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Problem with jagged braids? Marigold hair... (genesis 8 hair on genesis 8.1 female...)
Malandar said:
I have never had this problem before with this hair, does anyone know how to fix this?
Apparently my problem is with trying to use a genesis 8 hair on a genesis 8.1 female model... Does anyone know how to fix this particular issue?Which Genesis 8.1 character are you using? I did some tests with several different 8.1 female characters. For some of them, the tails on the Marigold hair looked fine, but on others the tails had the same jagged deformation below the breasts as shown in your image.
If that is indeed the problem you are experiencing, the issue is not unique to Genesis 8.1; I had the same problem on several Genesis 8 models, not just with the Marigold hair but some other styles. Removing the character morph from the hair under Hidden Properties doesn't work, of course, because that effects all of the hair and then it no longer fits the model at all.
As I recall, the workaround I came up with was to use d-formers to pull the ends of the tails back into their correct position.
AOBB's Sweetheart (and v2)head morph for G8.1F inspired by Marilyn Monroe. No materials or textures.@Renderart3d - Thank you for your understanding and apology. I have to say that this thread is not owned by me and you are free to join into the discussion anytime you feel like it and are welcome to do so. It is just customary and appropriate to stick with the topic of the discussion (which is Sweetheart in this case, not Marilyn Monroe per se).
I understand how passionate you are about your work and I will gladly comment on it should you decide to open a separate thread dedicated to your work in progress on your Marilyn morph. I want to assure you that any comment I might make about your work will be made from a place of good will and no envy or hard feeling will be involved.
Looking forward to seeing your work gaining recognition and becoming all you want it to be.

Cheers,
AOBB
How do i change the base position of something attached with fit-to?Richard Haseltine said:
Morphs can do only so much, the big limitation here, I would suspect, is that they cannot edit the weight maps and I suspect that would be needed.
hansolocambo said:
Assets that come with sliders to change position, shape, scale, etc. are assets with extra custom morphs made by the content creator. Sure is a shame not spending a few extra hours creating some of those before selling a product.
What you can do, for any asset that you want to modify is :
- Load a G8, Base resolution, default position. Load the asset you want to modify.
- Export the Genesis as obj.
- Export the asset, base resolution, as obj.
- Import all that in Blender. And now you can freely move, rotate, resize, reshape, etc. do anything to the asset as long as you DON'T of course modify its geometry (vertices order) in any way.
- When your modifications are done, export the asset as obj.
- Import it back in Daz with Morph Loader Pro. And create your own custom morph for that asset. That you can save to re-use on any scene, or that you can use for the current scene only.
Using Shape Keys in Blender (or layers in Zbrush, similar workflow) you can even create multiple morphs for a single asset (moving a bracelet from left to right, changing the default position of hairs for better dForce simulation, shortening clothes, etc. etc.). And with morph loader pro create your own sliders.
It takes a while to get used to that workflow. But it's ultra necessary to take some time to master it as it widdens considerable the range of things one can do with Daz. And this way at least, you're not limited by what the content creator had the courage to implement in his bundle ;)
the asset does come with morphs (im guessing that's what the shaping parameters are?) to change hair density, direction, length, etc, but just none to change the actual base positioning.
so what is it that actually determines an asset's base position on fit-to? is it "weight maps"? if i understood this, i think i would be better able to potentially modify the positioning itself. right now what hansolocambo is proposing looks a little daunting, i'm still pretty new to 3D. very appreciative of the write-up and the help so far though, i would definitely like to try and learn.
i'm honestly a little surprised one has to go way off-grid and under the hood to be able to just change something as simple as an asset's position. seems like something that should be either built-in or available as a third party tool or addon for Daz.
thanks a lot so far! if anyone else has a solution or idea, i'm learning as i go. some of the language might need to be broken down to newbie level though, most of these terms i've never even heard of haha.
How do i change the base position of something attached with fit-to?Richard Haseltine said:
Morphs can do only so much [...]
You're right. This makes me think that I actually forgot to mention : when using Zbrush rather than Blender, morph loader pro ain't needed as there's no more export/import of obj, all goes through GoZ. Which is really cool as it speeds up a lot the workflow. When you import back to Daz the modified geometry, you can create a morph sure, but you can also : update the existing geometry. And that's great.
If a bracelet for example is on the left, too small and too low on the arm. One can edit that in ZBrush, move it to the right, scale it up or move it up the arm, then GoZ it back to Daz ticking the "update existing geometry" option. And now you have a new bracelet with a base default geometry updated.
Still don't know how to do that with Blender that fast (morph loader pro does not give that great option to update geometry as far as I know). It's feasible but necessitates a lot of extra steps.
