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How to make character around 5'5 in height without Scale, Length & Height Sliders?
...Zevo's growing up morphs have different sliders to adjust height but that is only good if you are creating child and young teens. There are a few other morph kits that allow for adjusting height and proportions.
Here are two resource products I have and use regularly that could help.
https://www.daz3d.com/body-morph-kit-for-genesis-8-female
https://www.daz3d.com/body-diversity-morphs-for-genesis-8-females
A major issue with changing stature using the Scale and standard height slider is head size as often it also affects the head making the relationship a bit unnatural. Hence I often use the "Head Propagating" slider to make minor adjustments afterwards a the "7-1/2 head rule" (for height) doesn't always apply in real life. In creating unique custom characters I also make adjustments to the limbs and torso as well like Masterstroke mentions. above I find both of the above products I linked to helpful in this as well.
problem Transfer UtilityHello everyone
I have designed a robotic arm for genesis 8.
unfortunately the arm deforms when I use a fullbodyshape for genesis.
does anyone have a solution to the problem thank you in advance
Andreas
Are there morphs for G8F that can adjust the depth of the lines of belly muscle in a feminine way?Silent Winter said:
I like the look of this on Isa for Rune 7 (for Genesis 3 Female) - I've converted it to Genesis 8 female with this: https://www.daz3d.com/character-converter-from-genesis-3-female-to-genesis-8-female
Edit: Scratch that - the HD morphs don't transfer over and there's no normal map so you lose the detail on the abs ... shame.
However, the Genesis 8 Body Morphs package has a 'Rectus Outer Detail' slider in the 'Waist' portion of the morphs that does the job.
Edit 2: Pic attached. Original Isa for Genesis 3 on the left, Converted Isa (Genesis 8 Female) with 'Rectus Outer Detail' dialled in on the right.
Thanks! That helps more or less... although 'Rectus Outer Detail' doesn't address all of my needs
Character loading with high SubD levelI dont think i turned down mouth realism when i exported my original G8.1 could that be why every morph now loads with a sub d of 5?
Help regarding game modsFor the sake of clarifying it for the several people who jumped on it, the standard licence clause is:
User may access, use, copy and modify the Content in the creation and presentation of two-dimensional animations and renderings ... (including two-dimensional images that simulate motion of three-dimensional objects) ... provided that User may not in any case publish, market, distribute, transfer, sell or sublicense any renderings, animations, software applications, data or any other product from which any Content, or any part thereof, or any substantially similar version of the Content can be separately exported, extracted or de-compiled into any re-distributable form or format.
If you're using it solely for personal use game mods, this is not redistributing the content, and it is covered under the very permissive terms of being a use or modification of the content to create a rendering or animation. The EULA makes no stipulations about whether the rendering is real-time, what application is used, or whether it is an interactive experience. (Despite the name of the Interactive Licence*, the EULA has no clauses relating to interactive use - it can't, as technically even posing the content in the Daz Studio OpenGL or Filament viewport is an interactive real-time rendered experience).
* I have grumbled many times in the past about how the Interactive Licence is, in my opinion, poorly named.
I of course have to offer the traditional "I am not a lawyer" disclaimer here, but to my reading the OP's request is entirely legitimate as long as they do not distribute the mod.
~~~~~
As far as the actual question, I have done this in a technical sense (I put Daz content in Source Filmmaker for personal use, and Source Filmmaker is technically a game engine), but what I can tell you is that the method is going to vary massively from game engine to game engine. As a general thing, the method is likely to be to get it into a modelling tool like Blender, then look for guides for how to get it from Blender to your game engine of choice. That may be a complicated process though, as it is likely to involve things like re-rigging the meshes to the skeletons used by the game.
Are the Daz body morphs merchant mesources?MelonArts3D said:
but I thought baking merchant resources isn't illegal as long as it's not just a single morph that could be extracted from the final product.
Merchant Resources don't all have the same terms, you need to check ther terms of the set you are using. Anything that is not explicitly permitted is not allowed.
What does it mean when a morph expression dial has a (2) in front of it?(2) indicates that there is a duplicate slider with the same label. In the Parameters tab, click the hamburger menu at the top and uncheck 'Consolidate Properties'. Usually you'll see this with generic named sliders like 'Mouth Width', 'Nose Size' etc. I don't personally recall seeing expressions doing this, but Zeddicus morphs are sometimes split into All, Top half and Bottom half - if some of those sliders are not labelled uniquely you'll see this.
