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Brianna 9, Here Comes the Bride to DAZ3D
I got a bit jumpscared first . I like her silhouette and the hairstyles.
On the other hand I've been wishing for black and heavier core figures for months only for them to restrict those as Premier exclusive and a 21 / 30$ single morph "addon". That's the same price as Mechasar's Beverly which is a full character with quality textures, makeup, jcms, body folds, customizable heaviness...
The Addon-ception also doesnt feel right sometimes, which is splitting a dress in different products (the veil, sleeves and bustle) and even make an addon texture for the addon, selling you 4 products from 2, for the sake of justifying a pack's price tag.
Leg holster identificationYou might be able to use the geometry editor to hide the parts you don't want.
I've not used it at all really, but there is a thread here that gives a bit of a start on how to use it here: https://www.daz3d.com/forums/discussion/146436/geometry-editor-tool-tutorial-anywhere? I'd select the facets I didn't want on the other side and apply a new surface to them, then make that surface transparent/hidden. That way the facets would still be there to correct any errors if I managed to select the wrong ones and needed to restore them to the main model.
Have to confess the main reason I've not used geometry editor much is because in these situations I export an obj model, edit it to delete unwanted facets in a modeller and then re-import and convert to a piece of clothing again. The way to do this is to:
- Zero the figure and harness.
- Unparent the harness from the figure.
- Make sure the harness is at base resolution.
- Ensure that the haness root X, Y and Z translations & rotations are zero.
- Hide everything in the scene except the harness.
- Export the Harness at 100% scale as an obj file using menu option File| Export.
- Edit the harness obj file in a modeller.
- Save the modified harness as an obj file from the modeller at 100% scale.
- In DS import the modified harness model at 100% using menu option File| Import
- Use menu option Edit| Object | Convert to Figure and select 'General Weight Mapped' rigging when the popup dialogue box appears.
- The new harness will now have a scene tree name of 'Figure: <obj filename>'. Change the name in the scene tree now if you want.
- Then use the transfer utility to copy across the original harness rigging to the modified harness. The way to do this is use menu option Edit| Figure| Transfer Utility . Here you select the old harness as the source figure, the new harness as the destination figure and set it running.
- Copy materials from the old harness to the new one.
- Now your altered harness is ready to use.
Sounds long winded, and it is, but then you'll have your own unique harness which can be saved as a library part or simply fitted to your character.
Regards,
Richard
Zelara 8 spineI didn't see any morph included with Zelara 8 to get her spine to look like that but it could be from this other product for Zelara 8:
https://www.daz3d.com/xenogirl-hd-for-zelara-8
As for using it on Genesis 9, you can autofit it to Genesis 9 but you'll miss the HD morph made to make it look better fused with Zelara's back, and materials will be a bit painful to apply because they are Hierachical ones.
Zelara 8 spineHello, I own Zelara for a long time now, but I can't remember where to morph her spine like in this promo image https://gcdn.daz3d.com/p/53499/i/zelara8-3.jpg
Can you please help me? Would it be possible to use the spine at G9? Thanks in advance :)
dForce Archmagebarbult said:
I'm having problems with this product so far.
- I loaded G9 and loaded a skirt and shirt parented and fit to it.
- When I launch Initiate dForce with default settings, it simulates from memorized pose correctly.
- Then I executed Heal Simulation Springs with both the skirt and shirt selected in the scene pane. The script said it healed the springs. But when I look in the Surfaces pane, only one of the two selected garments was changed. The user manual says it will affect all materials of the selected dForce enabled objects. I assume that means all SURFACES of selected dForce enabled objects, since it is SURFACES that have dForce parameters like the collision offset. It doesn't say I have to select any surface, only objects in the scene pane.
- When I Invoked dForce again, it no longer simulates from memorized pose. It simulated from current pose, and looked awful.
- I am using DS 4.24 on Windows.
Edit: I resolved at least part of this. After Healing Simulation Springs, G9 was no longer selected. Only the clothes were selected. That is why the simulate from memorized pose did not work and why the simulation results were terrible.
I still don't know why not all of the clothing had the collision offset changed when I ran Heal Simulation Springs, though.Thank you for purchasing dForce Archmage!
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Heal Simulation Spring only works with a single object, which is why those errors occurred. I apologize for the incorrect information in the User Guide.
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Add To Favorites wasn’t working due to a silly mistake I copied over from Morph Master. It’s now fixed.
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The User Guide has been updated, and a new "Known Issues" section has been added. I also modified the script that opens the User Guide so it works properly on macOS.
I’ll PM you and wait a couple more days in case any new issues come up — then I’ll release the updated script for everyone.
