could do!
What really should be much improved is Face Gen Artist Pro whose prior exports from FenGen to Genesis, Genesis 2, Genesis 3, and Genesis 8 were noticably reduced in polygon resolution because the DAZ models didn't have it to now much more equitable polygon counts between the two.
No ideal if that will involve buying an upgrade to FaceGen Artist Pro though. In the past, it's been all free upgrades (which is probably a boone folr sales but won't be when market saturation is reached).
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICIImago said:
Crios said:
Una domanda, ho visto oggi un bellissimo dago gratis, su un sito che ha uno store esterno e quindi non posso postarlo. Il drago è per Poser 10+ e non è supportato da DAZ, per via delle weight map o come si chiamano da loro.
Ora, se io lo carico, e come succede spesso in questi casi, le ossa vengono lette a membro di segugio, per reimpostare le ossa, secondo faccio se uso la funzione di adattare lo scheletro al character, funziona?
Il drago è troppo bello, degno del mercato del Reame della fantasia, per chi vuol capire......
Se è per Poser 10 le ossa saranno a posto ma forse non tutti i morph, per quelli devi fare un paio di salti.
Credo sia per 12, per i morph lo so, dovrei passarlo dal modello originale a quello che rapezzo io
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICICrios said:
Una domanda, ho visto oggi un bellissimo dago gratis, su un sito che ha uno store esterno e quindi non posso postarlo. Il drago è per Poser 10+ e non è supportato da DAZ, per via delle weight map o come si chiamano da loro.
Ora, se io lo carico, e come succede spesso in questi casi, le ossa vengono lette a membro di segugio, per reimpostare le ossa, secondo faccio se uso la funzione di adattare lo scheletro al character, funziona?
Il drago è troppo bello, degno del mercato del Reame della fantasia, per chi vuol capire......
Se è per Poser 10 le ossa saranno a posto ma forse non tutti i morph, per quelli devi fare un paio di salti.
Saving a DAZ Studio PUSH MODIFIER?With the G8 and G8.1 ... and likely with the G9 figures: all the geografts must be deleted from the figure being changed. Last I checked, if one exports out the base resolution .obj using the Daz settings, "uncheck groups" ... then possibly in a fresh scene, load the target figure, no geografts, base resolution, no morphs, then using Morph Loader Pro bring in the .obj to make the morph.
Saving a DAZ Studio PUSH MODIFIER?This is really discouraging. Everything I try seems to fail. Every product I use is so complicated that it's almost impossible to get the effects I want. This time I get an error message saying the morph wasn't created because the geometry didn't match or something. I've tried all day to create this morph and I can't get it to work. Somethings always wrong. I don't know why there isn't just a "create morph" button, and whatever you've done to the character is saved as a morph. But no, there's 50 different settings, and you have to change the resolution to BASE, and changes to the face disappear. I'm caught in an endless loop of frustration.
Genesis 9 Coming Soon! Preorder Victoria 9 HD TodayI hope there is an update to the Face Transfer Utility for G9, I'd like to see what that could do!
Saving a DAZ Studio PUSH MODIFIER?You don't import the OBJ as an obnject, you import it as a morph - Edit>Figure>Moprh loader pro (with the xport just the figure, no add-ons, and at base resolution - also, make sure that the preset used in the OBJ exporter matches the preset used in Morph Loader).
Saving a DAZ Studio PUSH MODIFIER?Richard Haseltine said:
Fauvist said:
Richard Haseltine said:
You'd have to export as OBJ and imort as morph. I am surprised there is no option to spawn, as there is with dForms.
Sorry, I don't understand. You mean export the entire Genesis figure that I altered as an OBJ? And import the entire figure as a morph?
Yes
Okay, I went through hell altering the face, and I exported it as an obj, and then imported it as an obj - now how do I turn that imported obj into a morph?
Meaning of hidden morph prefixes and morph types.Yes, property type is used by some features of DS.
For example when using "modifier/shape" or "modifier/pose" the morph will appear in shaping or posing tab.
There's also a specific type you use when creating a clone for autofit ("modifier/clone" IIRC).Is it possible to bake face Bone rig animation to shape key animation with diffeo?@wolf359 You have to convert the shapekeys with the morph name, not with the label, otherwise the duf file doesn't find a match.
Genesis 9 Coming Soon! Preorder Victoria 9 HD TodayRichard Haseltine said:
That sounds like fake soft body physics, using a single bone or bone chain with springs to mimic the effect (frequently in a highly exaggerated manner, from what I have seen). True soft body physics requires a way to model volumes, calculate the forces and constraints upon them, and derive their distortions over time. That would require new code ("dForce rebound" or the like).
In today's 3D world, what your post labels as "fake" physics is - what is available today - still.
Arguably it can give "true" physics a real run for the money. Users decide.
Is auto-calculated.
In fact can look pretty darn good arguably.
Yes, absolutely can be exaggerated greatly, and some love that (user choice), but doesn't mean it has to be.
And can facilitate very variable responses for every different body part, if set up.
Especially compared to making endless morphs and dialing them in which is not time-friendly at all.Agree real (true) physics is the next step. Is what i referred to as the next innovation in my 1st post in this thread.
When that comes who knows? Have heard nothing about that.
If anyone has heard something, post it please. Would be so grateful.So would argue the "fake" system, that some may call it, is actually a pretty good compromise. User decides how realistic or exaggerated they want.
And may be the system for years going forward.Would say, just like the Genesis iterations and V-generations before, it's all about iterations and gradual improvement.
And I support not worrying about achieving perfection first like "true" physics, before releasing a version.Am saying this because developing a true physics system that allows huge variabity is no small task.
It's huge and requires physics fans.
