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Question about Z Fit and Strong Props and Poses
There's a size morph on each of them but the vendor gave no properties preset, i.e. you have to manually dial the morph to give them a proper size.
The 'Eat Your Food and Like It' Complaint ThreadSilverGirl said:
Richard Haseltine said:
SilverGirl said:
...in other news, today I'll be making the necessary phonecalls to transfer stuff over to a different pharmacy across town. Even if I have to drive extra to get it, it'd still be more convenient than this constant idiocy. I mean, this is one of those meds they won't let you have more of until you're down to your last one. I can't afford for them to be screwing it up all the time. There's no wiggle room.
Will the other pharmacy necessarily be better? Though I have to say, our local one is pretty good about most things.
A totally reasonable question, and one I'd be asking if I was just throwing a dart. This is the one my parents and brother use, though; they've had good luck so far, and they have low-wiggle-room prescriptions as well. It's a 15-to-20-ish minute drive from my house (depending on time of day and traffic) whereas the one I had been using is about 5 minutes away. We'll probably just schedule a family social day for the day the meds need picked up, at which point we'd be over that direction anyway.
That sounds promising, good luck
Cider Brewery Bundle Thoughts & Feelingsmiladyderyni_173d399f47 said:
Yikes I missed that bad tiling and now I won't be able to NOT see it. It's geometry and not fixable with other shaders, right? Not that I should need to fix it. So much for that outfit.
It seems to overlap the patterns, so it implies it's actually textures that were made that way, perhaps from a texture painting tool that applied it badly.
Retexturing should theoretically fix it, although might need some work to retain details you want.
The male gens are probably to make the characters trans inclusive.
Not necessarily (although that's certainly something that could be done).
In this case, it makes it possible to swap in a male body morph, but without the potentially misunderstanding of the vendor showcasing a morph that wasn't actually in the product.
If so why do the male-presenting Applejack Gang promos only show the default Barbie/Ken look? F to M trans people exist too. I don't do nudes but shouldn't those be included too, or were they just not shown?
Bear in mind that there's a mix of PAs in the product, and not everything has been made to the exact same way.
The 'Eat Your Food and Like It' Complaint ThreadRichard Haseltine said:
SilverGirl said:
...in other news, today I'll be making the necessary phonecalls to transfer stuff over to a different pharmacy across town. Even if I have to drive extra to get it, it'd still be more convenient than this constant idiocy. I mean, this is one of those meds they won't let you have more of until you're down to your last one. I can't afford for them to be screwing it up all the time. There's no wiggle room.
Will the other pharmacy necessarily be better? Though I have to say, our local one is pretty good about most things.
A totally reasonable question, and one I'd be asking if I was just throwing a dart. This is the one my parents and brother use, though; they've had good luck so far, and they have low-wiggle-room prescriptions as well. It's a 15-to-20-ish minute drive from my house (depending on time of day and traffic) whereas the one I had been using is about 5 minutes away. We'll probably just schedule a family social day for the day the meds need picked up, at which point we'd be over that direction anyway.
Which you prefer - Ally 9 or Kayla 9 bundlesDustRider said:
I got the Ally 9 bundle as the second bundle in the anniversary sale, so I might be biased. I like both characters almost equally. I like the shape/morph for Ally 9 a bit more, but the Skin for Kayla 9 looks well done for darker skin which is a big plus. So for me if looking at both bundles, Ally 9 has more useful content than Kayla 9.
I doubt I would ever use the outfit that comes with Kayla 9. Maybe the cape in a kit bash, but the dress just doesn't feel "right" to me, and I already have much better options for shoes/heels and stockings. The hair with the Kayla 9 bundle I would definitely use, and the HD morphs I would use too.
The outfits with the Ally 9 bundle have a much greater chance of being used. In fact, I'm working on a render right now that uses the shoulder holsters from the Sassy Shorts Outfit (I have other options for the holster, but this one just fits the image better, and the quality is quite good, but lacking a lot of adjustment morphs). The other outfit will also work well for kit bashing. The hair I will most likely use. I probably wouldn't use it with the pigtails, but there is an option for the hair with no pigtails, and I really like it without them. The makeup give a couple of options that I'll probably use as well.
