-
Body By Sublime IV Fantasy Edition
it says
Details
Eight Gorgeous Body Shapes to work with the Genesis 3, Aiko 7, Victoria 7, Gia 7, The Girl 7, and Olympia 7
Character on DAZ homepage renderIt's hard to tell, as you can only see a small amount of her, but perhaps Kelly: http://www.daz3d.com/kelly-for-victoria-7
I could use some help with ZBrushSo a little history. Using the Victoria 4 model I had a character I really enjoyed using who was a female version of Frankenstein's monster, basically a woman made up of stitched together parts. From that time I have moved from Poser and V4 to DazStudio and G3F. With that change now I feel like I want to recreate her for the new model. I have done what I think is a good job so far and stitched together skin textures, bump maps, specular maps, and normal maps to give me a good looking character. Once everythere there was right I decided that the two last things to do were to modify the normal maps to better convey the seams between parts and then to convey the stitches used to hold the parts together.
So at this point for this character I need to modify the Normal maps and then work on the textures to look right. The problem I am having is that while I can export the character as an Obj and get it into the trial version of Zbrush I do need to load in either the bump map or texture so that I can see where I need to push down in the application to form a realistic seam. Is there a way to load in those normal maps and textures for while I am working so I can really make everything look right? I have very little artistic ability and so really think it is a bad idea to start from scratch.
I'll be absolutely honest and admit I am way way way out of my depths here. I love my Frankie character because clothing resources I have take on a new life over her green patchwork form. I really want to do her justice because while I may just be a hobbiest this is the character that really took me from occasional use to the hobby I can't wait to get home and work on. I know this is likely basic knowledge to some of you experts out there and I realize that is probably so common place that it should be basic knowledge but honestly when I have looked I find how to export as these file types but nothing on how to get them in to be used as a base. Please any help, direction, or references that you can provide or point me to would be cherished by me (I was going to say appreciated but really it is far more personally important to do Frankie justice than something that would be simply appreciated).
Thank you for any support you can provied a poor ignorant novice.
Mixamo & CMU mocaps working with DAZ Studio - solutions in threadThe 4.7 GB Mixamo animation collection includes all their animations in both FBX & BVH format but I don't know of a download that is BVH or FBX only except manually going through their colection and adding them to your download list in the format you prefer.
That collection isn't of any use to get the Mixamo motions onto one of the DAZ figures. The figure that they were originally rigged on seems to have a largely different bone layout compared to those of DAZ's figures. Without a huge amount of work you won't get them to work. For our (your) purpose it's not more than a huge waste of disc space.
Honestly, for genesis 2 anyway -just follow the mixamo instructions using the default genesis (or even a morphed genesis) then use mcasuals copyposeanime script to a separate (maybe clothed) Genesis 2 in daz studio
I guess you're talking about this one... That's an excellent suggestion, DigiDotz!
Works nicely without the neccessary detour over V4/M4 (and using a pose adjustment), like one would have to when using the now abandoned Mixamo DAZ Michael and Victoria figures.I just tested it with a Victoria 6 FBX exported from DS and imported into Mixamo. The there exported animated FBX works even on the basic Genesis 2 Female and Male when using mcasuals script. And in some way on Genesis, too. Except for the hands, which have a too different zero pose. It doesn't work on Genesis 3, though, but that's what I suspected anyways.
Thanks a LOT, that's a nice improvement to my workflow!

Those Mixamo animations are supposed to be retargetable in Unity to Mecanim compatible rigs, which so far for me has included Poser characters and DAZ characters and a couple I modeled myself but I guess that doesn't mean DAZ's animation system can use them or the DAZ Studio plugins animate2 / keyMate / graphMate combination can use them. As I've only used a few of the animations from Mixamo directly in Unity, nothing near the thousands they have, I'm not sure of their utility in DAZ.
The huge amount of work must be consistantly the same sort of similar adjustments that Mixamo had to have automated with scripts on their back end for V4 and M4 before they pulled those from their store.
Anyway maybe Mixamo will be kind enough to allow you to post those that you have already that they used their scripts to convert to V4 / M4 rigs.
Mixamo & CMU mocaps working with DAZ Studio - solutions in threadThe 4.7 GB Mixamo animation collection includes all their animations in both FBX & BVH format but I don't know of a download that is BVH or FBX only except manually going through their colection and adding them to your download list in the format you prefer.
That collection isn't of any use to get the Mixamo motions onto one of the DAZ figures. The figure that they were originally rigged on seems to have a largely different bone layout compared to those of DAZ's figures. Without a huge amount of work you won't get them to work. For our (your) purpose it's not more than a huge waste of disc space.