If the current bullet systems was not user-friendly, I wouldn't bother anyone with posting this.With current bullet physics, the mesh can be affected by multiple bones and weights all controlled extensively by xml documents where tons of options can exist to define movement, like spring speed, distance, sensitivity etc.
The fact multiple bones (each can be made with different settings) can control a mesh through that xml makes it a pretty good compromise for any craftsperson.And indeed saleable as a DAZ product for end-users. Lots of different xmls with quick easy labels for end-users to plug in.
Not a fan of Havok.
Bullet physics was inherently better with mesh weights variable and much simpler yet more variables defineable in much simpler xml format.Also, nice to see someone provide an interesting statement on physics.
To me, future figures will be tied to physics.
Question is when and who.
And what form will that take."dForce rebound" is a cool name.
Though, am skeptical that dforce will allow the level of customization for variable body parts having totally different physics responses.
Though admittedly that skepticism ties in more with DAZ's committment to developing all this in house.dForce weights may work for one aspect, but there is still the matter of different spring types/movements/ranges.
One thing i do find interesting is the volume preservation aspect. Bullet physics has this as well in a way, but could be improved.
Also "dF rebound", how to adjust this and make it easily changeable/editable? Bullet physics xmls can be a dream to edit pretty much everything.Also dforce is slow. Not realtime.
Not sure where the issue is there to be exact.
And in timeline still can't save a snapshot of vert deforms. Which shows DAZ still has other priorities ATM.
Instead have to morph (thank you for the millionth time PA: Riversoft for dF2Morph).So to me the current physics bullet system is still superior in reality and theory to any potential "dForce Rebound". Love to be proven wrong soon (TM).
And bullet physics exists as a pretty good iteration. Today.
That said, freely admit, am not up on current situation. Because have other focuses atm.Anyway, please excuse the long reply, but felt it was needed as a longer discussion to highlight "fake" vs "true" and "today" vs "some time in future - maybe".
And could have proabably edited this post for more brevity and organization, but RL is calling, so this draft will have to do sadly.To wrap this overly-long post up, would prefer more an iterative approach to physics, like Genesis.
Cause it could be a long time before "true" physics that is highly customizable is actually made.
Heck, for example, speaking of iterations, we're back to uni-mesh again with G9.How can save and sell my morphs?hansolocambo said:
HD morphs based on the subdivided mesh can only be created by Daz PA
Only way around for non PA (Published Artist), is to export the Genesis already subdivided (preferable as subdivision algorithm might sligthly differ from an app to another) or subdivide it in any 3D modeler. One can then sculpt HD details, bake them on the low poly Genesis using UDIM compatible apps such as Substance Painter, to export an height map.
Once loaded in Daz > Surface Tab > Displacement Strength, and once defined a SubD Displacement Level, the height map will push and pull the wireframe, ending up in an effect as precise as a PA SubD. It's the only sad workaround (the vast majority) of normal users have access to.
As long as one shapes the Genesis low poly (in anything, even a horse) then sculpt on a high poly version of that morph, it's possible to generate any precise HD detail on the Genesis or a custom morph of it
Differences and drawbacks :
- Genesis SubD appears in the viewport even in shaded mode. Displacement appears only when rendered.
- Subdivision at the Surface level (SubD Displacement Level) seems to compute slower than Daz's Genesis SubD.
I made for example very detailed braces for Genesis. I sculpted a brace in ZBrush and duplicated it on each tooth. Then I baked that detail on the face UDIM using Substance Painter. Painted all that to make it look nice and exported : albedo (diffuse), metalness, roughness, normal map and height map. With a SubD Displacement of 4, those braces look great of the Genesis teeth. Without having to add geometry and weight it on the Genesis bones.
Only frustration is having to go through baking to get "HD" details. (ಥ﹏ಥ)
How can save and sell my morphs?
Same answer to the umpteenth time this question's asked (please use the search engine a bit) :
https://www.laylo3d.com/creating-characters-and-morphs-for-daz-3d-figures-using-zbrush-goz/
Read/Watch those tutorials, write down a clean step by step workflow in a clean Word document. All you need to know is already on the net. And especially in the 2 links I gave hereabove.
Thank you very much, all this help me alot.
Regards.
Meaning of hidden morph prefixes and morph types.eJCM is a JCM meant to adjust expressions.
Any morph with a "p" will typically be a partial morph, ie one which will affect only a specific part of the figure.
Meaning of hidden morph prefixes and morph types.Damn great question as it's one of the things that is still very blurry to me. Couldn't have asked it any better. Hope someone will make all of that clear.
The few I know about :
MCM I guess is... for example a morph that is so different from the main Genesis (like a horse made from the Genesis) that most Daz default morphs (mouth open, eyes closed, etc.) won't work perfectly with it. MCM are extra morphs that will correct some usual sliders so that their result looks ok on Genesis morphs shapes a bit out of the ordinary). You play with eyes closed slider on your Genesis-horse, and eyes close fine because the MCM does its work in the background.
PBM is a partial body morph. It usually is the body morph of a custom character. Or only specific things such as fat thighs, bigger ribs, etc.
PHM is a partial head morph. It usually is the head morph of a custom character. Or only specific things such as large nostril or pointy ears.
CTRL is usually a slider, in the case of a custom character, that will control both PBM and PHM. In the case of eyelids for example, you have Eyelid Lower Up Down for each eyelid to control them separately. And a third CTRL that will move both Eyelid sliders together.
Naming conventions are mostly there to help a content creator organize his work. Many bundles other than Daz Original bundles use the same kind of corrective morphs without respecting that specific naming convention. Given that those sliders are hidden, what's important is that they do their job properly. The way they're named is meaningful to the content creator more than anyone else.















