-
Tricera for G8.1 Male [commercial]
Is there a possibly you could make 4 different shape morph sliders as alternatives to just the included "base Tricera shape" of the figure?
-1 for just the head
-1 for just the body
-1 to adjust the back (make it smoother/flush) when NOT using the tail attachment as there is a piece of flesh that juts out from where the tail attachment should be making it appear seamless when attached.
-1 to adjust the back so you CAN have a seamless transition should you choose to use the attachment on a different model. I like to kit-bash :3
Thank you for all the wonderful products you make!
Your time and consideration on this request is appreciated!
Sincerely,
Cheetahka
Exporting morphs to FBX for use in C4D R15Hi folks. I've spent many days trying to figure this out, but am totally stumped. Funny thing is that I have done this before but just can't remember how. I've watched YouTube videos, followed their instructions and no luck. I've set up the Morph Export Rules to include head.CTRL as export and nothing exports. I've selected Figures, Animations and Morphs as Export options. I've tried both binary and ASCII formats using different versions of FBX from 2012 to 2014. I can't seem to get the Bridge to work with C4D R15. Any help would be greatly appreciated. I don't want to have to manually set up morphs in C4D for all the characters I will be using.
Advanced product development questions: spurs (freebie)Hi. If there's a better place to put these questions, I'm happy to oblige. I'm working on something I think others might like, so I'm considering making it available as a freeibie. But I didn't create this model in the usual way. I'm finally after several years really getting the hang of more of Daz Studio's tools. I really don't want to start from scratch learning Blender or Z-brush. So this was created entirely in Daz from primitives, and it does make use of this one additionally: https://www.renderosity.com/freestuff/items/84312/super-torus-derived-primitives. (So therefore if I'm prevented from distributing it because of EULA stipulations, please do let me know.)
Honestly I never thought I'd get as far as I have; I was just trying to see if I could mock up something for my own renders. It's almost ready for that, but with a bit more work I could also make it easier for others. As you can see in the screenshots, it's still a collection of separate objects. I'd like to know if there's a way to connect them all into one single one. I'm picturing an iterative process: save all the brass parts as one object file, import it into Daz, add whatever morphs I want for fitting various boots, and save it as a Prop Asset. Then figure out the strap parts which I stilll don't know how to affix to the brass so they morph when it does.
Another question is about poly count. It looks best with at least SubDivision Level 3. That seems like a lot - most models use base resolution and most High Resolution use 2 unless I have that wrong.. But I guess as long as users know what they're getting before they download it, it's fair. It's a small item on its own so the final file size shouldn't be outrageous. But I have no experience at all. Is my assumption correct?
I'd share it untextured but with surfaces pre-assigned. I envision a standalone prop meant to be parented after loading into a scene. It'll be tedious to match a figure's pose, less so to fit it to the right and left boots, but equally possible for any human figure wearing any boot, within reason. (Orcs and aliens are advised to look elsewhere for spurs!) I designed it around the https://www.daz3d.com/dforce-bolero-style-outfit-for-genesis-8-males boot, but it doesn't require that one or even auto-fit it. (I have no idea how to do that.)
But anyone willing to put in the work would find it looks great. As a plus, the brass shape is the US Civil War pattern used throughout the mid- to late-19th century. I can't promise the same about the strap and strap buckle dimensions, but anyone could replace a broken leather strap with one of their own so I'm not worried about that :)
If there are already videos or threads answering some of these, I'd love to know.Last question: is it even worth it for me to proceed in this way so others might use it? Or am I wasting my time without Blender or something designed to churn out a finished product worthy of the Daz store?
Daz Studio Iray - Rendering Hardware Benchmarkingoutrider42 said:
The CPU is something you want to pay attention to, if you built the PC that means you must have applied the thermal paste and cooler on the CPU. That can be a little scary at times, but as long as the hardware monitors show decent temps you did fine. These parts have pretty high tolerances, though it is good to keep them cool as possible.[I'm ready to post the 1060 results, except for the Loading Time, the formula of which makes NO SENSE to me. Iteration Rate is OK now that I realize I had to change my minutes to seconds. Please, I need to know what the Loading Time formula is actually asking for!]
