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Mid-way through 2022 a new Sales Thread:Report Issues Here "There's Always Another Sale™"
winmath said:
Good pricing for Genesis 9 head and body shapes! Only $3849.22, discounted from $9999.99!
Yes, these have been commented on - they are merchant resources for use by PAs (who get a substantial discount, I believe) though others are free to buy them (not that they are much use without an advance copy of the base figure). There will no doubt be non-Merchant Resource morph packs for the rest of us at a more normal price when Genesis 9 arrives.
Export Blender morph to Daz (when not in A pose)Thanks. Unfortunately even with reverse deformations set to 'yes' and the pose exported to blender included in the settings, applying the morph still warps the character into that pose.
It feels like getting the character back into the A pose would be easier on the Blender side, but unfortunately the 'Import pose' button in the Daz to Blender bridge simply moves the character a little but, rather than applying the pose.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICI@Tiziano
anche io sto lasciando molto indietro i character... avere tanti morph non ci fai nulla, sopratutto se sono degli stessi autori che riutilizzano sempre le solite proporzioni e dunque se togli i capelli i personaggi si somigliano tutti molto.
Adesso un character lo prendo solo se mi dà qualcosa di "particolare" (tipo mi aggiunge la coda o ha delle cicatrici sul corpo, oppure ha inclusi capelli/barba e pelurie varie ecc..), preferisco infatti avere varietà di oggetti piuttosto che una serie di morph che si differenziano per qualche cm sul seno e sui glutei.
Il mega pack ha un bel po' di ambientazioni (il bar, la stazione spaziale, ...) ma ha anche veicoli (biciclette e moto) ma sopratutto asset utili come gli arredi per il salotto e il cestino da pic-nicAdding removing or opening scenesI'd suggest two things. First, look at the .duf file size. Sometimes things can get confused and the file starts saving every vertex, every facet, every morph and so on in the duf file, suggesting it has forgotten about the content library for that file. If so a file size of >2Gb is possible. Second thing I'd check is to see how much RAM is being used. If, after opening, Task Manager is flat lining at around 31.8Gb, suggests the current scene holds residuals of the stuff you have deleted, and it would be a good idea to start afresh with a new scene. Sort of like a memory leak that goes between sessions because you're using a dodgy starting point. Otherwise, I m out of ideas. Regards, Richard.Genesis 9 Coming Soon! Preorder Victoria 9 HD Today@SnowSultan Yes the displacement map of course will be uv mapped and thus follows the uv maps deformations, but this is so in any software and not a big deal. The difference with HD morphs is that HD morphs are morphs, not textures, that is, they can morph the HD details. Thus with a displacement map you can do a HD shape, but not HD morphs. As a side note the blender multires modifier doesn't support HD morphs, so you have to use driven displacement maps instead, or true HD.
Genesis 9 Coming Soon! Preorder Victoria 9 HD TodayRichard Haseltine said:
nonesuch00 said:
I'm thinking from that Saturday presentation that he said with the high polygon count at base and the changes made to autofit that old clothing will autofit much better.
I was going through today ( 29 Sep 20 22) and looking at products on offer with the 77% off coupon and I have to tell you, sorry, dForce clothing without nice dForce simulation presets to get nice drapes,, with wrinkles and folds, is not working. It would work, maybe, actually has worked, if the clothing is draped and then that set as a preset(s), but this business of dForce clothing with no dForce simulations with nice draping, no. It looks like they are wearing paperdoll clothes.
I don't follow what you are saying, and don't see any connection to Genesis 9.
You did not see the presentation where he stated there are new options with Victoria 9 * autofit? There is now a baggy option in autofit. The higher polygon count allows for better weightmaps and better calculations for draping the clothing and avoiding pokethrough is what it sound like to me he said. Those improvements should help old style clothing like Genesis 1's fit better shouldn't it?
As far as dForce clothing it looks like cutout paper doll clothing far too often,except for some outfits that have been simulated multiple times with a morph preset saved for each simulation (those usually look OK). That technology is also valid for Genesis 9 and Victoria 9, so it's connected to this thread in that way.
I Suck At Facial Morphs, Need Help!The first question would be- what have you tried so far?
A follow-up question would be- why do you feel that you've failed in your goal? What seems 'off' so far? (Pictures of the actual person and a render of your effort would be handy here)
Finally, what products are you using to create and shape the figure?
For example, people often use one or more of the following products to create custom/celeb figures:
**A separate modeling/sculpting program, like Blender;
**FaceGen;
**FaceTransfer (and FaceTransfer Shapes);
**One of the various Head Shop products;
**Body morph sets, like this one for Genesis 8 females
**Head/face morph sets, such as this one (also for G8F)
**Pre-made characters other than the basic Genesis 8 Female figure, as these come with both dialable morphs and a skin 'maps' that are probably closer to your target's appearance. For example, Disha Patani is an Indian actress, so a character like Kala 8 might be helpful.
