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Transfer Utility - reduce influence of arms/hands or remove them entirely
Try setting the Source Shape to Current if you have applied a morph (sorry, I'm not quite following).
Solved: Quick Daz copyright overviewYou can find the Licensing Agreement here. And this is the portion that covers 2D works:
At the very start, under "1.0 General License Agreement" you can find the bit you're looking for:
- Restrictions on Copying. The Content is provided for User's exclusive use. User does not have the right to provide the Content to others in any form or on any media except as set forth in this Agreement. The Content may be copied in whole or in part for User's exclusive use. Specifically, User may copy the Content onto the storage device of an unlimited number of computers owned or controlled by User. The Content is for User's exclusive use and no other individual or entity. Each individual must obtain his or her own license to use the Content.
- Terms of Use. Two Dimensional Works. Subject to the terms and conditions of this Agreement, User may (i) access, use, copy and modify the Content in the creation and presentation of two-dimensional animations and renderings, (ii) incorporate two dimensional images (including two dimensional images that simulate motion of three dimensional objects) derived by User from the Content in User's other works, and (iii) publish, market, distribute, transfer, sell or sublicense User's two-dimensional animations, renderings and other works; 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."
Cat Zeuscathan01_wwg1wga said:
If Daz drops Zeus entirely, my guess is Zeus's characters will be transfered to Mars barring contractual agreements preventing this. I wonder if the Savannah Cat for Mars morphs will work with Zeus; if not, guess I'll be buying Mars as Zeus' developement ends. If only Vyusur could just transfer Zeus to Rendo and continue development there. What a mess.
I don't think so... says "This character is available for Cat Mars only!"
Cat ZeusIf Daz drops Zeus entirely, my guess is Zeus's characters will be transfered to Mars barring contractual agreements preventing this. I wonder if the Savannah Cat for Mars morphs will work with Zeus; if not, guess I'll be buying Mars as Zeus' developement ends. If only Vyusur could just transfer Zeus to Rendo and continue development there. What a mess.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICIMuscleman, ce l'ho io un indovinello per te: I tool di rigging ti funzionano bene? Io sono giorni che ci sbatto la testa ma non mi riesce di avere un rig perfettamente funzionante e si che faccio tutto nel modo corretto!
Ricordo che parecchio tempo fa ne avevo fatti un paio e non avevo fatto tutta questa fatica! E mi funzionano ancora adesso.
Sono riuscito a fare il rig e tutto il resto, tutto funziona bene fintanto che il graft è a zero moprhs, ma nel momento in cui applico un bel morph grosso, tipo il tuo amico The Freak, le ossa aggiuntive del graft stanno alla posizione "zero" e non seguono la geometria come dovrebbero. Gli ERC Freeze ai nuovi canali generati dal FBM non sembrano avere effetto anche se realizzati bene.
Per farti un esempio, Popobawa ( https://www.daz3d.com/popobawa-for-genesis ) ha una coda che metto dappertutto e tutte le ossa seguono correttamente qualsiasi morph io applichi al modello, perfino quelli creati da me o trasferiti da altre figure... Come l'hanno realizzata? Cosa sbaglio?
O forse devo pensare che anche i tool per il rigging sono stati sfondati come tutto il resto nelle ultime release?
P.S.
Da quel che vedo negli altri prodotti, in pratica quando si applica un morph alla figura i graft "ereditano" le specifiche e creano in automatico gli ERC Freeze necessari per non modificare il rigging e seguire correttamente le geometrie. Posso farlo anche io o mi serve la versione PA di DAZ Studio?
