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Any suggestion for water /sweat dripping on skin
Elor said:
Yes, another one by V3Digitimes:
https://www.daz3d.com/wet-and-tanned-skins-for-genesis-81-females
(I got it by buying the whole bundle: https://www.daz3d.com/wet-and-tanned-skins-for-genesis-81-bundle )
Thanks. I have the wet and tan for G8. I can, maybe transfer to G9 or 8.1 via the Legacy UVs for Genesis 9: Genesis 3, 8, and 8.1 Female | Daz 3D or just use G8 ...experiemnts soon.
You Have Face Transfer, How About Prop TransferYou need a prop that's not available but you see what you need in an image. You are able to create a figure via Face Transfer, so why not also have a Prop Transfer or even a Environment Creator for photos of places you would like to create.
LIVE! In the store NOW!! LowPi - the Low Poly Figure, and Crowd Creator Scriptsmemcneil70 said:
Gingers, ya gotta luv them.
Seriously, did I miss a LowPi horse? It is early here and my Gingers woke me two hours early so the brain is not engaged. If there is not a LowPi horse, how did you do it @barbult?
I am totally amazed at your creative mind.
Mary
I used Predatron's LowREZ Horse 2. I created poses for LowPi to ride the horse and hold the reins and put his feet in the stirrups. I posed the horse and the reins and stirrups and then put LowPi on the horse.and posed LowPi with the poses I had created.I selected LowPi and created a Wearable Preset with the horse and the also saving the pose data. I didn't export the horse as a static prop as Totte suggested. I just kept the full figure. Then I created a PropKit with the horse and created a Set which assigned the right Wearable Prop to the right pose. This was all a lot of work. I had to create separate LowPi poses for each horse pose (walk, trot, gallop, etc.) And I had to create separate LowPi poses for Feminine and Masculine to get their hands and feet positioned properly for their body differences. In the morph list, I had to exclude Height and Mass, because that threw all the posing off and the LowPi no longer interacted properly with the reins and stirrups. I like to challenge myself!
G9 WoesMasterstroke said:
Yes it a dead horse, but dead horse are pretty annoying.
First, the DAZ marketplace becomes pretty much obsolete to me, because it is all abou an inferior figure.
Second the way that the G9 mesh is designed is leading to horrible mesh bendings, and therefor to ugly poses.
The splitting off of Eyey balls, mouth and what ever to be separate figures makes it more complicated than helpful.
The unisex layout requiers more layers of JCMs, so more data.
One layer of JCMs for the core figure, one layer for male and female base and a third layer for the character morph, which almost no vendor want to invest the time for.
The female base looks again like a stylized Barbie, but unlike G8F it semms even harder to correct this with custom sculpting.
It must be difficult for most Vendors as well, because no Vendor seemed to have been able ( or willing) to get rid of this Barbie like body characteristics.
- Daz is still regularly releasing G8 compatible content.
- I've asked you to explain your "the G9 mesh forces horrible bends" point before, because your assertions are constantly that it's bad without explaining why it's bad. This was my dissection of it last time around:
Matt_Castle said:G8's edge flow is hardly smooth in the base pose and often gets worse when bent. Places where the edges split at points that are going to show creases in the geometry when bent (e.g. the pole vertices near the elbow) , places where they collapse edge loops rather than using them to provide density on the inside of a joint that's going to stretch (e.g. a load of edge loops are collapsed on the front of the thigh rather than providing geometry to the inside of the thigh), etc.
There's some places where I feel that the geometry could better follow contours (G8's geometry had the ribcage, mastoid and clavicle well defined in the geometry), but from the perspective of joint bends, there's maybe one place where I think G9 would have benefited from the edge loops flowing differently, and that's for the crease under the glutes when the thigh is bent back.
- Again, "split off eyeballs/mouth/etc" is a loose assertion that something is a problem without actually explaining what the problem is.
- "More data" is basically trivial. Textures almost always take up massively more drive space than morphs (well, maybe not HD morphs, but exceedingly few characters have high SubD JCMs). More control links might have a valid point, because that slows down figure loading and posing to a degree, but that's not what you said.
- There is nothing that stops G9 taking almost exactly the figure same shapes as G8. They are both humanoid meshes with extensive morphing capability. I am extremely sceptical of anyone who cannot manipulate G9's shaping at the SD level to make it look and bend almost exactly like G8F, yet claims they would actually be able to make use of HD tools.
~~~~~
In any case, these are still all complaints rather than any actual proposal of a solution.
when load genesis 2 get this errorBecause DS detects duplicate formulas from the loaded modifier (morph) assets. You can find the involded assets from DS log... or if you'd like to post your DS log in here, we may help to find them out.
G9 WoesMatt_Castle said:
Masterstroke said:
There must be a reason then, why " we're going down that G9 rabbit hole again".
"Beating a dead horse" would count as a reason.