**Vendor characters derived from the core characters. For example, it looks like Mousso's Aakash HS for Kala 8, SR3's Lali for Kala 8, and P3Design's Gorgeous Morphs for Kala 8 would all be potentially useful. You can use these out of the box for your figure, mix and match (by adjusting percentages), or to use as a base that you further tweak using any of the other above-listed products.But again, it comes down to what you have and what you have tried so far.
Needed: Tongue ShaderShameless self-plug. I've spent an unreasonable amount time on the tongue of Imoen for some reason. Never got to show it off in promos though. You could copy her tongue/mouth surface to your character. Although some of the detail is probably in her HD morph.
Exporting clothing from Blender to Daz causes seems in mesh after Transfer UtilityIm new to blender but i have a lot of experience with Daz Studio. Im trying to get a clothing set (obj File) from Blender into Daz Studio. I import it, use transfer utility to G8.1 Male and then the mesh has seems in it. Initially i dont recall having this problem but now suddenly its a thing and its like ive gone ten steps back and cannot figure it out. Can anyone please help. I should mention im using a game asset. This is entirely for personal use. Link to the Blender file provided. https://drive.google.com/file/d/1MGkrK0Q6UOz00Ulw_L9dkdLboRH0JiAp/view?usp=sharing Thanks in advance for any assistance.
[Released] Content Wizard [Commercial]lou_harper said:
I'm having trouble with another pamawo product. https://www.renderosity.com/rr/mod/bcs/?ViewProduct=138875
Same thing, no user facing files. Unzipping and rezipping on Mac, then transferring zip to PC didn't work. Next, I transferred unzipped folder, rezipped on PC. Error went away but seems there were missing files and there were no option to instal smart content (grayed out).
I found it in the Content Library, but only the ice cream cones are there, not the cart.
I'm pulling my hair out.
@lou_harper That product on Rendo shows it contains 2 Zip files... 34.21 MB and 650.64 KB, check the size of your zip and see if it is around 34 MB, and if it's much smaller, you may be missing some components from your Rendo download (i.e. try and download again at Rendo). The 650 KB is probably a templates file (labels for the ice cream cart), and if it is, then you can ignore that file, but if it's not a templates file, then add both to Content Wizard product tab.
Also, look in your Zip file to see if there is a Props or Vehicles folder (it should have one) and if the Scene Set is there: Gelato Cart.duf
Those Black Triangles with a Red Exclamation Mark are UV Maps and Morph files in the vendor's data folder... make sure to uncheck them in Content Wizard as they do not require smart content.
Question: Unique Identifier for Daz Posesfelis said:
Not sure whay you are asking.
A pose is based on the duf file, that has the individual bone rotations.
Thanks for the reply.
When I posed that question, I wasn't wearing my Daz User's Hat; instead I was wearing my programmer's hat. You see for the last couple of months I've been developing a workflow to transfer Daz assets to Blender, my preferred sandbox. There's still a lot of ground to cover, but if you want to gauge my handiwork, please check out my renders here. I only use Daz's asset base, Blender Eevee, and Clip Studio Paint for post-editing.
Speaking in general terms, thinking as a programmer involves understand Daz "things" ... what they stand for and how they're interrelated. Knowing that helps me write scripts that automate the transfer process -- to some useful degree at least. Usually I have an inkling about the information that I need. I find it useful, however, to ask first in the forum, just so that I get the work done more efficiently.
Cheers!
Genesis 9 Coming Soon! Preorder Victoria 9 HD TodayRichard Haseltine said:
I'mthought Jay did mention Aantomical Eeelemnts. The Merchant Resource body morphs certainly include nipples.
Thanks Richard, I missed that in his video. Yes, the merchant resource kit does include nipples, I wonder if DAZ is creating another Body Morph package for G9F, and if that will include muscles and the poky bits. I would guess they would, but I would also have guessed that the topology for G9 would have been much different than what it is
TMA Andrea for Genesis 8.1 Female no shape slider?It says "Morphs/Morph Loader", I guess it should've been "Actor/People/Real World"?
Genesis 9 Coming Soon! Preorder Victoria 9 HD TodayJust for fun, here is a comparison of the topology of G9, G8, and G2. IMHO G2 had the best human topology for users and vendors to create detailed realistic morphs of any ot the Genesis figures. G3 and G8 significantly reduced the poly count for both the poky bits and for detailed musculature. If there aren't any polys in an area, the average user (i.e. if you aren't a DAZ PA) can't create morphs for a figure in that area. Note how the topology of G2 follows the musculature and features of the human anatomy - this means the mesh shape can be easily modified by the user, and that realistic joint/bend deformations can be easily created by the average user. G9 may have twice as many polygons as G8, but more polys doesn't totally make up for bad topology. Bottom line, it you don't have access to the tool(s) to create HD morphs, you will have to heavily rely on HD morph packages provided by DAZ and/or DAZ PA's to create custom characters (or geografts from creators elsewhere).