GoZ for ZBrush <-> Daz is damn useful.
But sure, all that needs a bit of research into the "behind the scenes" of Daz. Without a third party app it's a bit hard to fix items in Daz. Mesh Grabber indeed with a big ass brush would help.
How do i change the base position of something attached with fit-to?Assets that come with sliders to change position, shape, scale, etc. are assets with extra custom morphs made by the content creator. Sure is a shame not spending a few extra hours creating some of those before selling a product.
What you can do, for any asset that you want to modify is :
- Load a G8, Base resolution, default position. Load the asset you want to modify.
- Export the Genesis as obj.
- Export the asset, base resolution, as obj.
- Import all that in Blender. And now you can freely move, rotate, resize, reshape, etc. do anything to the asset as long as you DON'T of course modify its geometry (vertices order) in any way.
- When your modifications are done, export the asset as obj.
- Import it back in Daz with Morph Loader Pro. And create your own custom morph for that asset. That you can save to re-use on any scene, or that you can use for the current scene only.
Using Shape Keys in Blender (or layers in Zbrush, similar workflow) you can even create multiple morphs for a single asset (moving a bracelet from left to right, changing the default position of hairs for better dForce simulation, shortening clothes, etc. etc.). And with morph loader pro create your own sliders.
It takes a while to get used to that workflow. But it's ultra necessary to take some time to master it as it widdens considerable the range of things one can do with Daz. And this way at least, you're not limited by what the content creator had the courage to implement in his bundle ;)
Unselectable Clothing ItemsAlready have hidden properties shown. The only morphs used by the boot are 3FootTall and Cartoon Face Length (Don't know why, but it doesn't change anything).
Phenotypes is meant to provide character shaping options that affect the Scale properties for each body part, instead of applying target morphs. That's supposed to allow (nearly) all outfits to work when you use a morph like 3FoootTall, but I seem to be running into every exceptio (boots, coats, capes, dForce objects that hang off clothing). Anyway, I'm getting sidetracked. The topic at hand is about the objects that refuse to be acknowledged when working in the viewport. I'd really like to know what's going on with these, and if there's a way of 'fixing' them.
[Solved] How to disable all morphs on clothing temporary?ekajuan_9f765a669b said:
Auto-generated, which we replace.
The reason I was asking this because I was having difficulty with weight map on the skirt area.
I thought I need to turn off all the pJCM morph effect first, to fix it.
BUT. Today I have found the solution for my weight map.
And I want to share it will anyone who might find the same problem.
When we do "Transfer Utility" there are projection templates.
At first I don't know what the difference between all of these templates.
So I used the "full body" template.
That's a mistake. I think it was more suitable for skin tight clothing. Not full body dress like mine.
As the result I was having difficulty of fixing the weight map around the skirt area.
What happened was,
one pose using left thigh, the skirt looks good, another pose using right thigh, looks bad, the geometry was intersecting/clipping.
I just can't get it right.
But now, I've learned, I should used the dress > knee length projection template.
It fixes the skirt area, without spending days of fixing it manually.
If we observe, both templates have different kind of weight mapping, which I didn't know before.
Okay :-)

Yes, the full-body template would be more for items such as full body suits [of which there are many] which have 'pants' and therefore different requirements for the crotch area.
Also, it is not 100% mandatory to use projection templates. Sometimes they help, sometimes not so much.
Unselectable Clothing ItemsThere are likely hidden morphs that get transferred automatically. In the Parameters tab, click on the context menu or right-click the tab itself and select "Preferences->Show Hidden Properties". Select the boot, and the "Currently Used" in the parameters tab. You should see one or more active morph dials that you should be able to adjust, but they might throw off the position. YMMV...
Unselectable Clothing ItemsThe actual foot is the part highlighted yellow in the image. The 3FootTall morph in Phenotypes seems to have this effect on any footwear that extends past the ankle, but not very far up the shin. There 'bump' on the foot isn't quite noticeable on the bare feet, but certain boots will bulge upward at the top of the foot, as if there were some large deformity growing there. Outside of "Foot Thickness," I don't have any morphs that could combat this.
Nice to see that the geometry editor works for scene-selected objects. I think I was just too used to having to right click and select the figure in the viewport whenever using the geometry editor tool.
Now I'm just curious why there are some products containing articles that can't be selected in viewport, even amid items within the same product that can. The Adventure Knight coat springs to mind. I'e seen it happen with hair, too (this one, I think, allowed you to select the lleft tail but not the right one).