Honestly, for genesis 2 anyway -just follow the mixamo instructions using the default genesis (or even a morphed genesis) then use mcasuals copyposeanime script to a separate (maybe clothed) Genesis 2 in daz studio
I guess you're talking about this one... That's an excellent suggestion, DigiDotz!
Works nicely without the neccessary detour over V4/M4 (and using a pose adjustment), like one would have to when using the now abandoned Mixamo DAZ Michael and Victoria figures.I just tested it with a Victoria 6 FBX exported from DS and imported into Mixamo. The there exported animated FBX works even on the basic Genesis 2 Female and Male when using mcasuals script. And in some way on Genesis, too. Except for the hands, which have a too different zero pose. It doesn't work on Genesis 3, though, but that's what I suspected anyways.
Thanks a LOT, that's a nice improvement to my workflow!
FYI - Ultimate Natural Bend Morphs for V7 - HALF of features not workingFirst -
I have already opened a helpdesk support ticket on this. I am posting in the forum as an FYI to people who have bought this product that there are problems with it and they should expect DAZ to address them; and to people who are thiking about buying it that they may want to wait for DAZ to fix things.
Second -
I know I already started a thread on the initial problem I found, but I have a good (to me, anyway) reason for starting this separate thread (see Note 1 below).
Third -
I am referring to the product as downloaded with DIM. I do not know if the same applies to it supplied by Connect. Someone who has bought it and used Connect to obtain and install it should check. All the detail needed to check is below.
To business:
There is a considerable problem with this product not working as advertised, at least as supplied by DIM. Only around half of what is listed on the store page actually works. The problem with this product is so much more extensive than I realised when originally posting about it. It's not just the elbows.
On the store product page, it lists the product as supplying morphs that improve the following joint rotations (copied and pasted from the product page):
Ultimate Collar Bend L
Ultimate Collar Bend R
Ultimate Collar Front Back L
Ultimate Collar Front Back R
Ultimate Collar Twist L
Ultimate Collar Twist R
Ultimate Elbow Bend L
Ultimate Elbow Bend R
Ultimate Forearm Twist L
Ultimate Forearm Twist R
Ultimate Neck Head Bend
Ultimate Neck Head Side Side
Ultimate Neck Head Twist
Ultimate Shin L
Ultimate Shin R
Ultimate Shoulder Twist L
Ultimate Shoulder Twist R
Ultimate Thigh Bend L
Ultimate Thigh Bend R
Ultimate Thigh Side Side L
Ultimate Thigh Side Side R
Ultimate Thigh Twist L
Ultimate Thigh Twist R
Each of those is actually the label of one of the control dials visible to the user, and each then controls a number of actual morphs (dials visible in /Hidden/People/Victoria 7/ if setting Show Hidden), from 1 to 5 per joint rotation, with most controlling two morphs, one for positive and one for negative rotation.
(The entries I've removed from the list copied from the store product page - Ultimate Natural Bend Morphs for Victoria 7, Ultimate Leg Out L, Ultimate Leg Out R, Ultimate Thigh L, Ultimate Thigh R - are master controllers that control all or subsets of the others.)Of those 23 joint rotations listed above the morphs for the following DO NOT WORK. AT ALL. They don't just do the wrong thing; they do NOTHING.
Ultimate Collar Twist L (2 morphs: 1 pos 1 neg)
Ultimate Collar Twist R (2 morphs: 1 pos 1 neg)
Ultimate Elbow Bend L (1 morph)
Ultimate Elbow Bend R (1 morph)
Ultimate Forearm Twist L (2 morphs: 1 pos 1 neg)
Ultimate Forearm Twist R (2 morphs: 1 pos 1 neg)
Ultimate Shoulder Twist L (2 morphs: 1 pos 1 neg)
Ultimate Shoulder Twist R (2 morphs: 1 pos 1 neg)
Ultimate Thigh Twist L (2 morphs: 1 pos 1 neg)
Ultimate Thigh Twist R (2 morphs: 1 pos 1 neg)
That is TEN of the 23 advertised improved joint rotations for which the product actually does nothing - NOTHING - at all. And to cap that, two of the other remaining 13 only HALF work.
Ultimate Thigh Bend L (2 morphs: 1 Forward 1 Back)
Ultimate Thigh Bend R (2 morphs: 1 Forward 1 Back)
For these two, the morphs to improve forward bends of the thighs work; the morphs for bends backwards do NOT.