Also, I am attaching the updated User Guide
UPDATE: I will also increase max value of Gravity to 10 and max Air Resistance to 5
Genesis 2 Appreciation ThreadI was unable to do rendering during G2 days, as my PC baulked at V4, let alone G2 and all the added sophistication of the character. So, images I show will be new, and in all probability content will be obtained as a freebie or from the Outlet store. As a case in point: Lyonesse Maribel from the outlet store below. Her shaders converted to Iray very well with a material set I put together for V4. Apart from the fact the poses I have for G2 are pretty grim and I now need to do a G8F to G2F pose transfer script, I'm pretty happy with my first proper G2 render. Scene is Tango Alpha Country Ford UltraScenery.
Regards,
Richard.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIManon saprei, l'Advanced non mi pare abbia chissà che, però ora che ci penso, in passato è stato utile per gli oggetti con i morph, non i personaggi. Però in quel caso era un problema di memoria.AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICICrios said:
Qualcuno mi spiega la differenza fra l'Advanced Morph Loader e il Pro? Quando uso l'Advanced l'Erc Freeze no va, con il Pro invece si.
Il Pro è la versione più avanzata e nuova. Per qualche ragione i Dev hanno lasciato anche la vecchia versione, meno precisa e con meno funzioni, disponibile insieme alla nuova.
Magari la Advanced ha delle funzioni che la Pro ha abbandonato e degli utenti ne hanno ancora bisogno.
Genesis 2 Appreciation Thread@xyer0: Not a huge variety considering POC characters for G2M, though, especially if you want a character with a less muscular physique. Luckily we have morph packs to help us create some more.
I imagine that render was very challenging - posing all those characters so close to each other and everybodys' eyes following the ball - impressive!
Morph MasterI didn't replace the existing guide, just added 'Mac' to the title and slipped it into the folder in for Morph Master and in the Content Library it appeared with no tip image (of course) and when I clicked that, it opened perfectly. That way I am not changing your program. I will keep a copy on hand outside of the program just in case an update eliminates it in the future.
Many thanks @matew
Mary
AIUTO...CHI CONOSCE L’ITALIANO? PARTE QUATTORDICIQualcuno mi spiega la differenza fra l'Advanced Morph Loader e il Pro? Quando uso l'Advanced l'Erc Freeze no va, con il Pro invece si.Morph MasterThank you @matew and Elor. I had the computers off yesterday afternoon due to extreme weather and the weak electrical wiring system in my apartment. I have downloaded the updated manual. Much appreciated.
I will set up a practice scene and see how I do with morph master today. It is my 'quiet' day of the week.
Mary
dForce ArchmageArchmage has the same problem that Morph Master had with the toggle for setting favorites not working. I uncheck Add to Favorites and Save Settings. The dforce Archmage 02 Morph Extractor still marks every created morph with the heart favorite icon.
dForce ArchmageThe lines in the hair are Iray Curves. That is how most dForce hair in the store is structured. Once a PA converts a Strand-Based hair to dForce, it is no longer editable by users with the Strand-Based hair editor in Daz Studio. I don't see anything unusual in the structure of this hair, as shown in your capture of the Scene Info data. For example, I have attached the Scene Info for Juneau Hair dForce Strands.It is certainly possible for users to create morphs based on dForce simulation of Daz hair products based on Iray Curves. I have done it many times. I believe I even commented on that in the Morph Master forum thread. I have not tried it with Archmage.
Note that Linday dForce Hairs usually use the "cloth based" dForce system That does not use Iray curves, but uses normal polygonal geometry and the normal cloth based dForce simulation.Morph MasterElor said:
The script opening the manuel doesn't work on MacOS for some reasons I don't understand.
This one does work on Mac on the other hand:
If someone wants to have a fix on their Mac, they can download the snippet and in any tool capable of editing text (like TextEdit), just search for:
Relative/path/to/a/file.txt
and replace it with (for Morph Master)
Scripts/matew/Morph Master/Morph Master 20 User Guide.pdf
Then save Display_Document_Dynamic.dsa and move it somewhere inside your Daz library (it's likely safe to replace Morph Master 20 User Guide.dsa but I didn't test it).
Here's the updated Morph Master 20 User Guide.dsa that uses Elor's snippet:
https://mega.nz/file/hZ8SmDoJ#ttqCm-HCiFiYldaSFysfrjq-N9WkfUGFxF38oijUzlA
I hope it will work on your Mac.
Rigging the characterPlease don't post images with nude, textured figures (and do please use something like the Snip and Sketch tool to take screenshots, rather than taking a photo of the screen).
