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Is Every Product with a 3D Printing License In Fact Printable?
This is so timely if you are following the whole Beyonce/Kelis/Dianne Warren thing.
You know what morphs were used by selecting the figure, going to the Parameter tab, look at Currently used and set up a spreadsheet.
The parameters tab doesn't tell you what product the morph came from. Even if I open the morph's panel where you can adjust the limits, it doesn't say what product the morph came from. No matter what I try, I can't get Studio to spit out the identity of the product the morph came from. I'm not talking about a full character morph, I'm talking about a shoulder morph slider that has a number in brackets next to it which tells you the number of times, or the number of figures/characters that were transferred using GenX. In some cases the number in brackets is 32. Which means I have to push the slider 1/32 of the way to get the morph set to 1 - but Studio doesn't tell you which of the 32 shoulder morphs is being adjusted, or the names of the figures/characters that the 32 morphs came from. GenX could have loaded the same shoulder morph from the same figure 32 times, or it could have loaded the shoulder morph from 32 different characters. It's like if a novel was written, but each word in the novel was added by a different author. So you would in fact have tens of thousands of copyright owners for the one novel. But there is no way to know what author wrote what word.
Character loading with high SubD levelok i got down to controllers first stage but dont see the erc or anyway of editing or deleting, Just my morph - controllers - first stage (add/subtract), no edit or delete
Warped Joints and Ribbon FingersEither a morph is not adjusting the rigging when it should or there are rigging adjustments from a morph that are incorrectly linked, so they trigger even when the morph is not set. Does Edit>Figure>Zero>Zero Figure Shape fix the ebnding (at the expense of losing the shape)? If so it is probably a lack of adjusted rigging. if not it is probably rogue adjustments.
The leg length of the Genesis 8 Character"-35%" looks ridiculous -- unless there is another length morph(s) at work somehow.
Character loading with high SubD levelRichard Haseltine said:
Which are you looking at, the morph or the RenderDivisions slider? If you are looking at the morph itself check SubComponents (the things it affects) rather than Controllers (the things that affect it).
ah ok i see it now, i was looking at the morph parameter settings. Im now looking at the render sub d param settings and i can see that in the controllers do indeed have "ERC [Add] > my morph : SubDivision Level". Is there a way to change this base level? i see in the param settings that default is 3 but value is 5. can i just adjust that and be done? Too much optimisum?
The leg length of the Genesis 8 Characterlou618_2b45855fe7 said:
So, I see the default leg length of the Genesis 8 character is awfully long, the female one specifically. How much should I shorten her legs to make them more anatomically accurate? I currently have it reduced to '-35.0%'I agree; I instead chose to override the limts of the Torso Length morph and set it to 175%, just to make it look normal. I found it grotesque otherwise.
How to reset expressions?Hello,
What is the easiest way to reset expressions on a G8 figure? I have gone and created a bunch of customized expressions using sliders from various morph packages and expression morphs and I would like to know how to reset them all back to zero so the face is in a neutral expression. I have tried saving a pose preset with all expression morphs set at zero, but that doesn't seem to work. Does anyone have any idea how to do this?
Thanks in advance for any help.
nabob21
Is Every Product with a 3D Printing License In Fact Printable?Fauvist said:
If what is being produced is an actual physical model, how would anyone ever know what character morphs were used to create it? If one is using a highly recognizable figure or character that is unaltered, then it's easy to identify. But if what is being used is GenX and 5 generations of morphs from a number of different characters all blended together? The reason I'm asking is that I have dozens of characters I've morphed using multiple figures and characters. I don't even know what figure or character the morphs came from. And if I could find out somehow (how?) would that mean I'd need 30 3D print licenses for my one model?
This is so timely if you are following the whole Beyonce/Kelis/Dianne Warren thing.
You know what morphs were used by selecting the figure, going to the Parameter tab, look at Currently used and set up a spreadsheet. It will give you an appreciation of the frustration of an artist who does 25 promo renders for a product (only one is used) and some rando asks what was that hair that was used as if the artist had a) the time to set up an elaborate spreadsheet to document every asset used in every promo render on a deadline or only did one test promo.
Next, it is important to know the difference between a dial-rolled and a created character; the dial-rolled uses someone else's product and you have have permission and license to use that asset in your product while if you have created the morph yourself in Z-brush or Hexagon. So if you didn't create those morphs, you might need 30 licenses for that character.
Celebrity Look-a-Likes for 3D figures part 3alienarea said:
Would you mind sharing your mix % ?
Sure. Nothing scientific as I just tried getting something I thought was close. Didn't line up a picture to match it though.Morph Artist % Cara Head MarcosGAB 69 (nice) Caramel Head ElianeCK 31 Cara_Head Brahann 31 Noob question help!Richard Haseltine said:
That's right, any chnage you make with the Geometry Editor is going to the base asset referred to by all characters based on that figure. If you are wanting to simply hide thos polygons create a plane primitive, turn it into a figure (Edit>Figure>Transfer Utility - set the primitive as the target and the figure as the source), and fit it to the figure. Then select the polygons you want to hide, right-click with the Geometry Editor>Geometry Assignment>Set AutoHide Group for Followers (or something like that), and select the fitted plane. Now when you fit the plane it will hide the polygons on the figure it is fitted to, but leave others alone.