I was fine with the thermal paste, etc, measuring the blob to exactly 4mm, because a tutorial said 3mm & I didn't agree. The scary part didn't come until I noticed something wrong with the cooling tower. I had meticulously put notes on it in pencil to show how it came assembled in its box. Where was the front, how did the fan latch and which way did it face, etc. I installed it and proudly walked away. Then it hit me what I had just seen - No!! But sure enough, yes. It completely loomed over the first PCI slot! I took it apart, cleaned up the paste (which was PERFECT, darn it! Edge to edge, corner to corner, not even drooling over; perfect), and started over. From then on the trust in myself was gone.
But CPU temps have been OK. In a quick check with the 3080 Ti in a partial Benchmark render, the cpu read between 31c to 49c, although it was bouncing up and down weirdly. With the 1060, it was mostly around 50-55c to occasionally just under 60c. Kind of strange difference.
The 3080 Ti's temps during a quick partial Benchmark render was 72c with a few higher peaks, and the hotspot was at 80c, but that was a very quick check. Longer rendering might have built up more heat, maybe. If so, I'll underclock it a bit. I'm just here for the CUDAs;-)
Installing the GPU was another scary part. THREE GPU cables crammed into the PSU/HD space below! I have two 3.5" drives down there stacked near the PSU's module connections. And two loose cables for eventually using a 3rd drive to transfer my gigs of props to the system. It's a cable jungle down there! But it works, so far, it's a miracle...Is Animation scrubbing possible?Thanks. Does Daz have to calculate each morph for each frame? Is that why rendering takes some time? Is there a way to bake those morphs that would reduce the need to calculate it for every frame?
Sometimes I can render Viewport and it takes a couple seconds a frame. Other times Viewport renders take 20-30 seconds a frame. It'd be great to know why there is such a difference when I'm just rendering a character, no set.
Face transfer so much betterHave the uppgrade of Daz made Face transfer better. I am getting much better skin and eyes now..
What's the Deal With Victoria 8's Pucker/Pressed Morphs? [SOLVED]So for some reason, Victoria 8's Lips Pucker/Pressed just makes the face look goofy. The same parameter seems to function just fine for V8.1 and V7 models respectively. I don't remember when this started, but I recall not having this issue before. Does anyone else have this issue with Victoria 8/Genesis 8 Female models? Attached is a side-by-side comparison of V7, V8, and V8.1 with the Lips Pucker/Pressed morph at 100%. Is this just one of those "You gotta update the program version and it'll go away" things?
I'm using DAZ version 4.15.0.2 Pro Edition (64-bit).Help - Eye pouch morphKorean usually think eye pouches under the eyes are beautiful.
I have searched, but it seems there's not morph for eye pouch, is there?
Can anyone shed some lights? Existing aging morph doesnt cut it to make one.Is Animation scrubbing possible?I use texture shaded view but have never been able to scrub. Have a GTX 980 ti in a older Mac tower, but maybe that's not enough. Or maybe I have too many morphs. So every element that I adjust with a a figure--shape of nose, mouth, eyes--is a morph?
Pressing a face against a windowFedermann said:
Catherine3678ab said:
It is uploaded to Renderosity. I expect it will be approved within 24 - 48 hours, sometimes much faster :-)
Promos show the "Flat Face 1 - nose morph" with and without the use of another morph, -100% Lips Pucker Pressed. So yes, it will play nice with some of the other available morphs. I did not test it with everything ;-) Also works on a child figure [that's a Growing Up preset used in the promo].
n.b. About 90% works well, it can be dialed in a little more - or less - of course.
crazy skills Catherine, wow! Thank you. Done using Hexagon ;-)
I've seen Jelly Sandals in the Shop... why not Jelly Shoes?you could try an obj export in this
then fit the results with the transfer utility as they can be bendy/warpy
use the sandal shader
Pressing a face against a windowCatherine3678ab said:
It is uploaded to Renderosity. I expect it will be approved within 24 - 48 hours, sometimes much faster :-)
Promos show the "Flat Face 1 - nose morph" with and without the use of another morph, -100% Lips Pucker Pressed. So yes, it will play nice with some of the other available morphs. I did not test it with everything ;-) Also works on a child figure [that's a Growing Up preset used in the promo].
