-
Help me understand the calculation for Toon outline visibility
mmdestiny said:
crosswind said:
I don't have solid answer (maybe Daz team can well explain it...), but you can check my experiment in this post : https://www.daz3d.com/forums/discussion/comment/8909406/#Comment_8909406 not sure if it applies for all cases.
In my test cases, increasing thickness as well as adding SubD on borders with Thickener plugin always work on my side ~~
Does Thickener blow up rigging and weights? That's my biggest headache that keeps me from fixing some of these things by hand - going back to C4D just to extrude an edge means I have to re-transfer the rig and make all the adjustments again.
Using Thickener is usally the final step before rendering. It thickens the figure as per the settings and converts the figure into a Prop so as to give the clothing much better / more natural looking (you know lots of Daz clothing items are just like "paper thin"...)
So, there's no rigging / weight on the thickened Props. The plugin mostly serves a rendering purpose... and the thickened Props can be freely deleted from the scene at anytime as needed ~
The new "blender to Daz plugin"Matt_Castle said:
Azure Thessian said:
Does this plugin work as a reverse bridge back to DAZ when you first export G8 figure using DAZ Bridge to Blender?
As a general thing, I would say "no".
While yes, you can export a figure to Blender with the bridge, then get the figure back into Daz Studio, you turn it into a stand-alone figure by doing so, losing most of the benefits of the Genesis base.
When creating a character morph, you will normally instead want to use OBJ exports and the built-in Morph Loader Pro in order to load your edits as a morph.
Cases where you would want to export G8 back and forth using the bridges are going to be pretty niche and going to involve needing to do edits that change the geometry or skeleton that would prevent it then being able to be a morph on the standard G8 figure.
Thank you for the answer.
Shame it doesn't work like that (exporting back all the rigs and stuff which were imported into Blender in the first place). For morphs I prefer my old 2022 ZBrush bridge. I doesn't work with strand-hair, but it simplifies creating morphs enormously.
I was thinking about actually really Sub-D the figure. DAZ Sub-D in Parameters tab doesn't actually increase number of polys/verts to morph with MeshGraber.
Help me understand the calculation for Toon outline visibilitycrosswind said:
I don't have solid answer (maybe Daz team can well explain it...), but you can check my experiment in this post : https://www.daz3d.com/forums/discussion/comment/8909406/#Comment_8909406 not sure if it applies for all cases.
In my test cases, increasing thickness as well as adding SubD on borders with Thickener plugin always work on my side ~~
Does Thickener blow up rigging and weights? That's my biggest headache that keeps me from fixing some of these things by hand - going back to C4D just to extrude an edge means I have to re-transfer the rig and make all the adjustments again.
UV Map Has Changed For Graft (Resolved)Hey guys,
I hope everything has been treating you well and you are ready for the holidays.
Even though I've been a daz user for a long time, I have never had something like this happen before.
One of the third party grafts I have seems to have an issue. A couple months ago, the last time I used it, everything was fine.
Now the UV has changed anytime I load a new version of it. If I load my old save file, the UV is correct on the asset but even if I transfer it from the genesis it is on to a new genesis, the map changes.
I have never encountered this issue before.
Model : Genesis 8 Male
Asset : 3rd Part Gen Geograft
Problem : UV Map Incorrect, used to work, now does not.
Here is what the UV should look like, I believe this is the same for most gen assets.
When I load a new instance of this graft though, I get 1 of 2 different UV's it's random I feel like when it gives me one or the other however both are incorrect.

I just need to somehow get the UV to display correctly again so I can get back to work. Seems like it's probably going to be something simple that got changed somewhere along the way but I just don't know what that can be.
Thank you in advance for any help and I hope you all have some blessed holidays.The new "blender to Daz plugin"Azure Thessian said:
Does this plugin work as a reverse bridge back to DAZ when you first export G8 figure using DAZ Bridge to Blender?
As a general thing, I would say "no".
While yes, you can export a figure to Blender with the bridge, then get the figure back into Daz Studio, you turn it into a stand-alone figure by doing so, losing most of the benefits of the Genesis base.
When creating a character morph, you will normally instead want to use OBJ exports and the built-in Morph Loader Pro in order to load your edits as a morph.
Cases where you would want to export G8 back and forth using the bridges are going to be pretty niche and going to involve needing to do edits that change the geometry or skeleton that would prevent it then being able to be a morph on the standard G8 figure.
[SOLVED] After using Transfer Utility Template, a bunch of unused, 0% body shapes are savedmmdestiny said:
crosswind said:
There's no inter-dependency, so yes, you can delete them.... just like you never transferred the morph targets, as long as you gave them no default value on the main item.
Edit: However, you can keep cbs files... if you'd like to, as they're corrective morphs that're better than default Auto Follow ones ~~
Thank you crosswind.
