-
Weight Map Fill Selected fills the whole mesh instead of selected parts
>>You need to be in weight editing when doing that operation.
I'm in it, I think. Is there another Weight Editing than the one in the drop-down menu of the Weight Brush (the one on the screenshot attached)?>>Besides that, G8/G8.1 use general weights.
Really? Thanks, I didn't know that. I think the guide was written at the time of Gen3, so some details in it are somewhat outdated.>>And are you aware that you can transfer weights from G8/G8.1, so you only have to do adgustments?
Yeah, but a few parts are transferred so wrong that I decided it would be easier to re-map all the weights.felis said:
You need to be in weight editing when doing that operation.
Besides that, G8/G8.1 use general weights.
And are you aware that you can transfer weights from G8/G8.1, so you only have to do adgustments?
Weight Map Fill Selected fills the whole mesh instead of selected partsYou need to be in weight editing when doing that operation.
Besides that, G8/G8.1 use general weights.
And are you aware that you can transfer weights from G8/G8.1, so you only have to do adgustments?
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICIKainjy said:
E' appena uscito un update per i G8...vi farò sapere come vanno ma già le anteprime nell'Install Manager sono fuori misura....
EDT: se lo installate dall'Install Manager DAZ non lo riconosce.. dovete scaricarlo da DAZ Central
Io non lo scarico manco morto.
Per quel poco che lo uso, mi serve che G8 carichi in pochi secondi con migliaia di morph installati e non in ore con due morph in croce.
Sono stato davvero fortunato ad avere ancora in un angolino quel vecchio backup dell'installazione di G8 Pre-FaceTransfer!Export Selected not workingI'm using Daz 3D Ver.4.16
I hide all objects (by clicking on the eye icon) except the one cloth object wanted to export.
I go to File > Export > select export folder > accept it with the following export settings:
Even though I choose the "selected" option, Daz 3D export all the objects in the scene.
I can export cloth only by deleting all the objects, but that ends up exporting the cloth with undesired morph data.
I've tried searching for a workaround method for this bug, but the suggested solution did not solve the issue I am facing:
https://www.daz3d.com/forums/discussion/440687/fbx-export-options-not-working
Would appreciate it if people here can provide some insights on how to export a single cloth object. Thank you.
Linday, are you around?I found a tutorial to morph your hair into a ponytail, which would be highly useful for me.
www.deviantart.com/kervala/art/How-to-create-a-ponytail-from-a-dForce-hair-857004103
I never managed to do so. Do you have an idea of another way or a hint how I would succeed?
Sculpting Your Own Character?marble said:
charles said:
Finally got around to makig that video.
Very good, thanks. Nice and to the point.
I was hoping for an explanation of when to use ERC Freeze but perhaps it was not an issue with your morph example.
Very good point, that should have been added. But here is another video that discusses it.
Curvy girls with no abs...Leonides02 said:
This may seem like a bit of a silly question, especially since I've been using Daz for years.
I prefer my characters to have a realistic percentage of body fat. However, I can't seem to find morphs where the girls don't have abs. I have lots and lots of morphs, but they of course are addidtive to whatever base character I'm using.
So, for instance, when I use the "voluptuous" morph, my character becomes more curvy. However, she still also -- inexplicably -- has abs and musculature.
What am I doing wrong? Thanks!
Uh, https://www.daz3d.com/brooke-8-1, Those aren't abs they are rolls. pure fat. I could show you a real life example but last time I took a selfie with my shirt off, I had to buy a new phone.
how to make the d-morphers more exact?
So I want to just do an inverted rectangle hole on a clothing item (see red rectangle in pic) about half inch deep it would be about a cm wide. I try use d-formers to do this but I really have trouble getting it to be precise. Its hard shrinking the d-morph field of vision and strength etc to get it so it can do this, does anyone know the best way how to accomplish what I am trying to do here with d-morphers? thx.Workflow Question - New Pose Shape KeysDaz to Blender workflow for me is currently just like it is set up in Diffeo - Import Character from Daz, Corrections, Materials, Import Morphs, Finishing, and Rigging.
I was wondering if anyone has tried keeping a base G8 in Blender with all shape keys and morphs applied, then morphing that G8 base with each new imported character using a 'join as shapes' shape key. For example, let's say I set up a G8 base with all my favorite morphs, shape keys, custom shape keys, and corrective pose shape keys (new with Blender 3.1, see link below). I don't want to have to do that with every character, right? So can I import a custom character, let's say Victoria 8, and morph my finished G8 base to the Victoria 8 shape? Diffeo allows us to morph the armature and retarget the outfit. The lashes, brows, and hair would need re-parented. We could merge geografts last so we have a G8 base that we can constantly import new shape keys as they come out on the Daz store if we want, and also create our own.
Has anyone tried this or see any reason why it might not work?
https://studio.blender.org/training/blender-studio-rigging-tools/pose-shape-keys/
https://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html
https://diffeomorphic.blogspot.com/2021/07/changing-outfits.html
to "Import Custom Morphs" for Muscle Volumes (Flex Control) not working@jochensutter - I looked at those morphs and they look super interesting. Just wondering how you liked them. Are the flexions automatically driven in Blender or do you have to change the morph/shape key value manually?
Sculpting Your Own Character?charles said:
Finally got around to makig that video.
Very good, thanks. Nice and to the point.
I was hoping for an explanation of when to use ERC Freeze but perhaps it was not an issue with your morph example.
