-
Is there an online guide to the symbols on or in things in Scene pane?
Yeah, the guy from that video in the other thread later made a short Vimeo video for me showing how to make a Daz morph for it in Hexagon.
SereneNight’s Sci-Fi Fun Thread 3inquire said:
@wwrangler: Where do you find that? I don't see that on the promo page. Did you buy the product? I see the Hair mentioned on the promo page, but I don't find anything that reads for Genesis 8.1 Male:Genitalia.
I'm not trying to be confrontational. I'm just asking where you found that. I've bought products before, without gens textures, and had the devil of a time trying to find textures that would fit. And the fact that he (PedroFurtardo) is not reachable via the Inbox, is not a bonus.
On Bruce's readme, as I said. If you have the DazDeals browser plugin, it puts a link to the readme in the product page for all products.
http://docs.daz3d.com/doku.php/public/read_me/index/85670/start
Also, PedroFurtadoArts is reachable through the Inbox. If you go to the thread I linked in the post -- the one that explicitly states that Bruce has a problem with his uncircumcised morph for the genitalia -- you'll see that PedroFurtadoArts is the first person posting in the thread. If you click on his name, that will take you to his profile, which should have a link to "Message" in the upper right corner, where you can send him an inquiry. No idea whether or not he will answer, but you can certainly send him a message.
https://www.daz3d.com/forums/profile/3279261/PedroFurtadoArts
Daz Studio Pro BETA - version 4.21.0.5! (*UPDATED*)Dolce Saito said:
Is it only me or applying (any) G8.1 figure on top of a G8/8.1 figure results in fingernails two/three times longer than usual all the time? I can't somehow find a workaround for this.
That sounds like a bad character set-up somewhere - if it's new behaviour it is probably down to a newly installed character or morph set.
[Released] Morph Editor for ManFriday's Mesh Grabber [Commercial]lamoid_5f20d3e469 said:
Dumb question, perhaps: I've created a morph by saving the MG deltas using the MG morph add-on. Now I want to use that saved morph on a new figure in a new scene. The documentation reads:
- The "Load" button allows you to import the deltas of any existing morph into Mesh Grabber for editing. Simply mark one or several morphs as "favorites" in the properties pane and press "Load".
Q: how can I mark the the morph as a favorite it I have not yet loaded it?
After originally creating the morph with the Save button, did you follow the instructions in the Mesh Grabber manual to write the morph out to disk as a permanant moprh file (“File” → “Save as” → “Support asset” → “Morph asset”)?
[Released] Morph Editor for ManFriday's Mesh Grabber [Commercial]Dumb question, perhaps: I've created a morph by saving the MG deltas using the MG morph add-on. Now I want to use that saved morph on a new figure in a new scene. The documentation reads:
- The "Load" button allows you to import the deltas of any existing morph into Mesh Grabber for editing. Simply mark one or several morphs as "favorites" in the properties pane and press "Load".
Q: how can I mark the the morph as a favorite it I have not yet loaded it?
SereneNight’s Sci-Fi Fun Thread 3inquire said:
A new character: Bruce HD by PedroFurtardoArts. The promo page says, "Anatomical Elements Supported." Now, what does that mean? I tried to communicate with the artist via the Inbox, but apparaently he isn't listed there. I'm guessing there are no anatomical elements provided. But why is this strange "Anatomical Elements Supported" statement there. Does anyone know for sure about this?
I would be truly astonished if Bruce doesn't have textures for the anatomical elements. PedroFurtadoArts typically includes both textures and shaping morphs. His readme says
-
“Materials:Iray:Masculine:Bruce HD and Hair for Genesis 8.1 Male:Genitalia”
So he definitely has them.
Also, Bruce has a thread started by the vendor: https://www.daz3d.com/forums/discussion/comment/7505256/
It appears that Bruce may have an issue or two. His "Bruce Uncircumcised HD" morph is throwing duplicate formula errors. (Apparently, at some point, Daz fixed the error message so that it shows both things that are conflicting, instead of just the second one. FINALLY.)