[Released] Legacy Set Converter * Commercial *Havos said:
Totte said:
Havos said:
I real shame this will not convert the pz2 material files to duf, as that is what I wanted the most. I would not have cared if they remained with the default shader, but just being able to apply them via the DS content library tab would have been great. I have converted a lot of older hair to G8, and being able to store the hair shaders in the same directory as the duf for the converted item would have been very helpful.
As pz2 files as a starter are not really materials, but poses, the use of them to set matrials is and has always been, a clever hack.
Whan I saw it the user interface nightmare defining which .pz2 files for which .cr2/.pp2 that are to be applied to be converted without ending up with a ton of "materials" that does nothing was the were really poses or morph injectors, not marerial settings at all i kind of back off the whole idea.
Whilst I understand your points I think your concerns are really issuers for the users, not the programmers. If the script converts too many files that is something we, as users, can worry about, and delete the ones we don't want or need. On the whole I know which files are the material presets I want converting, and so I would get the script to convert those. The script should just take a list of files and convert them, what those files are, and what they are used for is not the scripts problem. What matters to the end users are that we can convert mc6 or pz2 files into roughly equivalent duf files. The same duf file as we would get from simply applying the MAT file inside DS and then saving as a duf material preset file. Naturally it would be nice to have an option that converts it into an Iray shader, but that is optional, and likely out of scope of a converter.
I'm working on a script to convert materials from Poser. it does require that item and each of the material files, so it can load the Poser Materialk (in case of Pz2) and then convert all surfaces to Iray Uber (for Iray), and do some adjustments like invert the Glossiness from Poser Mats. I'm aslo working on grabbing the maps from mt5 and mc6 materials.
Still very much work in progress.[Solved] How to disable all morphs on clothing temporary?Auto-generated, which we replace.
The reason I was asking this because I was having difficulty with weight map on the skirt area.
I thought I need to turn off all the pJCM morph effect first, to fix it.
BUT. Today I have found the solution for my weight map.
And I want to share it will anyone who might find the same problem.
When we do "Transfer Utility" there are projection templates.
At first I don't know what the difference between all of these templates.
So I used the "full body" template.
That's a mistake. I think it was more suitable for skin tight clothing. Not full body dress like mine.
As the result I was having difficulty of fixing the weight map around the skirt area.
What happened was,
one pose using left thigh, the skirt looks good, another pose using right thigh, looks bad, the geometry was intersecting/clipping.
I just can't get it right.
But now, I've learned, I should used the dress > knee length projection template.
It fixes the skirt area, without spending days of fixing it manually.
If we observe, both templates have different kind of weight mapping, which I didn't know before.
Standing straight or better not so straight...richardandtracy said:
it's a morph? AHH. Should work, but it almost feels like overkill.
Yes, it is a morph with corrected bones, but there is no need to dial it in to a 100%
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!!! Big Sorry, I am having issues here. My files are gone. ShareCg is weird as well.No idea, what is going on here. !!!
Unselectable Clothing ItemsConforming clothing items normally cannot be selected in the viewport anyway (when fit to a character), but even these cannot be selected in the viewport when they are alone in the scene. Still, the geometry editor works on them, if that is what you want to use. Same for Push Modifiers, D-Formers, Mesh Grabber...
Before you do that, what do the feet actually look like under the shoes? Could be a morph or two distorting the feet. Does other footwear do the same sort of thing?
Standing straight or better not so straight...Perfect, thanks. You're absolutely right, I've noticed this too. Need some with slumped shoulders, standing with less weight on one leg, standing slightly crooked etc. I have been working my way through creating a few 'normal' standing poses when I need them too. Will eventually get to five and then release them too. Regards, Richard. ETA: it's a morph? AHH. Should work, but it almost feels like overkill.Face Transfer - Custom 'base' textures?Catherine3678ab said:
Stay out of the Program Folder. Please read over the tutorial's section with regards to making new skin sets. There is NO mention nor need to be in the Program Folders.
...
At NO time was it necessary to touch the files of the plugin in the Program Folder.
It seems there is still a misunderstanding about what the OP and I were trying to do.
We weren't trying to edit textures after the Face Transfer. I already knew how to do that before posting and have done that for every Face Transfer I have made. I will also mention that all one needs to do for this task is edit the textures in your Runtime > Textures > Your Name > Face Transfer > ... . There is no need to touch the temp folders or FemaleBase. I'm honestly not sure why you mention them if all you want to do is edit the generated textures.
The problem is, editing out the same defects in the base G8 body texture over and over after the Face Transfer is tedious. So the OP and I were trying to save time by using a higher quality body texture as a base before the Face Transfer. A higher quality base texture probably wouldn't require as much editing after the Face Transfer.