Star Trek Builders Unite 8: THE REBOOTjaguarry3 said:
I rather like the Texture. The outfit was my own desight based on Valiant and a few added props I madeI think my issue with the texture is that Ferengi don't have eyebrows. Eyebrows are the bane of my existence when it comes to textures. They're so important to getting a likeness, and it's hard to tell what they'll look like on a different morph. And that Ferengi morph is so extreme there's an untextured section around the brows.
I wonder if anyone will make a morph for those new Discovery Ferengi. Way too complex for me to even attempt it.
Elf for Genesis 8?Xenomorphine said:
There are a large number of characters and isolated morph products with sharp ears and even elven characteristics which are classed as for fairy characters. Should be able to use those and, if necessary, reduce the end result height.
Yes. I am considering that. It's just nice to be able to buy something that is out-of-the-box.
I just don't see anything that even remotely resembles the Elf on a Shelf.
Elf for Genesis 8?There are a large number of characters and isolated morph products with sharp ears and even elven characteristics which are classed as for fairy characters. Should be able to use those and, if necessary, reduce the end result height.
OH NO! What's Happened to Victoria 8 ?PerttiA said:
To fix any ill-behaving morphs, do as follows;
1. Open DS and load "Genesis 8 Basic Female" (to an empty scene)
2. Right Click at Parameters Tab->Preferences->Choose "Show Hidden Properties" (part 3 zeroes only 'visible' dials)
3. Right Click at Parameters Tab->Zero->Zero Figure (Zeroes the value of all the 'visible' dials)
4. Right Click at Parameters Tab->Memorize->Memorize Figure (Sets the current value of all the dials as their default value)
5. Edit->Save As->Support Asset->Save Modified Assets (Writes the changed default value to the morph files that were changed)When saving "Modified Assets" DS shows a dialog and asks for confirmation;
"The following file(s) will be permanently modified:" - "Accept/Cancel" - Choose "Accept"Quick heads up, that wont work for ever case, encountered a couple of instances where the values were zero, it was badly done formula that was "pushing" values into the files, forcing DS into loading the morphs.
Basically the control asset didn't have any formula in it, and the bad formula was inside the head and body morph assets.
anyone who can tell me how to export converted uv map?enovy said:
WendyLuvsCatz said:
yeah it is in effect creating a new mesh with a different vertex count as it uses geografts to replace surfaces that differ between the two.
It will still export rigged and animated but it is no longer the same figure, I use them in iClone6 for example but in programs where you are needing to match vertices for morphs and UVs etc it won't work
thanks for reply. so any idea that I can use gen8 or gen3 uv for gen2 charactor?
Why not just use one of the apps in the store to transfer the G2 characters to G8, why the need to use the G2 figure?
How to export morphs with ERC to FBXAnwering this for myself: My original question from above probably does not make much sense, as a morph does not contain such information, it's just vertex positions. I solved it by adjusting the binding of bones in target software.
Curvy girls with no abs...plasma_ring said:
Leonides02 said:
This may seem like a bit of a silly question, especially since I've been using Daz for years.
I prefer my characters to have a realistic percentage of body fat. However, I can't seem to find morphs where the girls don't have abs. I have lots and lots of morphs, but they of course are addidtive to whatever base character I'm using.
So, for instance, when I use the "voluptuous" morph, my character becomes more curvy. However, she still also -- inexplicably -- has abs and musculature.
What am I doing wrong? Thanks!
I have to drop a rec for RazzleDazzle3D's morphs. She sells off the main sites but the two sets that have the softest body types are "More to Love" and "Oh She Thicc." I end up dialing them into almost all my female characters recently.
Thanks! These are great, too!
Projection Morph Manager (Commercial)Introducing Projection Morph Manager.
When an item is auto-fitted to a figure, be it hair, clothing, or accessories, all of the figure's active morphs are projected onto the item so that it fits the figure as best as possible. Sometimes the results are acceptable, but sometimes you need more control over these projections.
Projection Morph Manager offers flexibility and control for a fit that suits your needs. Now you can select an item, view all the projection morphs it contains, and modify them to get more customized results or an even better fit. Dial-up the details you want, or dial out the ones you don't, the choice is yours.
Script Features -
- Compatible with all Genesis figures.
- Compatible with all items that are auto-fitted to figure.
- Only shows projection morphs that directly affect the selected Item.
- Displays projection morphs on fitted items with matching slider accuracy including thumbnails.
- Projection Morph sliders on items are linked to all of their sub-sliders and behave the same as on figure.
- Ability to restore items' original projections from the figure, or use last modified state from the viewport.OH NO! What's Happened to Victoria 8 ?To fix any ill-behaving morphs, do as follows;
1. Open DS and load "Genesis 8 Basic Female" (to an empty scene)
2. Right Click at Parameters Tab->Preferences->Choose "Show Hidden Properties" (part 3 zeroes only 'visible' dials)
3. Right Click at Parameters Tab->Zero->Zero Figure (Zeroes the value of all the 'visible' dials)
4. Right Click at Parameters Tab->Memorize->Memorize Figure (Sets the current value of all the dials as their default value)
5. Edit->Save As->Support Asset->Save Modified Assets (Writes the changed default value to the morph files that were changed)When saving "Modified Assets" DS shows a dialog and asks for confirmation;
"The following file(s) will be permanently modified:" - "Accept/Cancel" - Choose "Accept"


