n.b. About 90% works well, it can be dialed in a little more - or less - of course.
crazy skills Catherine, wow! Pressing a face against a windowIt is uploaded to Renderosity. I expect it will be approved within 24 - 48 hours, sometimes much faster :-)
Promos show the "Flat Face 1 - nose morph" with and without the use of another morph, -100% Lips Pucker Pressed. So yes, it will play nice with some of the other available morphs. I did not test it with everything ;-) Also works on a child figure [that's a Growing Up preset used in the promo].
n.b. About 90% works well, it can be dialed in a little more - or less - of course.
Facial expressions (from pose libraries) and their unwanted (partial) stickiness@Federmann - Since I deal with making expressions, I can answer this question. (Sorry I didn't see it until now. I don't often wander out into the forums. I'm usually hovering over my latest set for the store.) The problem with expressions is that they're often saved differently than general poses are. So unless the pose creator is particularly scrupulous and has unticked all the relevant bones and expression sliders from the pose they are creating, applying a new pose will either add or subtract from an expression that is already applied to the figure.
Now, moving onto just expresson poses themselves. There is a distinct difference between the G8 (and lower) figure and the G8.1 figure in terms of how the expressions are saved. (Ironically, the bones for both the G8 and the G8.1 figures are identical but the way G8's expressions are saved as morph sliders whereas G8.1's expressions are saved as a regular pose with bones.) The same problem with poses getting saved with expression data trapped in them exists in expressions poses. And if you apply a G8.1 expression on G8 (which does work - it doesn't work the other way around, however) you will get horrific sticky expression parts that only get worse when you apply a new pose. (Ask me how I know!)
Contact me privately and I'll give you a copy of my zero expression pose presets for both G8 and G8.1 - unless you own any of my sets that come with expressions in them. I try to include zeroing (or returning to default expressioin positions) whenever I have expressions included in my sets, because I know how frustrating it is to apply an expression or a pose only to find that my expression gets warped.
Strange Behaviorjerryjv said:
Richard Haseltine said:
Does it render like that?
I am not sure.
I am still very new to Daz, and not sure that I understand everything that I need to know.
I am mostly using Daz to create characters to transfer to Unity, to create custom assets for use on Tabletop Simulator.
Render>Render (cmd(Mac)/ctrl(Win) R) will do a render, which may not show the issue depending on the cause.
Strange BehaviorRichard Haseltine said:
Does it render like that?
I am not sure.
I am still very new to Daz, and not sure that I understand everything that I need to know.
I am mostly using Daz to create characters to transfer to Unity, to create custom assets for use on Tabletop Simulator.
MRL Amara Braids posing not working on male.If they use custom bones for posing then autofitting the hair will remove those, that's normal.
I suggest parenting the hair to the head rather than autofitting: load G8M in default position, load hair but don't use "fit to", manually position / scale / morph the hair so that it fits the default figure, then parent it to the figure's head so that it follows the pose.
Genesis 8 Female Shoe issuesRichard Haseltine said:
Do the shoes follow the foot poses as the problem figure changes?
It would apear it is related to a character body morph.
I started removing the morph for the base character RN Kayla, the shoes went back to normal.
I opened a new character and added the RN Kayla morphs, and the shoes were fine.
So It seems there is some sort of corruption on the previous character....
JD
Why the Reading Asset ; Clearing the scene and Deleteing Objects are so slow ?HLEET_3D said:
RiverSoftArt said:
HLEET_3D said:
mambanegra said:
HLEET_3D said:
@RL_Media : thanks for the win11 feedback :)
I'll try this product : https://www.daz3d.com/turbo-loader-for-genesis-8-and-81
Maybe it will help me out with the long time opening my figures.
Thanks everyone for your help
Any luck? I considered this when it first came out, but I've moved my data to a separate, faster drive (don't have space on that drive for the entire runtime) and wasn't sure if it would work for me.