For those with a techie mind - or who want to develop one - I will explain the reason. In each of the 10 cases that do nothing, and for the missing correction for the thigh bend back, the situation and fault is exactly the same. In data\DAZ 3D\Genesis 3\Female\Morphs\K.H. Image Studio\Ultimate Natural Bend Morphs for Victoria 7\ all of the .dsf files that should be there are there. The ones for the visible-to-the-user control channels are all correct and can be dialled on a loaded G3F. The ones for all of the actual morphs do contain all the information to create the 'hidden' morph channels, and also contain the ERC formulae to link them to the control channels and the appropriate joint rotation channels, so on posing the figure one can see the actual morph channels dialling appropriately if you have Show Hidden set in the parameter pane. But for the collar twists, elbow bends, Forearm twists, shoulder twists and Thigh twists, and for thigh bend backs, the spinnning morph dials have NO EFFECT. NONE. And that is because all of those morph data .dsf files for those bends, all TWENTY of those morph data 'dsf files, contain:
"morph" : {
"vertex_count" : 17418,
"deltas" : {
"count" : 0,
"values" : [
]
}
}ABSOLUTELY NO MORPH DELTAS.
For those who don't but would like to understand - the number after 'count' is the number of G3F vertices affected by the morph; between the open and close square brackets after 'values' should be lines of numbers, one line per G3F vertex affectd by the morph, first number in the line the identifying number of an affected vertex, followed by three numbers that are the x, y and z 'deltas' ... the distances that vertex should be moved by to change the shape when the morph is applied at 1. That is what a morph is as supplied: a .dsf DSON file for the morph that includes a section as above, but with a 'count' showing the number of G3F vertices affected by the morph, and a list of the x, y and z amounts each affected vertex is moved by when the morph is dialled to 1.
But all the morphs to reshape and improve the joints when those 10 joint rotations listed on the product page - plus the 'back' rotation of the thigh - are used contain that same snippet.
"count" : 0,
so the morphs affect NO vertices. And no "values", no deltas to say how much any vertices should be moved on morphing.
So those 'morphs' do NOTHING.
The product page (and some of it is specifically in the description, not just the content list) says the product provides JCM and MCM morphs to improve 23 different joint rotations. But actually it only provides the morphs for 11 of the listed joint rotations, plus half of the morphs it's supposed to for two of the other 12.
Which works out to the product, as supplied to me via DIM, actually only containing HALF of what it is supposed to in a functional state. And what's especially annoying is that the most common mistake in DAZ products I get is faulty ERC formulae, but I can diagnose and fix those myself in minutes; but missing MORPH DELTAS I can't.
I find it hard to imagine how this happened. Either the missing morphs existed and are supposed to be in the product as sold, but someone - the PA or someone at DAZ - somehow accidentally deleted the morph deltas but not the channels; or it was decided - by the PA or someone at DAZ - to remove those morphs (sub-standard, problematic or whatever), but whoever did it accidentally deleted the morph deltas but not the channels, so the dials still appear in a loaded G3F but do nothing, AND forgot to amend the product page to remove the mentions of the joint rotations no longer improved. Well, there's a third possibility, but I really don't want to even think that might be true.
But that's it. Basically, as packaged for DIM anyway, the product only contains about half of what is claimed on the product page, plus creates a load of visible and hidden channels on loading G3F that do absolutely nothing.
DAZ needs to do one of two things, and PDQ.
Either:
If those missing morph deltas do exist and the improvers for those joint rotations listed above ARE supposed to be in the product, get hold of the proper morph .dsf files thaat actually do contain the morph deltas and produce an update.
Or:
If those missing morph deltas either do not exist or those morphs were intentionally dropped, then issue an update that REMOVES all the useless control and empty morph .dsf data files, and REWRITE the store page, removing the references in both 'Details' and 'What's Included and Features' to the non-existent/dropped morphs. And then, seeing as the customer would actually be getting about half the number of joint rotation corrections DAZ and the PA thought were worth 28.95 USD full price, 20.27 USD sale price, cut both full and sale price by about half and refund the difference to people who have already bought it on the basis of the original store product page specifications.
I am hoping the situation is the first of those, and we can get a properly working product as originally advertised with all the joint corrections.
But one thing is clear. DAZ need to have a REALLY LONG LOOK at their QA procedures. They have put out to paying customers a product HALF of which is faulty/missing. When I thought it was just the elbow morphs, I thought that was sloppy work from QA but just about understandable. But to miss the fact that, out of 23 joint rotation improvers advertised, TEN DO NOTHING (which is a lot easier to spot than something doing the WRONG thing - I noticed the missing elbow correctors about 30 seconds after G3F finished loading after instaalling the product) and TWO only half work, leaving only 11 that do what they should beggars belief. DAZ QA procedures - and staff - really need serious review. I've been a DAZ customer since 2004, and there has been a regular pattern of QA failures, but this one is on a whole new level and really takes the biscuit. If their QA people are overworked, they need to get more. This just is not acceptable.
