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Problem with Transfer Utility
1. Describe "breaks".
2. When you're creating the t-shirt in MD, is the avatar you're using in the "A" pose or the "T" pose? Because that does affect the final outcome when using the transfer utility.
3. What figure are you using to load the t-shirt onto in DS? Because this will also mess with the transfer utility if you're trying to apply an outfit on a figure that is in the opposite pose ("A" or "T") that the outfit was created in. It's not impossible, but there can be some wonkiness.
Celebrity Look-a-Likes for 3D figures part 3zombietaggerung said:
Is anyone aware of a Liam Neeson head morph?
magnus1781 has a Liam Neeson morph, and it's free :)
Daz to Unity Bridge Issuesno said:
I'm trying out the Daz to Unity script and while it's useful, there's a few major issues which I think the dev team (and users) should be aware of.
The importer generates way too many materials! The importer should combine any materials which use the same texture maps. For example, on a G8 figure, Face+Lips+Ears+Eyesocket can be combined into one material. Also, Mouth+Teeth, Arms+Fingernails, and Legs+Toenails. Realtime assets should use as few materials as possible, so it's very silly to have so many unneccessary duplicates.
In the import settings, "Blend Shape Normals" is set to "calculate". This is very bad! This will cause unwanted changes to the normals across the entire mesh any time a blendshape dial is used. Just look at any figures ears while turning up a dial to see what I mean. "Blend Shape Normals" should be set to "None".
The script allows the export of JCMs, but there doesn't seem to be a way to have them be automatically driven by the figure's pose inside of Unity. Are there plans to include a JCM driver script in a future version of Daz to Unity?
Limits on bone rotations would also be very useful for posing.
I've also noticed that every selected morph is exported for every item. This is very wasteful of resources. We do not need JCMs on eyelashes and hair, for example. Or upper-body morphs on pants, etc. Please give us the option to select which morphs we want to export for each item that is attached to the figure. This is probably the biggest issue with the addon, because there is no way to remove blendshapes after importing.Thanks very much for your feedback! There are plans to do duplicate material merge as well as many other game optimization operations. JCM drivers are also planned, but may be a little further out, since it would involve developing an efficient "runtime module" that is incorporated into the end-user game executable rather than just scripts which are run in Editor-only mode. Regarding exporting of all morphs, we are aware of the issue. Unfortunately, it is more difficult to solve in the short term. For many reasons, the Daz Studio FbxExporter is currently being treated as a black-box for DazBridge development. In the longer term, that and many other things will definitely get overhauls.
How to make shirts drape properly on large-chested girls?watchdog79 said:
Would you mind explaining point 3 in more details, for total dummies like me, please?
dForce simulation is based on the shape that the clothing starts the simulation with. If the clothing is already distorted at the first tick of the simulation, then it will continue to simulate with that warped initial shape.
You can however set dForce simulation to simulate over the DS timeline, rather than just for a single frame, so you can start the simulation from a non-distorted shape, then change the shape of the character underneath the clothes (auto-follow is ignored on full dynamic clothing during a simulation).
This can be simply dialling out problematic breast morphs on frame zero and then fading them in over the simulation, or starting from (and then fading out) another shape entirely; for one of my characters, I often start simulation for her from about 50% "Heavy" morph before fading that to her actual body shape. Heavy is a very widely supported clothing fit, which means the clothes are large enough for her and don't look stretched, but once the simulation is complete, it is then draped over her own shape.
Celebrity Look-a-Likes for 3D figures part 3Is anyone aware of a Liam Neeson head morph?
Problem with Transfer UtilityHi. Need clothing for use in Unity3D (i.e. with bones). I made a t-shirt in Marvelous. Then in .obj and in DAZ. Get dressed - dressed, but after the transfer "breaks". Moreover, if you do it in T-pose, the transfer is obtained without problems. What am I doing wrong?
How to make shirts drape properly on large-chested girls?felis said:
Here are 3 images:
1: Shirt just fitted
2: Shirt fitted, followed by dForce simulation
3: Shirt fitted, breast (here character) dialed in during the timeline, and done dForce simulation
And if wanted, you could export the last, and import it as a morph for the shirt.
Would you mind explaining point 3 in more details, for total dummies like me, please?
Will Spine and Ribs Detail HD work with XTransfer?Where are those HD morph sliders located? I just can't find them.
How to make shirts drape properly on large-chested girls?Here are 3 images:
1: Shirt just fitted
2: Shirt fitted, followed by dForce simulation
3: Shirt fitted, breast (here character) dialed in during the timeline, and done dForce simulation
And if wanted, you could export the last, and import it as a morph for the shirt.
How to make shirts drape properly on large-chested girls?I often use clothing
Whatever method you use to fit the clothing. You should export the mesh, and reimport it as a morph tied to the figure's shape. This will make your life easier using the clothing, and it will also make things easier for applying morphs.
autofit not working rightOften hair or anything can just be told to fit from G3 to G8, and it will just work with no issues, including shoes (but you may need to morph\pose the feet by hand).
Load a base G8, make sure its not selected, then load in what you want.
Edit->Scene Identification
Set;
Compatibility Base to the original figure.
Autofit Base to the original figure.
Prefered Base to the your current figure.You can now just change the Fit To parameter to the current figure, and it will just work. It should also follow as you morph.
You can then save the fitted clothes as figure support assets, and reuse them like you normally do.
Over the years, I've had lots of issues with hair, and its not autofit. Some hair just doesn't play nice with the figure's mesh.Rib details for G3?...I don't think they released a "medically" proper skeleton or G3, only Gen4 and G8. Not sure how that would hold up when posing and what it would do to the rest of the body as smoothing affects the entire mesh as a whole, it doens't work on just a section..