There is a fundamental flaw in that if two identically named labelled morphs exist, the one Daz uses when loading a character is selected randomly. Newer versions of Daz do have the internal name and label separated which might alleviate this issue with morphs created in those versions - assuming the morph creator did input a unique internal name.
Edit: Mr RH has corrected me on that. I think I was conflating the name/label fields when creating new groups for some reason.
How to make character around 5'5 in height without Scale, Length & Height Sliders?With this https://www.daz3d.com/genesis-8-female-body-morphs
You can morph her full length or e.g just the legs.
AOBB's head morph The Legend for G8.1M based on Humphrey Bogart. No materials included.Nice, a Bogart morph I recognize.
How to make character around 5'5 in height without Scale, Length & Height Sliders?How do you make G8.1F around 5'5 in height without using any Scale, Length or the Height Slider? Or somehow using height slider without it ever touching the glutes?
The height slider destroys the glutes and makes them look inhuman.
Using Scale to make the character smaller is cheating, because the head won't be realistically proportional to other characters.
Using Legs Length, Torso Length and similar also destroy the Glutes and makes them look inhuman.
There has to be some kind of Generic All Purpose Body Morph that can Make Genesis 8.1F go from 6'2 to 5'5 with the body looking like an actual woman who is 5'5, not destroying her body and making it look inhuman.
There has to be a professional solution here. Making a character go from 6'2 to 5'5 without it looking stupid and ugly takes way too much time.
Aren't there G8.1F characters who are around 5'5 in height?
What does it mean when a morph expression dial has a (2) in front of it?What does it mean when a morph expression dial has a (2) in front of it? The 2 is in parentheses. I thought maybe it was a duplicate file, but I checked the DAZ folder and there's only one of the file.


This is from a product called Z The Chosen One. These are how the dials show up on Genesis 8.1 Basic Female. The dials don't work which is expected, since they're G8F morphs; since I've loaded 8.1F.
So i'm just curious why there is a (2) parentheses in front of each morph dial?Long load times? This may help! - Morphs ManagerSci Fi Funk said:
@3dOutlaw Thanks for doing this.
I was just about to use it when I thought about the implications of ticking / unticking 8GB worth of morphs. So I tried a test:-
If make a permenant copy my G8f morphs folder to another one called something like ALL_MORPHS_RESTORE which never gets used for anything except splatting my morphs folder to restore it, (Downside 8GB of extra storage used in my case), and instead just keep the DAZ folder within morphs - any of my remaining 40 chracters load in 8 seconds!
Previously it took 43 seconds to load a scene with a single G8f, which in my world (animating), is aggravating, especially after yet another crash. A heavy duty scene (4 x G8fs and a heavy indoor scene with all 8GB of morphs) takes 2:14 seconds to load, so anything to speed this part of the task up is a help.
Finally a word of warning, if you remove/rename morphs and attempt to load a scene that depends on them, it won’t load with warnings, Daz will just crash. That’s why you need a bullet proof restore. The choice is do a splat (but wait a while for all those Gigabytes to be copied back), or @3dOutlaws utility, but then if I understand correctly you have to tick all the tickboxes. At least there is a way back.
Anyway, I’m thankful for your work, and grateful at least new scenes can load as fast as my G8.1f scenes, without issues :)
With DAZ 4.20, if you load a scene that relies on a morph DSF that was renamed to .NOLOAD, it won't crash, instead it just informs you it couldn't find the morph file. So you can rename the extension of morphs to disable them, and if the scene can't find them; since they were renamed, then it won't crash, it just won't load that morph in the scene since it couldn't be found.
Duplicate morphs are removed!Only one morph with the same .dsf file name is displayed in the parameter.
So I couldn't change the 'Name' of both morphs at the same time.
Therefore, after uninstalling 200Plus, I changed the 'Name' of the RFMC morph, but when I turn Daz off and on, the 'Name' does not change.I think the problem is that the 'File Path' remains the same even if the 'Name' is changed.
It keeps getting files from the wrong path.
Can't I change this path?
Even if I click '...' on the right side of 'File Path', I can't change the path.Are the Daz body morphs merchant mesources?but I thought baking merchant resources isn't illegal as long as it's not just a single morph that could be extracted from the final product.
Duplicate morphs are removed!Has nothing to do with the name of the morph file, it's about what is used as the "ID", "Name" and "Label" inside the file file - "Label" is what the user sees on the dial, "Name" is used by other morphs to activate the morph in question.