Erwin, by Feng, on the other hand almost certainly does not have anatomical elements textures. None listed in the readme or his file list. Abs and muscles for days, but no dingus.
pJCM Poses - For Clothing Creators - Questionspatwojtko said:
I have read and understood the explanations of your tutorial:
"After saving a new morph, load a fresh garment.
This will clear all the "delete" morphs, and one can then check that the new morph is working as desired.
Having had to redo a saved morph, in testing out the new morph, egaads ...It is still showing the old morph in play.
This is "memory" - same idea for those times when changing textures which have same name, the program is using the first one loade.
Id deleting the garment from the scene and loading a fresh one doesn't get the new morph displaying, close D/S and reopen it.Then load the scene again and all should be well.
Before saving the new morph, set the figure pose back to default.
This action will also reset the pJCMs in the garment. It may look "not quite right" -- this is because the program dialed out BOTH the old and new morphs. But the old morph was at 0, so it is now at - 100%. Select the garment and find the "delete" morph, zero it.
Then save the New Morph :-)"I do everything as you say but it doesn't work here.
Everything is fine until this part:
"Id deleting the garment from the scene and loading a fresh one doesn't get the new morph displaying, close D/S and reopen it.Then load the scene again and all should be well."Afterwards, I feel like I'm back to where I started. I think my bad translation made me miss something.
I have trouble understanding the moment when we change the name to the real name of the pJCM...Yes I realized as I was making up some translated images what happened. For the tutorial I was working making new morphs. The morphs I had renamed as 'delete' had never actually been saved - so there was no conflict. However, once saved, if trying to replace those morphs then an additional step or two is required. I did not realize that at the time I wrote the tutorial, I do now. In renaming a previously saved morph to 'delete' -- it would also have to be saved as such. And/or manually removed from the data folders so that the new morph will display in D/S. D/S does not recognize 2 morphs with the same name [on the same product].
I have a couple more images to edit and then I will post them back here shortly.
[Released]Bruce HD for Genesis 8.1 Male [Commercial]leemoon_c43b45a114 said:
I love his look as well. Such a handsome, natural looking physique! You created a wonderful figure. Also, I love his textures.
I am delighted that he has separate head and body presets (the product page implied Bruce was a full-character morph.)
I've also dialed him in and out with other character morphs and he plays well with others. :)
However, now I get a duplicate formulas error whenever I load a G8.1M figure. Uninstalling Bruce fixed that. But now I don't have Bruce to work with. I'm truly heartbroken.
Lee
No Worries I will look into that. Thank you for letting me know!
pJCM Poses - For Clothing Creators - QuestionsI have read and understood the explanations of your tutorial:
"After saving a new morph, load a fresh garment.
This will clear all the "delete" morphs, and one can then check that the new morph is working as desired.
Having had to redo a saved morph, in testing out the new morph, egaads ...It is still showing the old morph in play.
This is "memory" - same idea for those times when changing textures which have same name, the program is using the first one loade.
Id deleting the garment from the scene and loading a fresh one doesn't get the new morph displaying, close D/S and reopen it.Then load the scene again and all should be well.
Before saving the new morph, set the figure pose back to default.
This action will also reset the pJCMs in the garment. It may look "not quite right" -- this is because the program dialed out BOTH the old and new morphs. But the old morph was at 0, so it is now at - 100%. Select the garment and find the "delete" morph, zero it.
Then save the New Morph :-)"I do everything as you say but it doesn't work here.
Everything is fine until this part:
"Id deleting the garment from the scene and loading a fresh one doesn't get the new morph displaying, close D/S and reopen it.Then load the scene again and all should be well."Afterwards, I feel like I'm back to where I started. I think my bad translation made me miss something.
I have trouble understanding the moment when we change the name to the real name of the pJCM...pJCM Poses - For Clothing Creators - Questionspatwojtko said:
Catherine3678ab said:
As I recall, in the making of the new morph, first I had to rename the generated morph {name and label} so that the new morph would be accepted by D/S. Also, had to dial out the generated morph so that "all" of the new morph would be applied.