Hello, I bought/tried it.
It's not bad but I ended up re-activating most of my morphs ... so I don't know if it will be good enough for you.
But when you deactivate most of the morph, it is effectivly faster to load your figure !It will be a little challenge to enable/disable the figure morph that you need for your specific scene (it will often ask you that you lack of some content when you load a scene without the morph that you need ... that's annoying !) ... that's why I ended up re-activating all the morph at the end.
To be honest, maybe you should wait for a sale on this one. You will need some hours to get used to the scripts to activated for both : genesis male & genesis female (there are 2 scripts to handle for this matter).Maybe if the developer of the script could have done something like : before loading scene or figure to force load the morph needed if thoses weren't checked as "to keep" instead of leaving the default error message of daz studio when the morph doesn't exists. That's a bit too manual in my opinion ; you don't want to hinder your creativity with bugs before even starting, you see what I mean ? :)
The above is addressed with the new add-on, https://www.daz3d.com/turbo-loader-booster-utilities
@RiverSoftArt Thanks for reaching my post.
The link doesn't work, but I searched for it and found it on the store.
That's nice that you have addressed the problems of the first plugin with this new one. I'll give it a shot :)
Great! I hope it works for you and makes you like the product
Why the Reading Asset ; Clearing the scene and Deleteing Objects are so slow ?mambanegra said:
RiverSoftArt said:
HLEET_3D said:
mambanegra said:
HLEET_3D said:
@RL_Media : thanks for the win11 feedback :)
I'll try this product : https://www.daz3d.com/turbo-loader-for-genesis-8-and-81
Maybe it will help me out with the long time opening my figures.
Thanks everyone for your help
Any luck? I considered this when it first came out, but I've moved my data to a separate, faster drive (don't have space on that drive for the entire runtime) and wasn't sure if it would work for me.
Hello, I bought/tried it.
It's not bad but I ended up re-activating most of my morphs ... so I don't know if it will be good enough for you.
But when you deactivate most of the morph, it is effectivly faster to load your figure !It will be a little challenge to enable/disable the figure morph that you need for your specific scene (it will often ask you that you lack of some content when you load a scene without the morph that you need ... that's annoying !) ... that's why I ended up re-activating all the morph at the end.
To be honest, maybe you should wait for a sale on this one. You will need some hours to get used to the scripts to activated for both : genesis male & genesis female (there are 2 scripts to handle for this matter).Maybe if the developer of the script could have done something like : before loading scene or figure to force load the morph needed if thoses weren't checked as "to keep" instead of leaving the default error message of daz studio when the morph doesn't exists. That's a bit too manual in my opinion ; you don't want to hinder your creativity with bugs before even starting, you see what I mean ? :)
The above is addressed with the new add-on, https://www.daz3d.com/turbo-loader-booster-utilities
Looking at the details on the new product's page, there is a comment about it not working directly on "shape assets". Can you clarify exactly what that means? Is that just the character that applies to a loaded figure? So, if we want to take advantage of the new functionality, we should be saving the characters directly rather than just the dial settings? I can live with that, though, it's not how my old content was done, in general.
Shape presets just set properties (i.e., set Charlotte 8 Head to 20%). Daz Studio, quite rightly, just efficiently looks for that property and then sets it (or not if it is not found). There is nothing specific to morphs in a shape preset and DS does nothing else. I asked Daz if there was a way to force DS to do the "find morphs and create properties" routine but there isn't so Booster Utilities cannot do anything about shape presets. When loading a character, however, Daz Studio goes through its whole "find morphs and create properties" routine and thus having the Booster Utilities turn on the morphs before loading the character or scene works.
FWIW, I did eventually grab a copy of the G8 version and have been very pleased. I don't have too much time to play with DS, so having to wait 20 minutes for a character load generally meant I never actually did anything. Now, though, I've actually been able to create a few renders and have begun thinking of how to create pretty pictures as opposed to trying to work out the logistics of how to set my libraries up so that I can actually use them. So, thank you very much for the product!
You are very welcome! I am so glad you like it.