Summary/TLDR; So, looking at both bundles, there is more content that I either definitely would or probably would use with the Ally 9 Bundle than with the Kayla 9 Bundle, making it a better value for me.
@daveso Thanks for mentioning that you were able to get the new The Velvet Plunder Character Bundle | Daz 3D bundle and the brewery at $0.00 using your 8 tokens and $10 DO Premier coupon. I still have my $10.00 coupon available, so I can do the same (I think it will cost me $0.59), and get the Kayla 9 Character Bundle as my November free bundle (I just wish it had something other than the Woodland Fantasy Outfit).
THINK i'LL WAIT ON kAYLA BUNDLE. i CAN ALWAYS BUY THE HAIR OR HER WHEN ON BETTER SALE AND WHEN i RENEW Premier. Yeah, that dress just isn't cutting it for me. The overall bundle is somewhat lacking. At least Ally I like the short shorts set and the urban looking set. I didn't realize the hair can have the tails hidden..yeah, I like that much better.
Ally 9 bundle it is. ThanksGetting on the 9 train, or notUncannyValet said:
Timbales said:
UncannyValet said:
Timbales said:
I did buy your Vadim character and I think you've done the most successful job with the area I find problematic with Genesis 9 with your HD morph.
I don't usually use characters as presented. I like to mix them and change things up with the various morph packages I have purchased from vendors to make them my own. But that doesn't work with G9 because everyone handles the breasts differently, and there are no more morph packages available for me to buy to do anything about the creases I don't like. It's been 2+ years now, I don't think that's gong to change.
To be clear, I don't feel this is your issue to fix and I dont think it's you need to do anything more than the art you want to make.
I just need to chalk it up to a loss and move on, though I hope to use Vadim for a story.
Sorry for extremely delayed response.
The more i mix characters the more I have noticed this also, and was meaning to post something about it. So apologies for kind of gaslighting you over issue and dismissing it.
I think the issue arises because vendors are not all lining up the G9 mesh landmarks in that pec crease region in the same way. There is quite a lot of geometry in this region where a crease can occur if each character morph is shifting those vertices in different ways. For base mesh morphs, a smoothing morph could theoretically fix the issue. For HD morphs, we would need a smoothing HD morph in some cases, which could be more difficult to obtain.
I realise this is 3 years on from G9 release so a bit late to introduce a standard, I suppose the best vendors can do is ensure they are lining up the mesh landmarks. Perhaps consideration should be given to this issue for future generations by Daz if they continue to have similar topology in that region.
Thank you, I appreciate the response.This incompatibility between morphs generally happens when mixing different character shapes or full body shapes.
So one way to avoid the issue, is rather than mix characters or full body shapes, use the the body part morphs or the various other types of morphs. For example, mass adjustment, depth adjustments, width adjustments, etc., these types of body adjustment morphs do not usually result in this issue. Obviously this is limiting but if you want to make a "thin" or "lithe" version of a bulkier character, you can use the "Body Mass" slider instead of mixing in the "Lithe" or "Thin" fulll body shapes.
I've had some luck in the past doing what you suggested. Some character body shapes blend better than others, same with the full body shapes. I usually go into the individual body parts to tweak things.
I've found that the overly defined effect around the pecs can (ironically) softened by cranking up the resolution of the figure as high as it will go.
Which you prefer - Ally 9 or Kayla 9 bundlesI got the Ally 9 bundle as the second bundle in the anniversary sale, so I might be biased. I like both characters almost equally. I like the shape/morph for Ally 9 a bit more, but the Skin for Kayla 9 looks well done for darker skin which is a big plus. So for me if looking at both bundles, Ally 9 has more useful content than Kayla 9.
I doubt I would ever use the outfit that comes with Kayla 9. Maybe the cape in a kit bash, but the dress just doesn't feel "right" to me, and I already have much better options for shoes/heels and stockings. The hair with the Kayla 9 bundle I would definitely use, and the HD morphs I would use too.