Reverse Deformations: Yes. {always}
Then to save the new morph - the figure is returned to default pose, the clothing probably looks terrible UNTIL the OLD generated morph is put back to 0. The new morph is at 0. The new morph is then saved {morph asset}.
Then certainly, in deleting the clothing from the scene, and loading on a new garment, the newly saved morph should be there. The old generated morph will be gone.
And then I would work on the next morph.Can you explain this step more precisely:
_ I put another name, the morph works. (not automatic but it works on the dial)
_ I reset everything.
And Now:
I save the morph with its new name?
Because I change the name and save.
I call the garment with the new name...It does not work automatically, only on the dial.
I don't quite understand this step.I went through this all in the .pdf tutorial step by step, but just for you ;-) I will see what I can do about translating the instructions.
[Released]Bruce HD for Genesis 8.1 Male [Commercial]I love his look as well. Such a handsome, natural looking physique! You created a wonderful figure. Also, I love his textures.
I am delighted that he has separate head and body presets (the product page implied Bruce was a full-character morph.)
I've also dialed him in and out with other character morphs and he plays well with others. :)
However, now I get a duplicate formulas error whenever I load a G8.1M figure. Uninstalling Bruce fixed that. But now I don't have Bruce to work with. I'm truly heartbroken.
Lee
G8.1M deformed kneesNo, I'm pretty sure it's a badly set up corrective morph (the whole point is that it is applying when it shouldn't, when you are using the base shape or another character shape).
A little tutorial for making stuff useable for Victoria4.2 figures.It's easier for Genesis figures to use the Transfer Utility function in Daz Studio but if you like me and love the Victoria 4.2 figures, than you might want to know how to fit stuff to the figure and at the end you could use about anything that will load into carrara to fit on V4.2.
After some research i found a topic in Daz Forum with a little tutorial for that thanks to the User jktarwater_8568c339b9
Original Thread: https://www.daz3d.com/forums/discussion/52699/need-tutorial-for-making-clothes-for-victoria-4-2)
I have now used this method for clothing and hair, will test it out with figures later too but i think this should work too.
So first step, take the 3D object you like, any cloth or hair. If you already have the item as an .obj file, it's easy but if you don't you just need to export it as an object file.
- So in Carrara i load my morphed figure, if i want to place a dress that was modeled to the figure, or i just load a normal V4.2 figure into the scene.
No morphs or textures needed for this.
- Than i import the object i want to fit on the figure, like a Haircut or a Dress and set the size (Overall) and position where it should be, with a Dress, i might model it into position that no skin shines through.
- After that is done i export the object as WaveFront Obj. and use the Target DazStudio (Full Scene). Textures aren't that important right now as you can do it later in Daz Studio or in Carrara if you have finished the whole process.
- Open Daz Studio and first load V4.2 figure or your custom figure into the Scene (no morphs needed). Click the Figure in the scene Tab, than go to Edit > Figure > Rigging > Convert Figure to Weight Mapping.
Than choose the option TriAx Weight Mapping and click ok.
- The next Step is just load the item you like to fit, the .obj file into the Scene as import, Convert to Daz Studio from Carrara. No other settings have to be done, just click ok and the object should than load in place.
Best thing to put or save the obj file into ...\Documents\My DAZ 3D Library\Runtime\Geometries\ (you can than create a folder you like to use). Be careful where to put the files as Daz Libary will be in public and in user documents, that can be a little confusing, you can also use both of them but you should know where the files are.
- After importing the obj. file you can than if you like add textures to it or you go directly to the next step.
- Select the Hair in Scene and Editor Tab and click: Edit > Object > Transfer Utility, As Source Scene Item you can now choose Victoria 4.2 and as Target the object you like to fit and hit ok.
- Select the Hair again in the Scene and Editor Tab and export it as a Poser CR2 File in this location: ...\Documents\My DAZ 3D Library\Runtime\Libraries\Character\...