"Label" can be changed without it causing problems, and then one gets two different dials, but if the "Name" is the same, one must find out if other morphs are calling that morph with that name and change the name in all of them.
Download the latest versions of those products and see if they have been fixed, clashes between those two have been around for long, but as far as I know some fixes have been made.
Please ID model used (Think its a Krashwerks)Skin is this: https://www.daz3d.com/p3d-riza-for-aiko-8
No idea about the morph, though first instinct suggests https://www.daz3d.com/zelara-8 due to the cleft chin.
Duplicate morphs are removed!All installed morphs are displayed in the parameters.
However, morphs of the same name with different creators are removed.For example, RFMC (RareStones Face Morphs Collection) and 200Plus (200PlusHeadandFaceMorphs) both have Mouth Depth Out.dsf, and only the morphs from RFMC are displayed in the parameters.
However, the morph's name is automatically appended with 'Adj', and the actual file is loaded from 200Plus.Not all morphs with 'Adj' after their name are like this, but the problem is that I don't know how many morphs have this problem.
Renaming duplicate .dsf files didn't solve it.How can I use all the morphs without missing anything?
Please advise.Star Trek Builders Unite 8: THE REBOOTI started working on a Trek project back in 2011; I wanted my story to take place around the beginning of the Archer years. I wanted a very small ship, one that could be used for a decent scout ship or a system patrol ship. My thoughts were to have something small but capable of Warp 2.5-3, that could make the trip from Earth to Proxima Centauri in 40-50 days and provide in-system support for Proxima, while also making regular jumps to the Alpha Centauri system.
I love the look of the Warp Delta ships, but as far as I know they don't do planetary landings as a matter of course.
My thought was to take small, non-warp, civilian courier ships and add warp sleds to them with micro-warp engines.
At the time, I hired modeller 3Dman25 to build some ships. The main one starts out as an impulse-powered system ship then gets three nacelles added to it to give it warp capability.
Here's two very early animations he did showing the ship landing (landing gear comes out and the ramp opens and the stairs come out) and an overhead shot showing the doors opening and closing internally:
http://www.youtube.com/watch?v=F66yPTe8Q0c
And
http://www.youtube.com/watch?v=z9UzSDuhhDk
Below I have a shot of three of the ships he built for me (the centre shot is the one with the warp sled added) while the outside two ships are actually the same ship, one with the wings morph showing the main hull with wings, the other using the "Trader" morphs to make it look more like a small cargo ship in the game, "Traveller".
All three ships have landing gear that retracts, internal rooms with working doors and a cargo hatch with an elevator platform.
Finally, a render or two of the main ship. There's two morphs for the main deck, one where the centre is the captain's quarters, the second where the bridge is located.
3Dman25 dropped off the scene before all the work was completed, so they're all "not quite finished" but very usable as is.
After being unable to reach the artist for six or seven years, I hired Vanishing Point to do an overhaul on the main ship, and they did a brilliant job. I'll post some of the work on it tomorrow, but they gave it UV mapping, allowed for parts of the ship's exterior to be hidden to allow for better camera views, made the ship larger (adding a full deck and a central elevator, and more).
For the interior shots, I dropped a few pieces of furniture in for reference, I have yet to set up the interiors of any of the ships properly. Time is alway the enemy.
-- Walt Sterdan
New! Novica & Forum Members Tips & Product Reviews Pt 14Novica said:
barbult said:
She looks nice except for those rounded off teeth.
True. Is there a way to swap character's teeth? (Other than ghosting another character on top of another one LOL) EDIT: I found this thread. Is it possible since this character is for more than one type of gal there is a morph issue?
Does that fix itself when you turn Mouth Realism off?
Skinny ribs for Genesis 8This is an old thread but I created a torso texture normal map which you can find here https://we.tl/t-w1xsU896ch or use the attachment below. You see, you can't create a morph showing individual ribs because the base body mesh is of low resolution, you can't add that much detail to it. Now, I use blender and I sculpted a high res version of the G8F body (using multiresolution modifier for those interested) and then I baked the normal map for the torso. It's only for the ribs, so it's best if you go to photoshop and combine it with any other torso normal map by using "overlay" as a blending mode. If someone knows how to create an HD addon body morph, like some daz models have, out of my sculpt, then I can maybe share my blend file. Oh and it's best if you use the "thin" body morph. Cheers.