Transfer Utility - reduce influence of arms/hands or remove them entirelyRichard Haseltine said:
any rigged figure can act as the Source for Transfer Utility
i actually did do a new figure*** between now and the original post, in default pose her upper arms are twisted and forearms raised, which gets them out of the problem area - the first instance i saved it as a subset, which didn't work as it just seemed to decide to refer back to the basic G8F when autofitting, even with source/target set to Current and Reverse Source Shape checked
SO, i saved it as a character preset instead, which does work keeping the hands out of the way, but now none of the autofit templates are available, e.g. knee-length dress, SY's templates etc. - the drop down list just greys out.
a quick look at the scene ID shows that nothing appears to be missing when compared to a vanilla G8F, so not sure what is amiss here.
if this doesn't work i might do another morph, keeping the original bone orientation this time but with teeny little T-Rex sized arms and see if that works better. if i can't bend them out of the way, i'll shrink them out of the way.
*** (pose figure, export, import with morph loader pro, adjust rigging to shape, ERC freeze, save as morph asset, save figure)
Transfer Utility - reduce influence of arms/hands or remove them entirelyYou can do the latter - any rigged figure can act as the Source for Transfer Utility - but remember that using a figure derived from a Genesis iss till subject to the same license terms as using the original Genesis.
Morph from custom sculpt?
Got a tutorial for that? I see Blender can do that. Do I need to superimpose them over each other? This is uncharted territory for me.Richard Haseltine said:In principle yes, load it into a 3Dmodelling application with some kind of shrink-wrap or push-constraint tool/function, scale and position it to match the head of an imported Genesis whichever figure (ideally get the neck to match, and if possible the eyes as adjusting those can be fiddly), then use the tool/feature to bring the surfaces of the Genesis head into alignment with the doll head. Export the Genesis mesh and import into Daz Studio as a morph for that figure using Edit>Figure>Morph Loader
Morph from custom sculpt?In principle yes, load it into a 3Dmodelling application with some kind of shrink-wrap or push-constraint tool/function, scale and position it to match the head of an imported Genesis whichever figure (ideally get the neck to match, and if possible the eyes as adjusting those can be fiddly), then use the tool/feature to bring the surfaces of the Genesis head into alignment with the doll head. Export the Genesis mesh and import into Daz Studio as a morph for that figure using Edit>Figure>Morph Loader
Morph from custom sculpt?Ok so, I have a model, a sculpture, of someone I commissioned an artist to make so I could 3d print a doll's head. So it's just a head and neck. I can export a copy without things like hair, eyelashes, jewelery, etc, to have just a bald head. The expression is even pretty neutral. Is there a way to get a Daz Studio morph from that? I've seen some imported video game characters and even anime character morphs, so I feel like it should be doable.GENESIS 8.1 BROKEN MALE BODYThat means a character/morph might have been saved correctly and it's being dialed in on the base Genesis 8.1 Body. Try:
- Load a Genesis 8.1 Base character.
- Open the parameters tab (window > tab > parameters) and click on currently used.
- Check to see if there's something being dialed up as a morph.
- If you don't see anything amiss, click on the hamburger icon (three lines and an arrow in the upper right corner) of the parameter tab > preferences > show hidden.
- Now, select again currently used, and check what's being dialed. If again, nothing looks amiss. Try posing the character and see what JCMs is being dialed.
- If a JCM from a character is loading up, then you know that character wasn't saved correctly. Uninstalling that character will fix the issue.
Creeating an invisible expansion morphRichard Haseltine said:
The reverse should be the exact opposite, so that applying both gives the zero shape - a simple way to do it is to apply the actual morph at -100% and to export that as OBJ.
Derp. Thank you for correcting me. I'll try that XD
EDIT: YEP, works like a dream! Thank you for your advice ^^Transfer Utility - reduce influence of arms/hands or remove them entirelyhello all.
is there any way of reducing the distance of how far a specific body part's influence ends in the Transfer Util?
in this example you can see some of the polys are incorrectly being weighted to the left hand, even though the hand is (in my opinion) very far away from those polys
is there any dials i can tweak to reduce the cut-off distance so the hand doesn't affect those polys? (sorry, i don't know the correct terms for this that DS uses)
top pic shows the original state, middle pic shows Trans Util default settings, and bottom pic shows what happens if i adjust any of the Near Vertices or Projection controls - trying either higher or lower values, it didn't make a difference, it still gave the same result each time
OR ALTERNATIVELY
is it possible for me to make a new figure without arms/hands specifically for fitting clothing?