The outfits with the Ally 9 bundle have a much greater chance of being used. In fact, I'm working on a render right now that uses the shoulder holsters from the Sassy Shorts Outfit (I have other options for the holster, but this one just fits the image better, and the quality is quite good, but lacking a lot of adjustment morphs). The other outfit will also work well for kit bashing. The hair I will most likely use. I probably wouldn't use it with the pigtails, but there is an option for the hair with no pigtails, and I really like it without them. The makeup give a couple of options that I'll probably use as well.
Summary/TLDR; So, looking at both bundles, there is more content that I either definitely would or probably would use with the Ally 9 Bundle than with the Kayla 9 Bundle, making it a better value for me.
@daveso Thanks for mentioning that you were able to get the new The Velvet Plunder Character Bundle | Daz 3D bundle and the brewery at $0.00 using your 8 tokens and $10 DO Premier coupon. I still have my $10.00 coupon available, so I can do the same (I think it will cost me $0.59), and get the Kayla 9 Character Bundle as my November free bundle (I just wish it had something other than the Woodland Fantasy Outfit).
The 'Eat Your Food and Like It' Complaint ThreadSilverGirl said:
complaint: More pharmacy nonsense yesterday. Had to pick up meds for Teen Kiddo. Got there, and the person at the window was baffled. "We don't have anything ready for them." Really? Because I called five days ago and they said they'd be ready by today. "Oh well this kind of med you have to call in every month. That's why it's not ready. You need to call in." I just told you that. I called in five days ago. They said it'd be ready. "Oh well it says here it can't be filled until today." Okay, well, it's today, you've been open for hours, and it doesn't sound like it's even been looked at, let alone filled. "Well I can have it ready in half an hour." Okay, so, what needs to happen so I don't keep running into this issue? Because this by far isn't the first time I've done everything I'm supposed to do and the pharmacy has dropped the ball. "Well, you really ought to call ahead and make sure it's ready." Yeah, I tried that. Three times. As soon as it rang through, the line dropped. Three times. "Oh, well we've been having problems with our phone system. That's not my fault." That's true, but don't tell me it's a solution if you know it's not going to work. "Well I could put a note in the file here to call you if there are any problems filling the prescription." Shouldn't that be the default for customer service? "It's the best I can do, ma'am."
...in other news, today I'll be making the necessary phonecalls to transfer stuff over to a different pharmacy across town. Even if I have to drive extra to get it, it'd still be more convenient than this constant idiocy. I mean, this is one of those meds they won't let you have more of until you're down to your last one. I can't afford for them to be screwing it up all the time. There's no wiggle room.
So very tired of people refusing to do their jobs and then making it my problem AND blaming me for it.
Will the other pharmacy necessarily be better? Though I have to say, our local one is pretty good about most things.
The 'Eat Your Food and Like It' Complaint Threadcomplaint: More pharmacy nonsense yesterday. Had to pick up meds for Teen Kiddo. Got there, and the person at the window was baffled. "We don't have anything ready for them." Really? Because I called five days ago and they said they'd be ready by today. "Oh well this kind of med you have to call in every month. That's why it's not ready. You need to call in." I just told you that. I called in five days ago. They said it'd be ready. "Oh well it says here it can't be filled until today." Okay, well, it's today, you've been open for hours, and it doesn't sound like it's even been looked at, let alone filled. "Well I can have it ready in half an hour." Okay, so, what needs to happen so I don't keep running into this issue? Because this by far isn't the first time I've done everything I'm supposed to do and the pharmacy has dropped the ball. "Well, you really ought to call ahead and make sure it's ready." Yeah, I tried that. Three times. As soon as it rang through, the line dropped. Three times. "Oh, well we've been having problems with our phone system. That's not my fault." That's true, but don't tell me it's a solution if you know it's not going to work. "Well I could put a note in the file here to call you if there are any problems filling the prescription." Shouldn't that be the default for customer service? "It's the best I can do, ma'am."