Can this method be used to make openings in solid walls where you want doors to be?
How to change the iris size?Which, if any, morph packs do you have?
Warped Joints and Ribbon FingersI've been having trouble as of late with my Daz figured and their joints and hands. For some reason, all of my bent joints look like the picture below. I've tried to find the offending morph, but to no avail. And have resorted to consistently using Adjust Rigging to Shape in order to get the figures even somewhat normal looking. Any idea what might be causing this, and how to fix for good?
Character loading with high SubD levelWhich are you looking at, the morph or the RenderDivisions slider? If you are looking at the morph itself check SubComponents (the things it affects) rather than Controllers (the things that affect it).
Noob question help!That's right, any chnage you make with the Geometry Editor is going to the base asset referred to by all characters based on that figure. If you are wanting to simply hide thos polygons create a plane primitive, turn it into a figure (Edit>Figure>Transfer Utility - set the primitive as the target and the figure as the source), and fit it to the figure. Then select the polygons you want to hide, right-click with the Geometry Editor>Geometry Assignment>Set AutoHide Group for Followers (or something like that), and select the fitted plane. Now when you fit the plane it will hide the polygons on the figure it is fitted to, but leave others alone.
Character loading with high SubD levelRichard Haseltine said:
If you don't see a Controllers tab like this in Parameter Settings then thre isn't anything else driving the SubD level.
Thanks Richard, ive found it and i have no controllers tab, just Asset, Sub-components and keys.Does this mean its the morph itself causing the high sub d?
Experimental DazUERig Converter scriptBetter to bake animations including morph animations directly to the deforming bones of Daz skeleton inside Blender and not change the original Daz skeletons, the expressions, morphs and JCMs would lost if the original skeleton was reduced, there's no need to use UE4 or UE5 skeletons in Unreal either, and no need to use mannequin animations especially if the characters are females, the female version of Daz skeleton works best for them.
possible to convert v4 into g3 or g8You can convert a V4 character into a G3 one using GenX2. You will need the GenX2 base program as well as both the G2 add-on and G3 add-on. If you want to use the V4 texture too you will need the legacy UVs for G3: V4 product as well.
If you want to convert the V4 character to G8: There's no G8 add-on for GenX2 as the plugin creator sadly passed away before G8 was released. However, you could still use GenX2 to convert the morph to G3 then use either Xtransfer or G3F to G8F Character converter to go from G3 to G8. For the texture you would need legacy UVs for G8: V4.
OFFICIAL DazToCinema4D Bridge 2022 (SEPTEMBER UPDATE): What's New and How To Use ItAbsolutely thrilled that work on the Bridge is back! I've given it a quick try with a few figures, some old and some new, and here's my results:
Cinema 4D R23 / D|S 4.20 Pro
'Hydra' ( https://www.daz3d.com/hydra )
-Imported badly deformed. Needed to reset the figure in D|S before export to solve.
-Morphs were selected for Export, but no Morph Tag was present in Cinema 4D
'MGM' ( https://www.daz3d.com/mean-green-mutha )
-A dialogue saying "Import Failed" pops up. (Plugin suggests checking the console. Console only says "Import Failed" after trying to load the FBX from the temporary folder.)
-Only the plant's Body imports. The 'Maw', 'Petals', and 'Tendrils' do not.
-No morphs are imported.
Morphing Python
-Morphs import correctly!
-Half of the 'Jaw' joint's weighting is applied to the head. This is not the case inside D|S
Dinoraul's Brachiosaurus
-No morphs import
-Wieghting on the neck-spikes bleeds over into other joints (Older versions of the Bridge did this too, but much worse)
Dragon 3.0 with Chain Saddle
-Plugin says "Import Failed" when loading
-Some morphs do not function (In the batch that I tested with, only Dragon__PHMHornsRidgedHD 1, 2, and 3 did not work)
-All Joint axes are aligned incorrectly and do not match their alignment in D|S (All joints orient with Y perfectly up)
-Chain Saddle imports/merges just fine(1)(1) I noticed that the Chain Saddle copies the Dragon 3's rigging information instead of using a separate joint hierarchy like I've experienced in the past with other figures. Interesting to know and saves a lot of time messing with Constraint Tags!)
I haven't gotten around to testing with human figures - legacy (Michael 3, Hiro 3, etc) or Genesis-eras. As for steps taken, it's just 'load figure -> Send to C4D -> Import via Genesis option'. In the case of the UD Hydra however, I needed to reset the figure in D|S first otherwise it'd import incorrectly.
Overall I'm seeing some wonderful improvements, huge thanks to everyone working on this!
How to change the iris size?Hey, sorry for asking a super basic question...
How do you change the iris size without changing the sizeof the eyeball itself?
I found a morph whihch changes the eye size itself, but all I want to do is to make the size (width?) of the iris smaller.Please see the attached, I want to shorten this length here.
Would a hair basemesh purchased elsewhere be easily usable in Daz Studio?felis said:
Hair usually have a haircap. That haircap matches the head, so when you use it on a morphed character it will still fit.
In order to use a third party hairmesh, you might be able to scale it to match the character and then parent it to the head.
If you want to use it as a generic hair, you need to use transfer rigging, but then it must fit the character before you do that.
Thank you for your help! Now that I understand a bit more of the process I think it's a bit beyond my current ability.