Note 1:I have created a new topic rather than added to the pervious one because I effectively derailed my own topic with the other one, writing a lot more about what was intended to be constructive criticism, arguing the product would have been better and more widely useful if it had been designed differently from how it was advertised on the store page. I'm starting a new topic because of the far more serious failures of the product to operate AS ADVERTISED than I had discovered when starting the other topic, and I would like to stay focused on that, not on whether it would have been better different anyway.
Note 2:
I believe that everythinng I have written in this post is accurate, fair, verifiable, balanced and justified. If any moderators somehow diasgree, I'd appreciate a discussion of edits rather then summary deletion. This is a real, significant failure of a product to deliver what is on the store page, and I have provided the detail that you can check yourself either or both testing with a G3F in DS, or just perusing the data /dsf files in a text editor. 20 morphs with no deltas; 10 promo specified joint rotations receiving no morphing despite every file and everything else but the deltas being present, and 2 other joint rotations only receiving bend forward morphing where the store page says it should have bend backward morphing too. Especially given the price of the product this is not good and should be aired.
Mixamo & CMU mocaps working with DAZ Studio - solutions in threadMixamo has great promise to help with animation sequences, and the animations on sale today reminded me of that. However, I've never gotten the animation imports to work, even when following the directions on the Mixamo website.
Has anyone managed to get Mixamo to work with DAZ, importing animations to Studio and using them?
Just curious if it no longer works as advertized or if there's a different method to use Mixamo animations in DAZ studio.
Yeah... me.
Furtunately, I've been a Mixamo customer since 2013, and so one of the lucky ones who still owns the old DAZ Victoria and Michael figures which Mixamo added to their catalogue in Oktober 2010 but sadly dropped last autumn.
Seems the partnership ended when Adobe took the ownership. 
Motions rigged on Mixamo's DAZ Victoria and Michael work for me on V4, M4 (out-of-the-box), and on Genesis & Genesis 2 (with adjustments), and with the use of DraagonStorm's Animation Conversion Genesis 2 to Genesis 3, on Genesis 3, too, by "Create aniBlock from Studio Keyframes".
After Mixamo dropped the DAZ figures I exported mine in FBX format to have a backup copy in case I accidentally delete one (or both) of them eventually. Motions rigged on them work as nice as with their originals, and it also works nicely using just the "bare bones" T-Pose saved in BVH format, without any geometry.
The reason why export/re-import doesn't work flawlessly I guess lies within DAZ Studio's importer/exporter plugins. Importing the Mixamo DAZ Victoria into Studio gets you some weird behaviour and distortions, as shown on the screenshot I added.
Okay, that doesn't help you that much, I know. I really wish I could help you guys and gals by providing the fbx's for those old abandoned figures.
I just contacted Mixamo if it would be of any harm if someone would publish the plain node data from a figures Zero-T-Pose BVH in a forum post. For it wouldn't contain any mesh or animation data it would be IMO useless for anyone who doesn't own the figure, too, to make any use of it.
If they don't see that as a copyright violation and don't disagree I'll post the node data in the Free Animations for DAZ People... topic as code snippets to let you build your own Zero-T-Pose BVH's from.
Two Directories IssuesHaving two installations of the base fourth generation figures (Victoria 4 etc.) can cause issues.
Can't get NBM for V4 to workNo, only the Victoria 4 subfolder might be an issue. I can't see what other things might be causing your problem.
Can't get NBM for V4 to workI deleted only the Victoria 4 folder and it still doesn't work. Do I have to delete the entire path as well?
[Links] Victoria2 / Michael2 V2/M2 freebie listNew render thread: http://www.daz3d.com/forums/discussion/108001/the-older-generation-victoria-2-3-michael-2-3-and-their-children-renders
The older generation: Victoria 2/3, Michael 2/3 and their children rendershttp://www.daz3d.com/mimic-lite
Comes with tons of content
- Victoria
- Emotiguy
- Deedee
- Sammy
- Gremlin
- PiSONG Frog
- Toonimal Fish
- Toonimal Lamb
- Bigfoot
Just remember that Victoria 1 doesn't have morphs - they were inserted with Victoria 2 ... (V2 is just V1 with added head- and bodymorphs).