...in other news, today I'll be making the necessary phonecalls to transfer stuff over to a different pharmacy across town. Even if I have to drive extra to get it, it'd still be more convenient than this constant idiocy. I mean, this is one of those meds they won't let you have more of until you're down to your last one. I can't afford for them to be screwing it up all the time. There's no wiggle room.
So very tired of people refusing to do their jobs and then making it my problem AND blaming me for it.
Getting on the 9 train, or notwell, over time, I have been accumulating G9 characters and products. It gets more difficult not to, as the sales dictate my purchases. I have too many products overall anyway, no time to use most of them. The way I work though, I could probably stick with V4 and create similar images. For me, even expressions seemed to work better in G8 than G9. Not sure why. Perhaps I dont own the correct morph package or something.
Getting on the 9 train, or notTimbales said:
UncannyValet said:
Timbales said:
I did buy your Vadim character and I think you've done the most successful job with the area I find problematic with Genesis 9 with your HD morph.
I don't usually use characters as presented. I like to mix them and change things up with the various morph packages I have purchased from vendors to make them my own. But that doesn't work with G9 because everyone handles the breasts differently, and there are no more morph packages available for me to buy to do anything about the creases I don't like. It's been 2+ years now, I don't think that's gong to change.
To be clear, I don't feel this is your issue to fix and I dont think it's you need to do anything more than the art you want to make.
I just need to chalk it up to a loss and move on, though I hope to use Vadim for a story.
Sorry for extremely delayed response.
The more i mix characters the more I have noticed this also, and was meaning to post something about it. So apologies for kind of gaslighting you over issue and dismissing it.
I think the issue arises because vendors are not all lining up the G9 mesh landmarks in that pec crease region in the same way. There is quite a lot of geometry in this region where a crease can occur if each character morph is shifting those vertices in different ways. For base mesh morphs, a smoothing morph could theoretically fix the issue. For HD morphs, we would need a smoothing HD morph in some cases, which could be more difficult to obtain.
I realise this is 3 years on from G9 release so a bit late to introduce a standard, I suppose the best vendors can do is ensure they are lining up the mesh landmarks. Perhaps consideration should be given to this issue for future generations by Daz if they continue to have similar topology in that region.
Thank you, I appreciate the response.This incompatibility between morphs generally happens when mixing different character shapes or full body shapes.
So one way to avoid the issue, is rather than mix characters or full body shapes, use the the body part morphs or the various other types of morphs. For example, mass adjustment, depth adjustments, width adjustments, etc., these types of body adjustment morphs do not usually result in this issue. Obviously this is limiting but if you want to make a "thin" or "lithe" version of a bulkier character, you can use the "Body Mass" slider instead of mixing in the "Lithe" or "Thin" fulll body shapes.
Getting on the 9 train, or not
Thank you, I appreciate the response.UncannyValet said:Timbales said:
I did buy your Vadim character and I think you've done the most successful job with the area I find problematic with Genesis 9 with your HD morph.
I don't usually use characters as presented. I like to mix them and change things up with the various morph packages I have purchased from vendors to make them my own. But that doesn't work with G9 because everyone handles the breasts differently, and there are no more morph packages available for me to buy to do anything about the creases I don't like. It's been 2+ years now, I don't think that's gong to change.
To be clear, I don't feel this is your issue to fix and I dont think it's you need to do anything more than the art you want to make.
I just need to chalk it up to a loss and move on, though I hope to use Vadim for a story.
Sorry for extremely delayed response.
The more i mix characters the more I have noticed this also, and was meaning to post something about it. So apologies for kind of gaslighting you over issue and dismissing it.
I think the issue arises because vendors are not all lining up the G9 mesh landmarks in that pec crease region in the same way. There is quite a lot of geometry in this region where a crease can occur if each character morph is shifting those vertices in different ways. For base mesh morphs, a smoothing morph could theoretically fix the issue. For HD morphs, we would need a smoothing HD morph in some cases, which could be more difficult to obtain.