My usual resort is to dial in some of the Emaciated Upper Details morph (from Zev0's Body Mixer for Genesis 3) and then having to go back and morph the arms, shoulders, neck, chest and lower abdomen to add bulk to them again which is a bother and still doesn't look totally correct.
How to make shirts drape properly on large-chested girls?FSMCDesigns said:
felis said:
My suggestion is to use dForce in timeline, and have the breast dialed down at start, and then dialed up during the timeline.
This is my preferred method and works great in most cases
I'm afraid I don't have the patience for it.
I've been messing around with this and had mixed results. Clothing Morpher–Supermorpher in smart content–kinda works when it's just Beverly, but after I added other body morphs it mostly did nothing. What I discovered is that there are huge differences in products. In the end Aeon Soul's Everyday 2 works the best. It has bunch of morph actions itself. With SY Morpher, Fit Control and dforce I think I got acceptable results.
MimicMolly's Renders & WIPsGordig said:
Briar, Bramble and Bean might be a good base for Giacomo.
I forgot I had them. Tried to mix it in, but I need to figure out which other toon morph to reduce/remove (I think it's D.Master's Potono) to reduce the eye size. They're supposed to be round but not overly huge, since he's supposed to be slightly stylized.
what does this crash error mean? Content Gatherer question.I didn't have to experiment with .duf files. It seems to me that it would be better to reinstall the missing product. If not, then it is possible to rename or temporarily move the FBMStrandsThicker.dsf morph file from the folder where it is located (it is data\ folder in daz library) Perhaps the studio will ignore the erroneous operation if it does not find this file. But maybe it will crash again. By the way, if you can find the location of this file, you can determine the product to which it belongs.
Daz to Unity Bridge IssuesI'm trying out the Daz to Unity script and while it's useful, there's a few major issues which I think the dev team (and users) should be aware of.
The importer generates way too many materials! The importer should combine any materials which use the same texture maps. For example, on a G8 figure, Face+Lips+Ears+Eyesocket can be combined into one material. Also, Mouth+Teeth, Arms+Fingernails, and Legs+Toenails. Realtime assets should use as few materials as possible, so it's very silly to have so many unneccessary duplicates.
In the import settings, "Blend Shape Normals" is set to "calculate". This is very bad! This will cause unwanted changes to the normals across the entire mesh any time a blendshape dial is used. Just look at any figures ears while turning up a dial to see what I mean. "Blend Shape Normals" should be set to "None".
The script allows the export of JCMs, but there doesn't seem to be a way to have them be automatically driven by the figure's pose inside of Unity. Are there plans to include a JCM driver script in a future version of Daz to Unity?
Limits on bone rotations would also be very useful for posing.
I've also noticed that every selected morph is exported for every item. This is very wasteful of resources. We do not need JCMs on eyelashes and hair, for example. Or upper-body morphs on pants, etc. Please give us the option to select which morphs we want to export for each item that is attached to the figure. This is probably the biggest issue with the addon, because there is no way to remove blendshapes after importing.Will Spine and Ribs Detail HD work with XTransfer?kyoto kid said:
....this is the statement from the product page:
Note - This product does not transfer HD Morph Detail higher than Base Resolution.
So it sounds like you just can't use higher HD settings (though there is also Render HD)
Isn't Disco Bob his current script partner?
Crikey if I had any appreciable skill at modelling I'd consider doing it myself but I don't and modelling "organic" forms is more difficult than "hard" ones.
Also don't have ZBrush so no way to do sculpted morphs.
Disco Bob was his script partner for X-Transfer, but I believe Disco Bob is no longer working on DS scripts. Some of Zev0's newest products are partnered with Bitwelder, so maybe he/she is the new script guy.
I have no inside info on this btw, just stating what I have read on the forums.
Will Spine and Ribs Detail HD work with XTransfer?There isn't a special tool that allows PAs to CREATE HD morphs; that can be done in any modeling software. What PAs do have is the ability to import them into DS as morphs. The Morph Loader that you and I have access to will only import morphs at base resolution.
Rib details for G3?...last night I saw this hit the store.:
https://www.daz3d.com/sy-spine-and-ribs-detail-hd-for-genesis-8-and-81
Disappointed as it is only for G8 ad 8.1 As it is an HD morph it I am told it would not be transferable via the figure transfer scripts available.
it would be really nice to see a version of this for G3 as well which also uses HD. as the HD tools are only available to PAs.
what does this crash error mean? Content Gatherer question....DzObject::modifierIterator()+35 byte(s). Problem with some modifier. The last lines from the log file before the Daz Studio crashed:
2022-06-02 23:00:22.543 [INFO] :: Preparing modifiers... 2022-06-02 23:00:22.625 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(5962): Parent for modifier not found: FBMStrandsThicker. 2022-06-02 23:00:22.625 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1712): Modifier not prepared: FBMStrandsThicker! 2022-06-02 23:00:22.656 [INFO] :: Creating modifiers... 2022-06-02 23:00:22.952 [WARNING] :: ..\..\..\..\..\src\sdksource\fileinput\dzassetdaz.cpp(1729): Modifier not created: FBMStrandsThicker!I would venture to suggest that this is a DzMorph modifier and it's trying to apply a morph to an object that does not exist. It's probably hair. For example hair from the "Stylized Matt Figure and Hair for Genesis 3 Male(s)"