The older generation: Victoria 2/3, Michael 2/3 and their children rendersand Victoria 1 is in Mimic lite for any wanting to go back that far
Are you sure? I have that. It's a stand alone program. I wonder if I can I get V1 out of it and back into DS? I'll have to check into that. Thanks.
edit: I found Victoria 1 inside Mimic Lite along with a few other animals which I didn't realize came in Mimic Lite, but I also happen to buy separately at one time or another and apparently did need buy. Oh well, I managed to get all of them really cheap, like well under a $1 or $2 cheap. I'll see if I can get V1 inside DS and render her. I'm not even sure I have any clothes that will fit her.
The older generation: Victoria 2/3, Michael 2/3 and their children rendersTaozen: nice character and dress! Is she still available?
luci45: he looks good!
Fixmypcmike - maybe they are older, but I like the humour of the pair of Vicky's. *grin*
I added a paragraph to the first message:
If you are interested in getting these figures (apart from Victoria 2 and Michael 2 - those are vaulted by Daz): Knittingmommy has accumulated links to the store pages: http://www.daz3d.com/forums/discussion/comment/1501496/#Comment_1501496 and there is GiGi_7's thread here: http://www.daz3d.com/forums/discussion/comment/925540/#Comment_925540
The older generation: Victoria 2/3, Michael 2/3 and their children rendersand Victoria 1 is in Mimic lite for any wanting to go back that far
The older generation: Victoria 2/3, Michael 2/3 and their children rendersIt seams like these figures have held up pretty well with time. They might even make for some nice background characters. Can one still obtain V3, M3, A3 etc?
Yep!
Victoria 3 Base which also comes in these Bundles: V3 Anniversary Bundle and V3 Digital Beauty Design Kit. I happen to get a good deal on the anniversary bundle at some point because that's how I got her.
Victoria 3.0 Head and Body Morphs
Stephanie 3.0 Petite which is also in the Stephanie 3. Petite Base Upgrade
Michael 3 Base and Head and Body Morphs
David Base, David Head Morphs and David Body Morphs (supposedly a companion for Stephanie)
Aiko 3.0 Base - Anime Girl which is also in the Aiko 3.0 Starter Pack and the Aiko 3.0 Professional Bundle and the Aiko 3.0 Mega Bundle
Hiro 3.0 which is also in the Hiro 3.0 Mega BundleThere are also various character and creature morphs for these figures still available as well. I really need to do some renders with these older characters because I picked them really cheap at one sale or another, but I haven't rendered any of them yet. I may have to do that and contribute some pictures to the thread. I'm really enjoying the pictures I've seen so far. As far as I know, that is all of the figures still available. Victoria 1 & 2 were retired before my time. I don't know if there was a male figure before M3.
An Attempt of a "Limited Time Freebie" Message Only Email Alert ThreadJust wanted to tell everyone about the great deal Daz has going on in the store right now;
Check out the promo at the top for Hair Bending and Light Blending...
http://www.daz3d.com/08-21-hair-and-light
Why, you ask?
By buying 1 of the discount items they have listed, you can get %50 off 5 different items.. (the items are on sale at %40 off, and range in price from $9.07 for the cheapest to $20.97 for the most expensive.)
By buying 2 of the discount items they have listed, you can get %75 off those 5 different items..
and, By buying 3 (or more) of the discount items they have listed, you can get all 5 of those items.. %100 FREE! What are the 5 items, you ask?
1) Genesis 3 Female Expressions - $19.95
http://www.daz3d.com/genesis-3-female-expressions
2) Genesis 3 Female Body Morphs - $19.95
http://www.daz3d.com/genesis-3-female-body-morphs
3) Genesis 3 Female Head Morphs - $19.95
http://www.daz3d.com/genesis-3-female-head-morphs
4) Victoria 7 HD Add-On - $39.95
http://www.daz3d.com/victoria-7-hd-add-on
5) Genesis 3 Cross-Figure Resource Kit - $29.95
http://www.daz3d.com/genesis-3-cross-figure-resource-kit
I spent $37.71 on 3 items, and my total cart value with the 5 free items was $167.46, which means I saved $129.75. And all 5 of the free items were in my wishlist, so win-win.
Check it ou before it ends... just saying!
Aging Morphs 3 Render Competition - Ends 30st September 2016Ive been wanting to use the horns from the Sachra character. http://www.daz3d.com/tara-sachra-hd-for-victoria-7
The horns are off the face, so technically there is no way to transfer the Aging morphs to them. They will still work on the face.
Aging Morphs 3 Render Competition - Ends 30st September 2016Ive been wanting to use the horns from the Sachra character. http://www.daz3d.com/tara-sachra-hd-for-victoria-7
Can't get NBM for V4 to workYup, though it seems that this Victoria 4 folder contains only the NBM morphs. NBM was somehow installed in this path too..