I realise this is 3 years on from G9 release so a bit late to introduce a standard, I suppose the best vendors can do is ensure they are lining up the mesh landmarks. Perhaps consideration should be given to this issue for future generations by Daz if they continue to have similar topology in that region.
[Released] Blender to Daz Studio Plugin released!!! Official support thread [Commercial]Can I, for example, make a boot in Blender and transfer it to DazStudio along with a weight map for Genesis 9? (I use GoogleTranslator)
Getting on the 9 train, or notTimbales said:
I did buy your Vadim character and I think you've done the most successful job with the area I find problematic with Genesis 9 with your HD morph.
I don't usually use characters as presented. I like to mix them and change things up with the various morph packages I have purchased from vendors to make them my own. But that doesn't work with G9 because everyone handles the breasts differently, and there are no more morph packages available for me to buy to do anything about the creases I don't like. It's been 2+ years now, I don't think that's gong to change.
To be clear, I don't feel this is your issue to fix and I dont think it's you need to do anything more than the art you want to make.
I just need to chalk it up to a loss and move on, though I hope to use Vadim for a story.
Sorry for extremely delayed response.
The more i mix characters the more I have noticed this also, and was meaning to post something about it. So apologies for kind of gaslighting you over issue and dismissing it.
I think the issue arises because vendors are not all lining up the G9 mesh landmarks in that pec crease region in the same way. There is quite a lot of geometry in this region where a crease can occur if each character morph is shifting those vertices in different ways. For base mesh morphs, a smoothing morph could theoretically fix the issue. For HD morphs, we would need a smoothing HD morph in some cases, which could be more difficult to obtain.
I realise this is 3 years on from G9 release so a bit late to introduce a standard, I suppose the best vendors can do is ensure they are lining up the mesh landmarks. Perhaps consideration should be given to this issue for future generations by Daz if they continue to have similar topology in that region.
Importing Hands dial-ups into Blender?This is also a perfect case to depict one important difference between blender and daz studio. For this hands set there's a set of poses which reference to a set of morphs wich reference to the figure standard set of body morphs for the hands.
hand poses < hand morphs < body morphs
Thus in blender we have to import the body morphs to make the hand morphs work, then import the hand morphs to make the hand poses work. Such a network of references is typical of daz studio and never used in blender for native files. That is, blender would simply have the hand poses in a library.
To convert this set for blender the best way would be to bake the poses in daz studio, then import the baked set in a blender library. Unfortunately it's also a lot of work, so it may not be worth it.
steps:
- in daz studio: edit >figure > bake to transform, then save the pose preset for each morph
- in blender: runtime > posing > import asset
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Posing/Import Pose Library
p.s. Or another option could be to bake in blender instead of baking in daz studio, then save the pose assets. The saved poses will only work on the specfic rig though, I mean if we save poses for rigify they will not work on MHX or the daz rig, so importing poses directly from daz has its advantages.
Use D-Former Weight Map via script for morph attenuation?marth_e said:
Thank you for your help! Your solution to get the weight map works perfectly.
Progress made:var dformerModifier = obj.getModifier(0); // DzDFormModifier
var weightMap = dformerModifier.getInfluenceWeights(); // Returns valid DzWeightMap
Current issue: The morph is created but affects the entire figure (head + body) instead of being limited to the head.
var weightMapPath = "D-Former_1::weightmap::Genesis9/Influence Weights";
oMorphLoader.setAttenuateMapPath(weightMapPath);
oMorphLoader.createMorph(settings, figure, true);
The morph is created successfully. No attenuation applied (affects whole figure) and no console errors
Is setAttenuateMapPath() the correct method to apply attenuation? Or is there an alternative class like DzFittedMorphLoader for this purpose?Thanks again for your help.
I'm glad that helped. But I've never used DzMorphLoader in script, so you know a lot more about that than I do :)
There may be a problem with the specification of weightMapPath, but that's a pure guess on my part.
Good luck!
Use D-Former Weight Map via script for morph attenuation?Thank you for your help! Your solution to get the weight map works perfectly.