In this respect, I have asked many times what people complaining about G9 actually want. (I usually get ignored).
Looking at the five answers I can actually imagine:
1) Daz should change the G9 base.
Impossible (at least, by any reasonable definition of what is possible). Changing G9 would break any characters or clothing built on it.2) Force vendors to stop using G9 and go back to G8.
Would start a riot, both from those creators who prefer working with G9, and from those users who want G9. And it's not like we're getting no G8 content. We're actually still getting quite a lot more than two years after it was officially superseded.3) Force vendors to develop everything for both G8 and G9.
Would basically double the development work for some products, so prices would have to rise to match. Those vendors who've decided this is viable for them are already doing this. The vendors who didn't want to do this would move to other stores where Daz couldn't force them.4) Bury G9 and create a new G10.
No-one would agree on what they want G10 to be any more than they have G9, except now you'd have people whining about having to buy all the basic generation resources all over again.5) "Give us the HD tools!"
It is extremely clear this is not going to happen. Also, as previously discussed, HD really isn't as useful or necessary as some people think it is. Anyone who could get meaningful use out of the HD tools should already be capable of creating normal maps, displacement maps or geografts to add to the mesh density.I am willing to be amazed by some magnificent solution which I have not already imagined and addressed, but as someone who has a much better technical understanding of this than many, I can assure you that solutions that might seem simple or obvious are far more likely to actually be impossible.
Yes it a dead horse, but dead horse are pretty annoying.
First, the DAZ marketplace becomes pretty much obsolete to me, because it is all abou an inferior figure.
Second the way that the G9 mesh is designed is leading to horrible mesh bendings, and therefor to ugly poses.
The splitting off of Eyey balls, mouth and what ever to be separate figures makes it more complicated than helpful.
The unisex layout requiers more layers of JCMs, so more data.
One layer of JCMs for the core figure, one layer for male and female base and a third layer for the character morph, which almost no vendor want to invest the time for.
The female base looks again like a stylized Barbie, but unlike G8F it semms even harder to correct this with custom sculpting.
It must be difficult for most Vendors as well, because no Vendor seemed to have been able ( or willing) to get rid of this Barbie like body characteristics.
I pretty much have collected everything from this shop, that is useful to me for G8F.
I wish, I could use G9 hair, but restrictions with sbh makes that impossible.
And no, I just cannot accept, that I am restricted from purchasing an HD tool, here, although the formula could be easy.
For sale, but free for vendors.Only environments are left useful to me inthe DAZ shop.
I am stuck here with my character here.
If there was an easy way of migrating my character with geografts, geoshells, MCMs and JCMs to another plattform, I'd be already gone.
I am just thinking, that DAZ Studio will go down the same route as Poser did.
G9 is as horrible to me as Victoria 4 used to be.
G3 is what brought me to DAZ studio, G9 is what gets me away from it.
Searching for a way to import CC4/Iclone 8 animations into Daz...it works for body motion but does it work for facial animation transfer
Fae model [Solved]This all made me feel nostalgic so I dug Victoria 4 out of my runtime, applied the Alice Faerie morph, didn't bother to convert to iray and rendered
What Hair is on Ezra?The hair is https://www.daz3d.com/zack-hair-for-genesis-8-male-s, I believe, with its peak down morph
Creating/Saving/Applying G9 Full Body MorphYou need to create the morph from the base figure alone (ie without mouth, lashes, and so on), and at base resolution, otherwise you'll get an error when loading the morph via morph loader.
G9 WoesWith regard to mixing, you sort of can - You can morph the object and apply that normal map. You can also vary the effect of normal maps. So, it's not necessarily either-or. But only PAs have the HD tools. So, there is that. But Oso's sample demonstrates that you can get pretty good illusion of high resolution out of lower-res mesh using normal maps; and that's kinda the point of normal mapping.
Creating/Saving/Applying G9 Full Body MorphI have a full body morph for a character I created for Genesis 9. But I'm not sure of the proper way of saving the OBJ file and then applying it as a full body morph. Then I am going to create clothing that is appropriate for that character.
Genesis 9 has the body, eyelashes, tear, eyes, mouth and eyebrows as separate layers. So do I have to save the morph with all these different parts, or can I combine them all into a single OBJ file and apply that somehow?
First time I've made a character so I'm a bit confused. Help appreciated. 8-)
G9 WoesOso3D said:
With my customer hat on, as a CUSTOMER Unisex is far easier for me.
It means a broad amount of content I only have to buy ONCE.
I don't have to vainly hope that that cool uniform gets made for both M&F, or I have to take extra time hoping I can cross gender autofit decently enough (oh no boob bubbles in the outfit, dammit!)
Much easier to have, say, a brother and sister, when they can share broad morph elements.
The lack of geometry baked around the belly button and nipples makes autofits and extreme shapes more reliable when fitting clothes and other items.
