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Shape Shift for Genesis 8 (Commercial)
Zev0 said:
Checking. OK I'll have to re-rig those ones...Won't really affect anything but thanks for bringing it to my attention.
Hey Zevo, I'll bring this up here as there doesn't seam to be a Body Diversity thread but I think its a similar issue. The petite morph has problems with hips, feet (only noticable with some clothing) and breasts. Would love you too have a look under the hood there too.
Also if that morph could go beyong 100-150% would be good as some women can be VERY short. Any chance of a male version?
Thanks
Duplicate formula found issuePerttiA said:
That is quite a large log with a ton of problems...
One thing that stands out is that you have a problem with your Genesis 8 Starter Essentials installation as all the files in ...\Data\DAZ 3D\Genesis 8\Female 8\Morphs\Daz 3D\Base Pose Head\ and ...\Data\DAZ 3D\Genesis 8\Female 8\Morphs\Daz 3D\Expressions\, seem to be missing or DS can't find them - Have you removed them when trying to get G8 expressions working on G8.1?
If so, you removed the real files from G8F morph folders and not the dummy ones from G8.1F morph folders.
Due to the size of the log it would be quite a task to start tracking down other problems in it, fix the problem with the starter essentials first and post a new log
Thank you for answering, the main problem now is that I'll meet a pop out window when I'm opening this file, saying that dulicate formula found. Which begins from the row 56196 to row 58091.
In fact this file is just a little different from another one. I just changed the figures' pose in the scene, and I can open that one normally, without the pop out window.
Duplicate formula found issueThat is quite a large log with a ton of problems...
One thing that stands out is that you have a problem with your Genesis 8 Starter Essentials installation as all the files in ...\Data\DAZ 3D\Genesis 8\Female 8\Morphs\Daz 3D\Base Pose Head\ and ...\Data\DAZ 3D\Genesis 8\Female 8\Morphs\Daz 3D\Expressions\, seem to be missing or DS can't find them - Have you removed them when trying to get G8 expressions working on G8.1?
If so, you removed the real files from G8F morph folders and not the dummy ones from G8.1F morph folders.
Due to the size of the log it would be quite a task to start tracking down other problems in it, fix the problem with the starter essentials first and post a new log
Daz Bridges Update!!!Diffeomorphic's importer changed too many things on the model. It is good, at the "reading from .duf file" part, but not so good when exporting from blender. Material is one thing, morph is a problem too.
Any way, I think I can make this done with official Bridge in a week, I just finished the morph part.
Is Blender able to do larger Morph Areas or Select Components ?A morph can only edit the vertices position.. so you can change only the shape. You can create a morph for every 3d object (figure, clothing, hair, animals, vehicles, fur, etc..). You can use blender to edit the shape. To change a texture (2d image) you must create material presets for DAZ.Sculpting Your Own Character?In a morph you can't add or remove vertices.. you can only move them. If you need more vertices you have 2 options: 1 - create a new figure (creating the geometra and rigging and weightmaps). 2 - use geografths to locally change a meshIs Blender able to do larger Morph Areas or Select Components ?Is Blender able to do a larger morph of a 2D image ?
- Like - Not just the face, but the individual beard, facial hair, hair (all).
- Body parts.
- Just Clothing Items (i.e.; Hat, Cloak, Vest, Dress, Suit, Boots, Accessories, etc.).
- Tools or other Equipment.
Thanks in advance.
- TCR
Sculpting Your Own Character?marble said:
Spacious said:
Don't forget to export from DAZ at base resolution and to not include the eyebrows. Also don't add or subtract any vertices while in Blender or it won't work as a morph. Make sure you've got the Keep Vertex Order box checked whenever it's an option. It's not a bad idea to export your unchanged model from Blender before you start sculpting to make sure you've got all the scaling and vertex order prefences correct before you spand a bunch of time sculpting.
Yes, I do make morphs often but I was thinking of trying something a little more adventurous - which might be more than a morph and might require adding or deleting vertices.