Progress made:var dformerModifier = obj.getModifier(0); // DzDFormModifier
var weightMap = dformerModifier.getInfluenceWeights(); // Returns valid DzWeightMap
Current issue: The morph is created but affects the entire figure (head + body) instead of being limited to the head.
var weightMapPath = "D-Former_1::weightmap::Genesis9/Influence Weights";
oMorphLoader.setAttenuateMapPath(weightMapPath);
oMorphLoader.createMorph(settings, figure, true);
The morph is created successfully. No attenuation applied (affects whole figure) and no console errors
Is setAttenuateMapPath() the correct method to apply attenuation? Or is there an alternative class like DzFittedMorphLoader for this purpose?Thanks again for your help.
Use D-Former Weight Map via script for morph attenuation?marth_e said:
Hey Richard. Thank you very much for the reply.
Specific issue in DAZ Studio 4.24:
var figure = Scene.getPrimarySelection();
var obj = figure.getObject();
var dformerModifier = obj.getModifier(0); // DzDFormModifier
var dform = dformerModifier.getDForm(); // Returns DzDFormprint(dform); // OK: [object DzDForm]
print(typeof dform.getWeightMap); // ERROR! Result: "undefined"Exact error:
getWeightMap() does not exist as a method on DzDForm (version 4.24)
dform.getWeightMap() → TypeError: undefined is not a functionAvailable properties on DzDForm:
When iterating dform.getPropertyList(), I only get transformation properties (XTranslate, YTranslate, etc.) and "Display Weights", but not the influence map.
How do you access Influence Weights from DzDForm in DAZ Studio 4.24 if getWeightMap() is unavailable? Is there an alternative method?
Additional context:Using G9 HeadSplit DFormer tool previously
UI works perfectly (Morph Loader Pro/Attenuate By/D-Former_1::weightmap::Genesis 9/Influence Weights
Need the object for morphLoader.setAttenuateBy(weightMap)var wtMap = dformerModifier.getInfluenceWeights(); // DzWeightMap
As per DzDFormModifier::getInfluenceWeights()
[Solved] More Problems Creating Hair MorphsYup, I'm having more problems creating hair morphs. Last time I had issues with OOT's Dark Ponytail for G8F, but @crosswind was kind enough to teach me the trick about deleting unused verts before export, and I was good to go from there.
This time, I'm working with OOT's Zola hair for G8F. I pulled the mesh into Blender, created my morph, then went to load it and got a "Geometry did not match" error. Kind of annoying, since I spent a good hour getting the morph perfect, but whatever. The problem is, when I tried deleting unused verts on the Zola hair, I got a popup saying there are no unused verts. So now I'm stumped. I've verified that I'm exporting the mesh at base resolution, so that's not the problem. Does anyone have any ideas why I can't morph this hair?
Thanks in advance!
Use D-Former Weight Map via script for morph attenuation?Hey Richard. Thank you very much for the reply.
Specific issue in DAZ Studio 4.24:
var figure = Scene.getPrimarySelection();
var obj = figure.getObject();
var dformerModifier = obj.getModifier(0); // DzDFormModifier
var dform = dformerModifier.getDForm(); // Returns DzDFormprint(dform); // OK: [object DzDForm]
print(typeof dform.getWeightMap); // ERROR! Result: "undefined"Exact error:
getWeightMap() does not exist as a method on DzDForm (version 4.24)
dform.getWeightMap() → TypeError: undefined is not a functionAvailable properties on DzDForm:
When iterating dform.getPropertyList(), I only get transformation properties (XTranslate, YTranslate, etc.) and "Display Weights", but not the influence map.
How do you access Influence Weights from DzDForm in DAZ Studio 4.24 if getWeightMap() is unavailable? Is there an alternative method?
Additional context:Using G9 HeadSplit DFormer tool previously
UI works perfectly (Morph Loader Pro/Attenuate By/D-Former_1::weightmap::Genesis 9/Influence Weights
Need the object for morphLoader.setAttenuateBy(weightMap)