I thought your tutorial showed how to do that. After trying it myself, I discovered that it doesn't. It gave me the exact same results as the OP.
So I then conducted my own personal investigation into the Program Folder. At this point, I wasn't trying to follow your tutorial anymore since it doesn't show how to do what I want to do. Through my own investigation, I discovered that what the OP and I are trying to do is probably impossible for the current version of Face Transfer.
I appreciate you taking the time to repost the tutorial and trying to take time now to help me understand the tutorial. However, I'm not trying to use your tutorial anymore because it doesn't show how to do what I want to do.
[Released] Legacy Set Converter * Commercial *Totte said:
Havos said:
I real shame this will not convert the pz2 material files to duf, as that is what I wanted the most. I would not have cared if they remained with the default shader, but just being able to apply them via the DS content library tab would have been great. I have converted a lot of older hair to G8, and being able to store the hair shaders in the same directory as the duf for the converted item would have been very helpful.
As pz2 files as a starter are not really materials, but poses, the use of them to set matrials is and has always been, a clever hack.
Whan I saw it the user interface nightmare defining which .pz2 files for which .cr2/.pp2 that are to be applied to be converted without ending up with a ton of "materials" that does nothing was the were really poses or morph injectors, not marerial settings at all i kind of back off the whole idea.
Whilst I understand your points I think your concerns are really issuers for the users, not the programmers. If the script converts too many files that is something we, as users, can worry about, and delete the ones we don't want or need. On the whole I know which files are the material presets I want converting, and so I would get the script to convert those. The script should just take a list of files and convert them, what those files are, and what they are used for is not the scripts problem. What matters to the end users are that we can convert mc6 or pz2 files into roughly equivalent duf files. The same duf file as we would get from simply applying the MAT file inside DS and then saving as a duf material preset file. Naturally it would be nice to have an option that converts it into an Iray shader, but that is optional, and likely out of scope of a converter.
[Released] Turbo Loader for Genesis 8 and 8.1 [Commercial]alan bard newcomer said:
do we have to use the enable all morphs option before we uninstall stuff .. cause if the program can't find load them without the right extension can DIM unistall them with a different extension?
still don't have a lot of timings.. but it did take 28 minutes for TL to scan all the G3F morphs.
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One of my figures that was taking 10 minutes now loads in 5...
but it is a g8 body with a g1 head because the moprhs I need to make the head can't be done in later versions as a posslible limit by daz on parameters.
better said as a G8 body with a schrunken invisible head with a G1 Head with a shrunken invisible body attached to the neckYes, you need to re-enable the morphs if you want a clean install. As DIM has not installed any *.tloff files (the extension that all disabled morphs will get), it cannot uninstall. However, morph files are not that large. You might decide to just leave the *tloff files where they are. Apart from taking up (little) space on your drive, I have not seen any other side effects of leaving the files where they are. If you re-install your character, and re-run TL, it can overwrite the disabled morphs left over from the last installation of that character.
Toonimal Goldfish morphsAre you using the new DAZ plugin to export to various other external apps or are you your the old FBX exporter?
The FBX exporter will require that use a wildcard to match the morph names or list each individual morph in full by name to export them in the FBX. It's totally non-obvious but pay attention to the drop down menu in the FBX export dialogue & you'll see.
Face Transfer - Custom 'base' textures?Stay out of the Program Folder. Please read over the tutorial's section with regards to making new skin sets. There is NO mention nor need to be in the Program Folders.
I think if everybody stopped referencing other plugins, maybe there would be less confusion. This tutorial has been out for years and this is the first time anybody has managed to so confuse the matter.
From the tutorial, a few things to note:
The changed textures are found in the AppData > Roaming > DAZ 3D > Studio4 > temp > Face Transfer > Generate > ...
After you have saved the scene subset, the textures will be found in your Runtime > Textures > Your Name > Face Transfer > ....
The original files that were used by Face Transfer are found where the textures for Genesis 8 are located.
i.e. Runtime > Textures > DAZ > Characters > Genesis8 > FemaleBaseAfter saving the new Face Transfer, the new starter skins with the face changes made will be found once again in the Runtime > Textures > Your Name > Face Transfer > ....
At NO time was it necessary to touch the files of the plugin in the Program Folder.
Face Transfer - Custom 'base' textures?As I recall {and would have said in the tutorial if such a discovery was made at that time} replacement files tend to have to be the same type and size as the files they are replacing. I have certainly replaced the textures in Face Transfer without crashing either it or D/S.