Your adventure might end abruptly since adding/deleting vertices would break vert order.
new facial morph dials do not appear in "Shaping" tabI just installed 200 Plus Head and Face Morphs for Genesis 8 Female using DIM, but when i open a Genesis 8 female, the dials do not appear in the shaping tab. I can see the product listed in the Content Library tab, under the "Products" menu, but all my other installs have a blue square next to them...this particular product does not (Don't know if that means anything). Also, i can see all the Face Presets in content Livbrary, but applying them doesn't make any changes to the Genesis 8 female figure.
Sculpting Your Own Character?charles said:
marble said:
Kainjy said:
If you make a morph you must only adjust the "rigging" (only if changing a body part lenght: even an arm). This is done by the commands "ADJUST RIGGING TO SHAPE" and "ERC FREEZE"
With morphs JCM and weightmap are the self.. so you already have them active with your G8 and you don't need to fix them.With transfer utility you can copy rigs, weightmaps and even morphs between 2 figures: so you have JCM even in a new figure.
I don't understand what you want do: a morph or a new figue ? If a morph you need only morph loader pro, a new figure even using Transfer Utility you could need manual adjustment.
Thanks - you have answered some questions there already.
I haven't tried anything yet so I'm just trying to find out what is possible. I would like to send a G8 figure to Blender and make my own shape. That might be a small or larger character so the rigging might need adjusting. I don't know whether it is better to send an OBJ or FBX or whatever.
I do edits in Blender all the time, it's really easy and after doing a few you will be exporting and importing them back into Daz in minutes. Sometimes this is way faster to get what you want when you don't know exactly what morph you need. the only downside is no HD.
I often start by adding head morphs and face tweaks to my character in Daz to get it started. Maybe rescale the eyes (and eyes and lips are the biggest tricky parts I'll get to later) and chin and what not. This way when I do take it into Blender it's already started, and when I bring it back out, I'm going to load a new base G8/G8.1 and those features will be included without needing to worry about the morphs sliders for them again.
The Eyes, you'll want to hide the eyes in edit mode if you plan on doing ANY work where the eyes get shifted in scultp mode. When you are done scultiping you will want to unhide the eyes in edit mode again and reposition them. You may also want to hide the mouth and teeth depending on how much you are doing around those areas.
DO NOT USE smoothing or any vertex altering features of sculpt mode. Dyno is right out.
If you NEED to use masking and really ONLY if you have GOOD REASON to you have to be really careful not to edit too close to the mask transition areas or do very minor tweaks there.
Be really careful around the inner lip area especially the corners. Moving them around broadly is ok looking head on, but in profile directions it can cause for some ugly emotions applied later.
If you shrinkwrap you'll need to use vertex groups and do a lot of careful fine alignments and most likely have to remove from the shrink the verts inside the nose, the mouth and eyes. I have a video that covers some of that. I need to make a new video that covers stuff like how to bring Daz character into blender properly to selective hide areas like the eyes and mouth as a group before sculpting. I'll try and do that tomorrow.
And lastly don't forget to use symetry feature "X", unless you don't want symetry.
I'll look forward to your video.
Sculpting Your Own Character?Spacious said:
Don't forget to export from DAZ at base resolution and to not include the eyebrows. Also don't add or subtract any vertices while in Blender or it won't work as a morph. Make sure you've got the Keep Vertex Order box checked whenever it's an option. It's not a bad idea to export your unchanged model from Blender before you start sculpting to make sure you've got all the scaling and vertex order prefences correct before you spand a bunch of time sculpting.
Yes, I do make morphs often but I was thinking of trying something a little more adventurous - which might be more than a morph and might require adding or deleting vertices.
Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)On another note, in one scene, a G8F with 200+ morphs (or many many deltas) is basically posing the same time as a G8F with all the morphs OBJ-consolidated to one new morph (or 1 delta) dial for head/body. Animating in IRAY for 10frames is fast. Filament is so much faster and pretty much live. Thats on beta 4.16.1.43.
Anyone have a more effective test to see if a G8F with tons of morphs poses/animates differently time-wise than a G8F with one morph to dial in your shape?
Sculpting Your Own Character?marble said:
Kainjy said:
If you make a morph you must only adjust the "rigging" (only if changing a body part lenght: even an arm). This is done by the commands "ADJUST RIGGING TO SHAPE" and "ERC FREEZE"
With morphs JCM and weightmap are the self.. so you already have them active with your G8 and you don't need to fix them.With transfer utility you can copy rigs, weightmaps and even morphs between 2 figures: so you have JCM even in a new figure.