You can also create a folder you like for this and hit ok. As Export Options nothing have to be changed, just click Ok.
- Daz might ask you for the location of the Object file as if you already have set it to the Geometries Runtime you can just click the file there, otherwise you should add the file there now as Daz will say that it's not the correct location if you put it somewhere else.
- After that is done there is only one step left. The hair still selected, or if not select it again and go to File > Save As > SupportAsset > Figure/Prop/Asset and save the file here: ...\Documents\My DAZ 3D Library\Runtime\Libraries\Character\... you can create your own folder again where you want to have it within the libary and just save the file.
As options for saving you can just take a look at the Metadata, the first option is SetContent Type, if you click Follower, you can than click for example Hair.
SetCompatible With should be activated, there should be Generation4/Victoria4 if it is, than just click Accept.
That was the last step, the file is now in your libary and you can update your Folders within Carrara, than just go to the location where you have saved it and you can load it directly into the scene and fit it to V4.2 figures.
I like to test out later to import a custom figure (from game for example) to make it like a full dress for the figure, than adding it, making V4.2 invisible and it sould be like an own figure where you can use all the V4 poses you have (but you still need to select V4.2).G8.1M deformed kneesThat is most likely a corrective morph that should trigger only when a particular heavy/muscular character is applied but it is not set up correctly and triggers in all cases. Obvsiouly a Genesis 8.1 Male character since 8 is OK. Have you recently installed such a character, assuming this is a new issue? have you checked there are no updates for your Daz content?
Why do morphs no longer work?ezrhk said:
I was able to go back to the 5.0.0.68 version from Github and use the bridge plugin from there. That works fine.
I failed to mention that this happens on exporting animation, not skeletal mesh.
There are some oddities with the new files. Not sure why the new bridge dll was around 7mb whereas the working version is only around 500kb.
If I try to export with morphs ticked as per usual, close and open it again and try the same once more, it unticks export morphs for some reason. It normally remembers it and keeps it ticked.
The fbx dialog window pops up twice, effectively going through the entire exporting process twice... no such issues with the 5.0.068. version at all.
1. I tried all the ones that were working before
2. Just the standard morphs like smile and visemes and jCM
3. Latest, 4.20
4. Latest 2.0.15.2 (Custom one from github works fine)
5. Latest UE5.0.1
6. Version 5.0.0The update DazToUnreal bridge uses a new unified Daz Bridge Library which is capable of handling the subdivision fixes and other new features directly inside Daz Studio rather than in the Unreal Plugin. To do this, I am static-linking OpenSubdiv and FbxSDK directly intop the Daz Studio Plugin so that there is better compatibility between all versions of Daz Studio, without requiring additional DLLs. That's why the DLL size is now 7mb. However, the Unreal Plugin is now much smaller.
I will add the feature to preserve morph checkbox in future releases. Is there a reason you want to package morphs with animations instead of the skeletal mesh? Animations are positional skeleton data that do not contain any vertex information and can be used between different figures and retargetted to be compatible with even more figures. Morphs have information that requires an exact vertex order and locked to only meshes that are specifically made for them. I will look into adding additional Test Cases for morphs being exported with animation files only.
What Fbx Dialog window are you talking about? The Fbx Dialog Options window that can be enabled from Advanced Settings? If so, what options are you modifying on the Fbx Options? What other settings do you have configured in the DazToUnreal Bridge Dialog? Are subdivisions enabled? Can you post a video on exactly what is happening?
Also, what custom one from github are you talking about? What github site are you using? The new official Daz github? https://github.com/daz3d/DazToUnreal/
The updated UE5 Unreal Plugin currently can't be installed from DIM, please see instructions here: https://github.com/daz3d/DazToUnreal#2-how-to-install for how to install it manually. I'm working on a new update to install UE plugin directly from the DazToUnreal Bride Advanced Settings dialog.