While I'm sure for many people this isn't a big deal. If you don't purchase/use characters from anywhere other than DAZ, it won't be a huge deal. If you never modify the base character in a modeling software (or using dFormers or Mesh Grabber) It probably isn't a big deal. But if you do make your own characters, or have a favorite character artist somewhere other than DAZ, it might be a big deal
Unfortunately, we know virtually nothing about what HD morphs, if any, might be included as a part of G9. We also don''t know what will be included in the the standard head and body morph add-on packages DAZ has always created (or if they will even have them this time). Finally, we have no idea if the gens will be include with the V9 bundle. So at this point there are a lot of unknowns with regard to G9/V9. We do know from Jay's video that there are more spine bones, and that we will need to purchase an add-on to convert G8 poses to G9, which also means that we will need some form of work around to use standard mocap data to animate G9. Otherwise, it's all standard marketing hype with few details that DAZ has gotten so good with lately.
I do really like V9, so I will probably get her once some of these details are clear (probably after release??), and possibly the bundle. But there just are not enough hard facts for me to just pre-invest in her. I am very concerned about the base mesh topology, and what that might mean for non DAZ character creators (and my own character creation) goin forward. I'm not hugely interested in a mesh that I might have to buy even more extras, and rely solely on others work to be able to customize my figures. I enjoy adding my own flare to base characters I purchase. I've found the reduced polygons in certain pokey areas with G8F/G3F very limiting. Missing topology in those areas with G9 means there may be no possibility to edit those areas myself. While I'm sure for most people that's of no concern, but for me it is. It also may mean that creators at other stores won't support G9. IMHO lack of competition isn't good for the customer.
. Looking for male gen 8 SHIRTLots of proper long sleeve shirts in the store, but yes most of them are tucked in and modeled in a way that it would be hard to untuck them. Only one I can find in my collection that looks like it would work well for this is https://www.daz3d.com/dforce-mi-two-piece-business-suit-for-genesis-8-and-81-males . It is designed to be tucked in, but since it is dforce, with a little work with dformers you can bring it outside of the pants, and the hem of the shirt is modeled in a way that still looks like a shirt (not cropped off).
Otherwise if you need something that is open further, the closest thing I can think of would be things like https://www.daz3d.com/dforce-wet-and-dry-boyfriend-shirt-dress-for-genesis-8-females which is designed for the female figures, but if you wanted something fully open (rather than just top buttons opened) this might be more flexible.
If you're not set on G8 (or are willing to use auto-fit or otherwise convert), there is a clothing set for G3 from Uzilite called M701 on gumroad. It's not in this store but if you google the name and gumroad you should find it. The shirt loads untucked, but the hem is short and straight all around like what you would see in a more casual shirt designed to be worn untucked (usually those have short sleeves). It does have a lot of morph options for opening at the collar though, so if that is important to what you need that may be a good option.
Export Blender morph to Daz (when not in A pose)In Blender I've created a morph which consists of some bumps to the skin.
However the character in Blender (imported via official Daz to Blender bridge) is not in the default 'A' pose, thus when the morph is exported and applied to a character in Daz, it warps the character into the Blender pose which is undesired.
When exporting the .obj from Blender to load as a morph, is there any way to exclude all pose/rotation information and keep only the geometry changes?
Alternatively I could get the figure back to an 'A' pose in Blender itself, but the official plugin doesn't seem to have any working option to do this.
Is it possible to bake face Bone rig animation to shape key animation with diffeo?The latest Diffeomorphic commits are awesome to convert bone animations to pure shapekey animations, that the Daz figures can be rigged with any other armature or even rigged with single bone and still have the original morphs and animations.
There are other uses of this new feature of Diffeomorphic, which makes Daz figures even more useful with game engines. These figures if rigged with custom skeleton can use their skeleton based animations, plus the pure morph based animations converted by Diffeomorphic. That means they can use two sets of animations designed for completely different skeletons without retargeting. For example some beasts I purchased from Daz store can use beast animations from unreal when attacking players and use the genesis 8 sex animations when players are defeated.
Also character physics simulation preset and character animations can be based on different skeletons. For example the physics simulations are based on unreal mannequin skeleton, but its animations use the morph converted Daz animations based on genesis skeletons.
Genesis 9 Coming Soon! Preorder Victoria 9 HD TodayGhostofMacbeth said:
AllenArt said:
The fact that there will be merchant resource hd morphs in the store confirms what you've been saying. You'll need them to base any morphs you make off of, because those contain the morphs not present in the base mesh. I don't know if they'll be available generally to the rest of us or ONLY PA's, but from the copy I've read so far, it states that they are for the Daz PA's. Talk about cutting the other sites off at the knees....
It will be the same as before for the creation of morphs for other sites. Nothing changes there
But it does, as the chest area doesn't have vertices to work with and the only ones that have access to tools to make HD morphs are DAZ PA's
How does a non-DAZ creator make a morph to increase diameter of the pokies or make any changes to them, if the pokies are HD morphs?
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICICrios said:
Ho un deejavu degli anni '80
https://www.daz3d.com/norbert-the-nerd-for-genesis-81-male
Se si impegnavano potevano fare un morph simile a Steve Urkel...
Steve Urkel è un bell'uomo in confronto a questo tizio... E poi ricordati di Stephan, il suo alter ego.

Eh, mi hai risvegliato un bel pò di ricordi, ahah!
Saving a DAZ Studio PUSH MODIFIER?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