No problem !
[SOLVED] After using Transfer Utility Template, a bunch of unused, 0% body shapes are savedcrosswind said:
There's no inter-dependency, so yes, you can delete them.... just like you never transferred the morph targets, as long as you gave them no default value on the main item.
Edit: However, you can keep cbs files... if you'd like to, as they're corrective morphs that're better than default Auto Follow ones ~~
Thank you crosswind.
[SOLVED] After using Transfer Utility Template, a bunch of unused, 0% body shapes are savedmmdestiny said:
crosswind said:
That's because Daz provided lots of morphs (body morphs from Daz Originals as well as PBMs, etc.) within the projection template(s) ~~ For instance, you can check the template of Bodysuit Loose in : your Daz Library\data\DAZ 3D\Genesis 9\Base\Tools\Projection Templates\G9 Bodysuit Loose\Morphs\Daz 3D\Base
If you don't want to have those morphs transferred, you either can replicate the template to a new one and delete the morphs that you don't want (in fact some partial body morphs are really useful...)... How to create a projection template with a Category, pls check: https://www.daz3d.com/forums/discussion/comment/9257551/#Comment_9257551
or just simply uncheck Morph Targets > From Projection Template option in Transfer Utility when rigging the clothing ~~ (screen shot 1) In this way, no morphs will be transferred ~~
Since they're already transferred and I did some work on the objects I don't want to have to replicate, can I simply delete those 0% morphs from the project's Base folder, or will that create dependency warnings?
There's no inter-dependency, so yes, you can delete them.... just like you never transferred the morph targets, as long as you gave them no default value on the main item.
Edit: However, you can keep cbs files... if you'd like to, as they're corrective morphs that're better than default Auto Follow ones ~~
[SOLVED] After using Transfer Utility Template, a bunch of unused, 0% body shapes are savedcrosswind said:
That's because Daz provided lots of morphs (body morphs from Daz Originals as well as PBMs, etc.) within the projection template(s) ~~ For instance, you can check the template of Bodysuit Loose in : your Daz Library\data\DAZ 3D\Genesis 9\Base\Tools\Projection Templates\G9 Bodysuit Loose\Morphs\Daz 3D\Base
If you don't want to have those morphs transferred, you either can replicate the template to a new one and delete the morphs that you don't want (in fact some partial body morphs are really useful...)... How to create a projection template with a Category, pls check: https://www.daz3d.com/forums/discussion/comment/9257551/#Comment_9257551
or just simply uncheck Morph Targets > From Projection Template option in Transfer Utility when rigging the clothing ~~ (screen shot 1) In this way, no morphs will be transferred ~~
Since they're already transferred and I did some work on the objects I don't want to have to replicate, can I simply delete those 0% morphs from the project's Base folder, or will that create dependency warnings?
[SOLVED] After using Transfer Utility Template, a bunch of unused, 0% body shapes are savedThat's because Daz provided lots of morphs (body morphs from Daz Originals as well as PBMs, etc.) within the projection template(s) ~~ For instance, you can check the template of Bodysuit Loose in : your Daz Library\data\DAZ 3D\Genesis 9\Base\Tools\Projection Templates\G9 Bodysuit Loose\Morphs\Daz 3D\Base
If you don't want to have those morphs transferred, you either can replicate the template to a new one and delete the morphs that you don't want (in fact some partial body morphs are really useful...)... How to create a projection template with a Category, pls check: https://www.daz3d.com/forums/discussion/comment/9257551/#Comment_9257551
or just simply uncheck Morph Targets > From Projection Template option in Transfer Utility when rigging the clothing ~~ (screen shot 1) In this way, no morphs will be transferred ~~
[SOLVED] After using Transfer Utility Template, a bunch of unused, 0% body shapes are savedMorning folks,
I don't normally use the Transfer Utility templates (or G9 for that matter), but I've been working on an outfit where it made sense to use the long boots and bodysuit templates. When I save the Figure/Prop assets, a long list of bs morphs are saved to the Base morph folder, like for Neanderthal9...which I don't even own... I'm not a fan of file bloat or unnecessary things I can't explain. Is there a way to clean these up? (partial list atttached).
The assets that didn't use the template have no base morph folder as one would expect.
Face transfer questionHalcon Bluesky said:
TSasha Smith Face Transfer is a good utility, which one are you using for Genesis 8 or Genesis 9?
You may need to get these tutorial made by the brillant mind of Catherine3678A (aka PetuniaPetals) in rendo.
All you need is the following:
Face Transfer The Basics
Face Transfer The Sequel
Using The Face Transfer Plug-In in Daz Studio
Get 'em, there is some useful information.
Good luck!
Thanks!