[Released] Turbo Loader for Genesis 8 and 8.1 [Commercial]DoctorJellybean said:
Sevrin said:
Dumb-dumb question:
Say I have a bunch of morphs I regularly use, like the G8F Head or Body morphs. Can I have those whitelisted, so that they are ignored in the exclusions? Likewise, there are a couple of characters I regularly use to add certain features, and it would be nice if those were enabled by default, as well. Can I set that up so that I won't need to enable them each time?
I was wondering the same thing myself.
You can do it at the Product level. First, make sure the morphs are on and then add the Product to the Filtered Product list in Options. Any product in there will not show up in the morph list and so cannot be turned off.
[Released] Turbo Loader for Genesis 8 and 8.1 [Commercial]AnotherUserName said:
RiverSoftArt said:
AnotherUserName said:
RiverSoftArt said:
AnotherUserName said:
This is an excellent product RiversoftArt. Purchased this morning and im about to purchase the Booster Utilities. To be perfectly honest, ive been waiting for a product like this for a LLOOOOOOOONNNNNNNNNNNNNGGGGGGGGGGGGGGGGGGGGGGGGG time!!! A utility like this shouldve been native to DAZ3D since Genesis.
A must have for daz enthusiests. Gongratulations and Thanks for the good work!
You're welcome! and thank you for the kind words!
Hey, Ive stumbled on some sort of issue. The manager is no longer identifying all of my morphs and characters, just a mix of the configuration I created and a few random others including the last character I used. Any suggestions?
I can still see all of my data files. They have been renamed with the file extension .tlOff . I guess I need to figure out how to turn them all on again? Please help.
It sounds like you disabled them and then accidentally cleared your morph list. There is a "Reset Morph Directories" button in options.
So, when I press "Reset Morph Directories" it brings up the DAZStudio4 folder and wants me to select something (another folder). What should I select? The data folder?
Nevermind, I figured it out. All my morphs are back in business.
I meant to say use the Reset Content Directories in v1.1. You don't need to specify any directories; it uses the content directory manager directories.
I guess if I have any critiques for the product it might be to simplify the interface a little bit so that neanderthals like myself dont go pressing random buttons and losing stuff. Also, the user guide could be a little more specific.
I was using this all day before I messed it up. At first I didnt think that I would even bother with the versions for previous genesis models but now im thinking, why not? The memory that one saves with this program is fantastic! Thanks again.
You're welcome! I am glad you love it.
Is there anyway to fix this clothing distortion?When using autofit it transfer the clothing to the new character, to my knowledge, based on nearest surface.
A clone is a template that more dedicated transfer of the clothing, often with options to select whay type of clothing it is.
My experience that clones usually does a better job.
I would suggest to first transfer the clothing to an unmorphed character, as that show how the actual transfer has gone. And then dial in your morphed character, as your morph also can cause or emphesize problems.
pJCM Poses - For Clothing Creators - QuestionsCatherine3678ab said:
As I recall, in the making of the new morph, first I had to rename the generated morph {name and label} so that the new morph would be accepted by D/S. Also, had to dial out the generated morph so that "all" of the new morph would be applied.
Reverse Deformations: Yes. {always}
Then to save the new morph - the figure is returned to default pose, the clothing probably looks terrible UNTIL the OLD generated morph is put back to 0. The new morph is at 0. The new morph is then saved {morph asset}.
Then certainly, in deleting the clothing from the scene, and loading on a new garment, the newly saved morph should be there. The old generated morph will be gone.
And then I would work on the next morph.Can you explain this step more precisely:
_ I put another name, the morph works. (not automatic but it works on the dial)
_ I reset everything.
And Now:
I save the morph with its new name?
Because I change the name and save.
I call the garment with the new name...It does not work automatically, only on the dial.
I don't quite understand this step.Celebrity Look-a-Likes for 3D figures part 3commando991_70eecfd4fc said:
HID, when you appy the morph to G8F model it only adds the face,arms,legs, the torso and back of head nothing!
commando991_70eecfd4fc, I don't think this forum is an effective way to report technical problems to HID3D -- I recommend sending HID3D a sitemail message at Renderosity