Fewer maps, fewer annoyances to deal with. And hey, I can save unnecessary geometry and texture load by removing mouths for all the figures with closed mouths.
The greater geometry around the face makes it a lot easier to do little tweaks, and I believe makes expressions more fluid without requiring HD stuff. (that's arguable, I'll grant you)
In short, as a user, I am VERY happy with G9 and I sincerely hope Daz never returns to gender split figures.
I prefer a single base for both genders, too. It seems that a lot of creatures created for Genesis 2,3,and 8 tended toward only male versions, although there are some exeptions. On the other hand, I get that some people want to use the newest figures, but that doesn't make the older ones obselete. I just use each figure for what it's best for, with the content I have.
Fae model [Solved]Torquinox said:
Likely made from https://www.daz3d.com/the-girl-4-base or a character for Girl 4, at least the head. Final model is probably tweaked and/or has body from another character as Girl 4 is quite busty. Lots of elf ear solutions on V4 characters and in morph kits.
That's a very good point, thanks. I never look in details at g4 face.
Also might be from RuntimeDNA or Evilinnocence, this model looks similar in some ways
https://www.daz3d.com/woodland-fae-for-v4Fae model [Solved]If recreating, you could start with https://www.daz3d.com/the-girl-4-base, at least the head. Final model would be tweaked and/or has body from another character as Girl 4 is quite busty. Lots of elf ear solutions on V4 characters and in morph kits. Original character more likely original The Girl (V3 vintage, I think) as Girl 4 was not released 'til 2009.
G9 WoesI like the unisex better because the artists have to think about how humans differentiate during biological development. They start out the visibly the same except for the invisible to us DNA, and then they morph into their forms, even in old age they are morphing still.
G9 WoesI am not G9's biggest fan, but a unisex base allows:
- Sharing of morphs on male and female figures for familial resemblance. You can actually have daughters who resemble their fathers, brothers who resemble their sisters, etc.
- Alien/anthro/fantasy creatures semi-automatically have support for males and females. This is particularly key as things like geografts and bend correctives are not easily ported between bases without technical knowledge - and in the case of things like SBH/dForce hair, not at all if it's generated from the figure rather than a scalp shell, as it often is for full body hair.
- Uniforms can actually be uniform. Sure, you might have to swap in a skirt or some trousers, but you natively have compatibility, without auto-fit mucking up all the weightmaps. There's one G8 school uniform set I use consistently because it's about the only one that actually fits both boys and girls.
- More clothes are unisex than people might think, at least within the realm of Daz Studio where clothes automatically follow your body shape. Running shoes, workboots, many jeans, some t-shirts, socks, hi-vis work jackets, etc.
- You might actually find more armour for women that doesn't bare their tits or midriff.
- Sometimes, you just want a male version of a female shape (or vice versa). Most of my teen boy characters are actually masculinised G8F morphs because there was much more choice of good teen girls than boys.
- Shapeshifting or other magical/technological/alien body transformation is a common enough concept in fiction (whether willing or unwilling), and now you have the option to seamlessly morph between male and female shapes.
Now, some may argue that these things come with compromises they're unhappy with... but, in of themselves, all of these things are at least desirable goals, even if the implementation might not impress you.
Creating Shape PresetOn a related note, I read previously that geographs will transfer to Unreal from a G9 character but not earlier? Does anyone know if that is indeed the case? Also, how well do the geographs transfer in the case of G9 characters?
Creating Shape Presetnemesis10 said:
felis said:
When converting to G9, then there isn't enough base geometry for navel and nipples, and as users can't make HD morphs, I cannot see a solution to that.
An Hd geograft perhaps. Vendors already sell those kind of froducts such as https://www.daz3d.com/geo-grafting-navel-and-nipples-for-genesis-9 for example.
Yes, I went through the shop and put some of them on my wishlist. This will hopefully help once I'm able to get some of these, ty. My next question is how well it will transfer to UE Metahumans as that is one of my ultimate goals as I would like to experiment with using UE for cinematics and to become familiar with where this seems to be going in general. I would ultimately like to get some high quality DAZ level characters in UE to experiment with UE's Nanite Tesselation, Lumen, Cloth Physics, etc... Unfortunately, so far it seems that the character transfer process tends to fall apart on more complicated characters, which are the ones I most want to save from previous generations. From what I'm seeing, I'll have to temper my expectations and try getting a base morph over as best as possible, patching it up in Blender in some cases, then finishing it by rebuilding the details in G9. Though, there still are some morphs in G8 that aren't in G9 yet, if ever.
Creating Shape PresetNo, I'm referring to using G9 HD preset from one character on another G9 character... It doesn't seem to work when trying to use it on a character that has been converted from a G3 character but is now a G9 character with the converted morph applied. I never mentioned trying to use it on a G3 character since of course one couldn't do that.