Face transfer questionTSasha Smith Face Transfer is a good utility, which one are you using for Genesis 8 or Genesis 9?
You may need to get these tutorial made by the brillant mind of Catherine3678A (aka PetuniaPetals) in rendo.
All you need is the following:
Face Transfer The Basics
Face Transfer The Sequel
Using The Face Transfer Plug-In in Daz Studio
Get 'em, there is some useful information.
Good luck!
[Released] Turbo Loader for Genesis 9 [Commercial]Another attempt: I found https://www.daz3d.com/forums/discussion/557186/released-turbo-loader-for-genesis-8-and-8-1-commercial/p17 that points to the registry. I found two TLMG9 keys there (certainly because the reinstall put it in a different directory) and I removed both. When I tried to open the TLM window, I got prompted to create a new list. After it ran over the morph list with many AddRelPathToListView in the log, the window did not open (same message as before) and no key was created in the registry. I guess I will try to reinstall TL again to see if the registry key is recreated in an empty state. I will report only if anything different happens.
Using the Transfer Utility to move rigs between hard surface modelsHi Richard, in my testing I've found that the transfer utility messes up the weight maps and the face groups which makes it a toss up which is quicker, just redoing the rig or trying to sort out the mess. It obviousy works fine with clothing but for a hard surface model I need precision. the models are effectively identical but the vertex order will change. I was hoping there might be some secret sauce to the settings to get the precision I'm looking for.
Using the Transfer Utility to move rigs between hard surface modelsHi,
I have a hard surface model that I've rigged in Daz Studio, all the weight maps are at 100%, i.e. there's no blending between bones as its a mechnical object. I've needed to go and make some changes to the base mesh which has necessarily changed the vertex count so I can no longer update the base mesh using update geometry. The rig was fairly time consuming to create so before I start again and do it all from scratch I was wondering if there are a combination of setting in the transfer utility to move the rig across to the new object with precision. My experiments have found that the transfer process tends to blend face groups and weight maps making the clean up more time consuming that starting from scratch. What effect for example would changing Distance Tolerance, Use Near Vertices or UV space make?
Thanks
Installing Michael4 in Poser on Mac?Martirilla said:
M4 needs a one-time offline "activation", after installing. Tutorial, which also covers the ++ morphs: https://jurn.link/dazposer/index.php/2017/12/28/tutorial-how-to-activate-and-load-micheal-4-and-morphs/
It neds to be done everytime a ne ExP product (most morph sets, some characters) is added so that Poser reads the files that add the channels into which the morph data is injected.
There's Always Another Sale Thread -- Discussions Only Pt 5Elor said:
SilverGirl said:
I WL'ed those as they look fantastically useful... once I get far enough along my learning curve to be able to use them. Right now just reading the description is overwhelming LOL.
I don't have it, but reading the description, if you know how to manually dial a morph, you know how to use this product: the PA already did the majority of the work and once you have activated the single dial the description is speaking about, you're done and everything else will happen automatically depending on how each finder is posed.
I manually dial in morphs I've bought, but haven't worked with making my own (aside from one pair of elf ears with Mesh Grabber close to two years ago). Something I should probably get around to eventually, but there's so much other stuff (like dForce, ugh) that's higher on the priority list.
There's Always Another Sale Thread -- Discussions Only Pt 5SilverGirl said:
I WL'ed those as they look fantastically useful... once I get far enough along my learning curve to be able to use them. Right now just reading the description is overwhelming LOL.
I don't have it, but reading the description, if you know how to manually dial a morph, you know how to use this product: the PA already did the majority of the work and once you have activated the single dial the description is speaking about, you're done and everything else will happen automatically depending on how each finder is posed.
There's Always Another Sale Thread -- Discussions Only Pt 5Cam Fox said:
XiousDs said:
The exceptions are when someone hits something I don't have yet and I really could benefit from, at which point I will relax on waiting for as high of a discount.Yes, same! This week I grabbed the new Morph Tools pack by 3D Universe at launch price because I'll use it well before it's likely to go on sale.
I WL'ed those as they look fantastically useful... once I get far enough along my learning curve to be able to use them. Right now just reading the description is overwhelming LOL.
That KA wearable lights and cameras, though? That looks like that's going to /entirely/ solve the problem I have with my blue-skinned character that even when the lighting is perfect in the rest of the scene and for all the other characters, he's still insufficiently lit. I haven't pulled the trigger yet, but if it comes to the last day of my tokens and no better sale has come along, I'll likely do it then.
(And yeah I'm sure if I messed around long enough I could manage it on my own, but... I've messed around with it a lot already and still haven't to my satisfaction. And especially with how sparse my art time has been lately, it'd be nice to not spend what little I get being frustrated.)