I don't understand what you want do: a morph or a new figue ? If a morph you need only morph loader pro, a new figure even using Transfer Utility you could need manual adjustment.
Thanks - you have answered some questions there already.
I haven't tried anything yet so I'm just trying to find out what is possible. I would like to send a G8 figure to Blender and make my own shape. That might be a small or larger character so the rigging might need adjusting. I don't know whether it is better to send an OBJ or FBX or whatever.
I do edits in Blender all the time, it's really easy and after doing a few you will be exporting and importing them back into Daz in minutes. Sometimes this is way faster to get what you want when you don't know exactly what morph you need. the only downside is no HD.
I often start by adding head morphs and face tweaks to my character in Daz to get it started. Maybe rescale the eyes (and eyes and lips are the biggest tricky parts I'll get to later) and chin and what not. This way when I do take it into Blender it's already started, and when I bring it back out, I'm going to load a new base G8/G8.1 and those features will be included without needing to worry about the morphs sliders for them again.
The Eyes, you'll want to hide the eyes in edit mode if you plan on doing ANY work where the eyes get shifted in scultp mode. When you are done scultiping you will want to unhide the eyes in edit mode again and reposition them. You may also want to hide the mouth and teeth depending on how much you are doing around those areas.
DO NOT USE smoothing or any vertex altering features of sculpt mode. Dyno is right out.
If you NEED to use masking and really ONLY if you have GOOD REASON to you have to be really careful not to edit too close to the mask transition areas or do very minor tweaks there.
Be really careful around the inner lip area especially the corners. Moving them around broadly is ok looking head on, but in profile directions it can cause for some ugly emotions applied later.
If you shrinkwrap you'll need to use vertex groups and do a lot of careful fine alignments and most likely have to remove from the shrink the verts inside the nose, the mouth and eyes. I have a video that covers some of that. I need to make a new video that covers stuff like how to bring Daz character into blender properly to selective hide areas like the eyes and mouth as a group before sculpting. I'll try and do that tomorrow.
And lastly don't forget to use symetry feature "X", unless you don't want symetry.
[Released] dForce2Morph [Commercial]RGcincy said:
Tried it for the first time and easy to use. A quick question: how do I delete a saved morph from a clothing item after using this to create the morph?
The morphs for the items will be saved in Data/Vendor Name under the first directory listed in the Daz Studio Formats section of the Content Directory Manager:
https://www.daz3d.com/forums/uploads/FileUpload/0f/cc380bc0a37b08b989bde2f72da2ea.jpg
Just delete the file/directory for the item and reload the scene/object.
Blender morphs issueYou may want to "Adjust Rigging to Shape", "ERC Freeze" and save your morph. The problem that you're having is seperate from this though. The hair and vellus hair don't have the morphs that your character now has because they were fitted to a figure that doesn't have the new morphs. You should just be able to unfit them and then refit them to clear it up. If that doesn't work, you'll have to delete them and add them fresh.
Curvy girls with no abs...outrider42 said:
This is one of those cases where using the Hexagon bridge helps a ton. You can use the UV Paint tool in Hexagon, specifically the smoothing brush. Use it gently and you can knock out the abs pretty easy, then send that back to Daz and save this as a new morph that corrects the abs. So like if you are editing the Voluptuous morph, you could call this "Voluptuous No Ab" or something like that.
You could also use Blender, but in this case Hexagon is actually more usable. The Daz to Hexagon Bridge is just so easy to use. If you don't have the G8 Dev Kit, you should get it from the G8 Starter download section. Just load the dev kit, dial in the morph you want to fix, and send to Hexagon. It is that simple, no need to worry over having the settings correct because the bridge handles all that. In Hexagon the UV Paint brushes have a Smoothing Brush. This brush will be your best friend. Just gently apply this on the abs, and poof they are gone. Send this back to Daz, give it a unique name (and make sure it is unique to avoid dreaded duplicate ID errors), toggle reverse deformations to on, select the location, and go. You can also select to mirror one side of the morph you are importing if you were not able to mirror it in Hexagon (the mirror function doesn't always work in Hexagon).