How was the character created? I suspect you exported the model with attachemnts and at high-resolution, which stops it from loading as a morph - for a morph the vertices that define the model must match thos of the base figure. The only real fix in that case is to export the base mesh and use your modeller's tools to make it match the shape you previously created, at which point you can load it as a morph.
Can someone please make more modular hair models?Leana said:
Spamakopita said:
Leana said:
Spamakopita said:
Modular hair is probably the easiest type of hair to do
I doubt that (at least if you want to create a product to sell), because instead of having one full hair to create, morph and make materials for you now have multiple pieces to take into account and make work together.
On thing that comes to mind for example is ensuring that the extra pieces adjust well enough (and realistically enough) when the base hair is morphed to fit the character's head or for movements, which is not that easy because unlike conforming items, parented items don't adjust to the parent's morphs.
See my comment above for clarification. I'm talking about this type of hair, not something that interacts with the neck/shoulders:https://www.daz3d.com/dforce-strand-based-build-your-updo-mega-hair-pack-for-genesis-9
Not having to interact with the neck or shoulders doesn't change the need to have the pieces "follow" when the base hair is morphed to fit a character.
For the record, the hair you linked to is not just a base hair with parented props, as noted in the description all the pieces are conforming. Which means that OOT basically created around 20 different rigged figures including some with custom bones, and with dozens of adjustment morphs each. That's a lot of work, and I'm not even counting the pre-built options and all the materials. Granted, they've been creating hair for years so they likely have an optimized workflow, but still.
Yes, OOT has conforming pieces in this hair but you wouldn't have to other than the base, right? You don't have to have little strands coming down and you can easily parent various buns or braids that don't need to move other than adjusting size/position.
Can someone please make more modular hair models?Spamakopita said:
Leana said:
Spamakopita said:
Modular hair is probably the easiest type of hair to do
I doubt that (at least if you want to create a product to sell), because instead of having one full hair to create, morph and make materials for you now have multiple pieces to take into account and make work together.
On thing that comes to mind for example is ensuring that the extra pieces adjust well enough (and realistically enough) when the base hair is morphed to fit the character's head or for movements, which is not that easy because unlike conforming items, parented items don't adjust to the parent's morphs.
See my comment above for clarification. I'm talking about this type of hair, not something that interacts with the neck/shoulders:https://www.daz3d.com/dforce-strand-based-build-your-updo-mega-hair-pack-for-genesis-9
Not having to interact with the neck or shoulders doesn't change the need to have the pieces "follow" when the base hair is morphed to fit a character.
For the record, the hair you linked to is not just a base hair with parented props, as noted in the description all the pieces are conforming. Which means that OOT basically created around 20 different rigged figures including some with custom bones, and with dozens of adjustment morphs each. That's a lot of work, and I'm not even counting the pre-built options and all the materials. Granted, they've been creating hair for years so they likely have an optimized workflow, but still.
dForce Archmagematew said:
jksafe said:
Hey, mate!
I just picked up your product from the store. I can't get the looping to work with one of my hairstyles.
https://www.daz3d.com/dforce-strand-based-beach-style-long-hair-for-genesis-9
Do you have any tips on what I could be doing wrong? I tried a couple of other hair products, and they worked fine. This one just won't create a morph.
Hey, jksafe!
I just tested this hair myself, and I couldn't get it to work either. I don't know what's wrong with it. When trying to copy and paste the geometry back, I get a "geometry mismatch" error that makes no sense.
And the problem isn’t limited to dForce Archmage. I tried creating a morph using DAZ Studio’s standard tools, with Morph Loader Pro, and encountered the same error. Moreover, ManFriday's Mesh Grabber also refuses to work with this asset.
So this isn’t a bug in dForce Archmage, but rather some kind of incompatibility at the DAZ Studio level itself.
Sorry, but I really don’t know what I can do here. Still, thanks for uncovering the issue.Thanks for the answer. My luck to find the one asset that doesn't work... ^^
Morph MasterElor said:
The script opening the manuel doesn't work on MacOS for some reasons I don't understand.
This one does work on Mac on the other hand:
If someone wants to have a fix on their Mac, they can download the snippet and in any tool capable of editing text (like TextEdit), just search for:
Relative/path/to/a/file.txt
and replace it with (for Morph Master)
Scripts/matew/Morph Master/Morph Master 20 User Guide.pdf
Then save Display_Document_Dynamic.dsa and move it somewhere inside your Daz library (it's likely safe to replace Morph Master 20 User Guide.dsa but I didn't test it).
Thank you for this information, Elor!