i currently use a very ugly and brutal system where i separate e.g. a dress into a top and skirt. - i fit the top the usual way, BUT i fit the skrt using a special figure that i have baked its rotations into a X pose*** (both arms up) - which only kinda works, because the rib cage distorts with the arms raised, so when the skirt is fitted to a normal default figure, the skirt droops slightly in the center stomach area where the top does not (er - did that make any sense? happy to provide a pic if it was unclear)
*** another common situation where this is an issue is a skirt that is essentially a flat round disc, that i then apply dForce to. the hands are almost always intersecting with the disc, throwing it out of whack.
Creeating an invisible expansion morphThe reverse should be the exact opposite, so that applying both gives the zero shape - a simple way to do it is to apply the actual morph at -100% and to export that as OBJ.
Creeating an invisible expansion morphRichard Haseltine said:
The crude way to do it is two morphs, one the opposite of the other. Set the one that expands to AutoFollow and the one that undoes the effect to not AutoFollow and make the not-AutoFollow one a slave of the AutoFollow one. That way when you set the morph there will be no net chnage in the figure, but only the expand morph will be transferred to the fitted item giving the desired result.
To turn AutoFollow off or on click the gear icon on the slider>Parameter Settings.
To link the two morphs, set both to 100%, right-click on the Parameters pane and set it to Edit mode, then right-click on the slider that is to be the controller and select ERC Freeze - only the undo morph should be selected in Sub Components, assuming that is so Accept and test the result.
I tried that, but for some reason the reverse morph never shows up because it is similar to the base state of the figure. Should I make the opposite like 0.01 smaller than the baseline for it to work?
dForce Magnet on Posed Characterone of the issues I have ran into for the creating a morph is that you than have to move the ball or object into the location and then turn up the morph and it will not 100% match unless you somehow lock everything in place and place a object where the pervious sim was. in both maya, blender and most of ther 3d programs there is a way to turn a simulation into keyframes and then just delete what keyframes you dont want making it much easier to handle.
low poly people for G8I think the more pertinent approach is simplified hairs and some way of limiting/simplifying clothing. This is something I've often thought about doing in some respect... but there are challenges.
Helmet hair isn't so hard to do, but clothing... do you do a morph of the figure? If so, then it becomes necessary to have a bunch of morphs to reflect things like shorts/slacks... how do you do dresses and skirts?
You'd almost need a suite of super simple clothing, simplified rigid hair, and a few other things.
dForce Magnet on Posed CharacterTo turn a simulation into a morph export as OBJ, then reimport as morph - the ideal path would probably be to clear the simulation and then import with Reverse Deformations on, so that the morph was separate from the pose and could potentially be used with other, similar poses.
Creeating an invisible expansion morphThe crude way to do it is two morphs, one the opposite of the other. Set the one that expands to AutoFollow and the one that undoes the effect to not AutoFollow and make the not-AutoFollow one a slave of the AutoFollow one. That way when you set the morph there will be no net chnage in the figure, but only the expand morph will be transferred to the fitted item giving the desired result.
To turn AutoFollow off or on click the gear icon on the slider>Parameter Settings.
To link the two morphs, set both to 100%, right-click on the Parameters pane and set it to Edit mode, then right-click on the slider that is to be the controller and select ERC Freeze - only the undo morph should be selected in Sub Components, assuming that is so Accept and test the result.
Creeating an invisible expansion morphSo I'm stumped here. I'm trying to create an invisible morph onto DazDog8 that could expand any clothing applied to it. I want to do this, because often the dforce fur swallows the clothing.
As an example, I am thinking of doing something similar to Oso's Reynard and its Fur Fit fuction.
Help?