If it works, then save it as a new morph. Since this is only the abs, there is no need to do any fancy ERC stuff, you can just save it.
It might sound like a lot, but this is something that can take just a few minutes, even if you are not used to doing it. The longest part might be waiting for Hexagon to load.
Wow, what a helpful post! Thank you. I will try this ASAP.
Sculpting Your Own Character?Don't forget to export from DAZ at base resolution and to not include the eyebrows. Also don't add or subtract any vertices while in Blender or it won't work as a morph. Make sure you've got the Keep Vertex Order box checked whenever it's an option. It's not a bad idea to export your unchanged model from Blender before you start sculpting to make sure you've got all the scaling and vertex order prefences correct before you spand a bunch of time sculpting.
Curvy girls with no abs...This is one of those cases where using the Hexagon bridge helps a ton. You can use the UV Paint tool in Hexagon, specifically the smoothing brush. Use it gently and you can knock out the abs pretty easy, then send that back to Daz and save this as a new morph that corrects the abs. So like if you are editing the Voluptuous morph, you could call this "Voluptuous No Ab" or something like that.
You could also use Blender, but in this case Hexagon is actually more usable. The Daz to Hexagon Bridge is just so easy to use. If you don't have the G8 Dev Kit, you should get it from the G8 Starter download section. Just load the dev kit, dial in the morph you want to fix, and send to Hexagon. It is that simple, no need to worry over having the settings correct because the bridge handles all that. In Hexagon the UV Paint brushes have a Smoothing Brush. This brush will be your best friend. Just gently apply this on the abs, and poof they are gone. Send this back to Daz, give it a unique name (and make sure it is unique to avoid dreaded duplicate ID errors), toggle reverse deformations to on, select the location, and go. You can also select to mirror one side of the morph you are importing if you were not able to mirror it in Hexagon (the mirror function doesn't always work in Hexagon).
If it works, then save it as a new morph. Since this is only the abs, there is no need to do any fancy ERC stuff, you can just save it.
It might sound like a lot, but this is something that can take just a few minutes, even if you are not used to doing it. The longest part might be waiting for Hexagon to load.
GeoShell not transferring to unreal properlygood to know and map transfer would work so one can stay in DAZ to do that too
Curvy girls with no abs...MimicMolly said:
I don't think "Pear Shape" has abs, though it's strangely been left out of the DO G8F Body Morphs description. I also use the "Stomach Soften" morph a lot. (But then, I tend to associate curvy with "soft/kinda chubby.")
I will try this. I also tend to associate curvy with "soft / kinda chubby." That said, it seems odd that in general we need to dial out abs instead of dial them in. Most people don't have six-packs!
mrinal said:
For local body parts, I wouldn't recommend compensating unwanted vertex influences with other FBMs for several reasons:
a) Negative dialing of FBMs can have side effects on other areas of the body especially the breasts. For female characters, almost every FBM has their distinct weight influence over the breast region which when dialed negatively can change the breasts shape undesirably or worse produce unwanted indentations in the mesh as side effect.
b) It creates an unnecessary dependency on that FBM(s) wherein you need to re-compensate every time you change the intensity of your original morph.
c) It is computationally expensive to have multiple morphs contest for influence over the same set of vertices. This can sometimes slow down the viewport or have an impact on scene save/load times at the least.
I use shape splitter to create a DMZ (demilitarized zone) of influence w.r.t. contested areas such as breasts. So, for some of the FBMs like voluptuous, body size, body tone, hourglass etc. I have created my own corresponding set of duplicate morphs that exclude the vertices of breast region from these morph influences. That way i can freely dial those morphs without worrying how any of them would affect the breast shape which often uses its own specialized set of morphs. Once you get comfortable with shape splitter it opens an intriguing set of possibilities.
[A long while ago, I had highlighted a similar issue in the commercial thread for growing up series of morphs and had suggested that dialing youth morph should not make any changes to the breast shape by default (rather should just scale them down by default) as the results can be inconsistent across different characters with diverse breast size and shapes. i.e. the youth morph should not add to the contention of other morphs that the user may otherwise incorporate to reduce the breast size.]
This is good information. I have shape splitter but have not used it very much.









