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Genesis 8.1 - Power Pose dots for face are missing
Richard Haseltine said:
Oh, yes - switch the Template to Face rather than Head and it does show a lot of controls. Sorry, I don't really use PowerPose and had forgotten that step.
Thank you, but I think you misunderstood the issue. Yes, I am aware of the 2nd Face Panel (the one which is colourful). I have those dots, that's not a problem.
What is missing are the dots for the FIRST face panel (the plain grey face) inside the power pose window.
The two face panels are 2 different systems: the colourful is joint based, while the plain grey face panel is morph based.
quickest and easyest way to restore morph valueshello,
so i have a door with a morph, which sets the angle at which the door is opened/closed.
now i want to set specific values for this morph, when i render scenes with the door, i want to be able to switch between morp values i used before.
what is the quickest, easyest way to save these morph values so i can go back to them when i need them?
writing it down is chaos; saving a pose preset creates a bunch of files.
Is there a way within Daz Studio to save one morph value (or more values) for one object (say the door) or even multiple objects, which i can then easily select from a drop down or something?
or is the only current way to save morphs is by creating pose preset files?
200 Plus Head and Face morphs for Genesis 8 (Commercial)Hi. 200 Plus was the first extensive PA head morph package available for Genesis 3 and 8. Other packs with same name morphs which were released after needed to be renamed to avoid conflict.
"Is there a way I can rename the 200 plus 'Chin Depth' for Genesis 8 to 'Chin Depth (alt)', as it is for Genesis 3? That way I will not get the conflict."
Yes you can rename, but it might break presets that look for that specific morph name. Go to the product files in data, edit the NAME of the morph under modifier_library in notepad or a text editor.
"modifier_library" : [
{
"id" : "Chin Depth",
"name" : "RENAME THIS",
Celebrity Look-a-Likes for 3D figures part 3@Miss_Yami I was going to suggest starting with Margot for Victoria 8's head morph and using Zelara 8's skin because it has the same skin and lip colouring. You'll have to dial with your morph packs from there. Caprice Hair or Claudia Hair might morph into something similar to the photos. (Claudia will have to be set at -100 for X Scale in order to flip the part to the opposite side).
Is Camera Group a Bug?NorthOf45 said:
It seems to take the centroid of all camera locations as the center of the group. (Either the midpoint of the extreme E-W and N-S positions, or some weighted average. No, I did not do the math). Kind of how framing multiple items looks at the midpoint of all of them.
Agree, I also think group coordinate is somekind midpoint of its child, convenience for transfer probably. But why a camera group's none zero coordinate will affect all its child cameras' rotation is the problem out of my knowledge.
Forum ProblemsNovica said:
outrider42 said:
The 502 error is pretty much a meme at this point. The entire forum software needs to be scrapped, and completely replaced. If posts get lost, I don't care, as long as the new forum is functional like people expect a modern website from a company that pitches technology should work.
The forum is a part of your sales. The forum is a common place for people to find, well, anything about Daz. From how it works to talking about products (since there are no reviews), the forum is a destination for many users at some point in time. But when customers have difficulty using the forum, from its worst in class search function, to constant 502 errors and down times, it certainly stands to reason this would impact how users, customers, view Daz Studio as a company and how capable that company is for creating the software they use.
I wonder how many people attempt to come use these forums to find help, but get turned away by 502s or that hideous joke of a search feature. Daz Studio has a lot of stuff to learn, and this forum is one of the few places in the entire internet where people can find this information. Sure, people can use Google or other search engines to search the Daz forums, but a lot of people do not really know this. Most people just type something in the search bar and hope for the best because they are not tech savvy.
Well I sure as heck DO care. As you can see from the number of my posts, I have spent a LOT of time discussing products, problems (and getting help, which I then put in a reference section so others can get assistance when they encounter the same thing) showing tips for rendering and investing HOURS in each tutorial, and learning so much from others. SO many people put their heart and soul into the forums that I personally would never say if posts go "poof" I don't care. You also mention the forums are where people find information and learn, so I am assuming you mean a FEW posts, not the entire forum? Didn't that happen before when changing software? So much was lost, it isn't funny to even entertain that thought. I do think you have spot-on comments on how these constant glitches impact people's perception of DAZ.
I have put in a considerable amount of time into this forum as well, from benchmarking threads to attempts at trouble shooting, and so on. So it is not like I am just saying this to be cold, I would lose my posts, too. The fact is nothing lasts forever. The only thing anybody can do is to back up some of these things and have them to post again or post somewhere else. After all, there is no guarantee that Daz will even be here next year, who knows what the future holds, this is a very rapidly moving industry. Microsoft just spent $70 billion buying up Activision, Sony paid over $3 billion for Bungie, Epic has bought Quixel and who knows what else is coming. Daz could get bought out and everything changes (Please note this is a purely hypothetical statement, I am in no way saying that Daz will be bought by anybody). Anything could happen. The Daz servers could go up in flames in a horrible accident. We have seen Daz buy out other sites, and those sites are now gone. I am sure the members of those forums were not happy. But this is how it is, it is a dog eat dog world.
Our forum posts are not exactly easy to find. Remember the forum search is useless. A lot of people still don't know that you can search websites directly in search engines, and new users in particular likely have no idea just how bad the Daz forum search is until they use it. So how many people actually find these kinds of threads? And also keep in mind that some browsers don't show signatures, so those sig links can be lost as well.
A new forum is the lesser of two evils, and a necessary evil. The forums in their current state are simply not acceptible, and do more harm than good for us all. Only certain people who have been using Daz for years even know how to use these forums. Just think for a moment about the new users looking at Daz and wanting to figure it out. Not only do the forums break all the time as the past few days show, but with a terrible search feature they are not going to find any decent help, either. They have to learn how to navigate the forums before they can learn anything about Daz itself! What kind of lunacy is that? So it doesn't even matter how much content we have put into the forums...what good is it if few people ever find that content?
I keep finding more and more 3rd party places discussing Daz, and asking questions that I know are in these forums. I could direct them here...but does it really help them if they still can't find that answer?
Hopefully a forum transfer can migrate some discussions, but if that does not work, we just have to deal with it. These forums need to be burned to the ground and completely replaced. Good grief, we just had like a multiple hour shutdown recently...so nobody got to see any of the threads at all. So again, who does that help? This further demonstrates how bad the situation is. It is time to burn.
what character?I don't know about the hair, but I can save you some wasted time regarding the morph - like many vendors, Lilflame's recurring promo character is custom and not available for purchase.
The Knight Series - Thoughts?Just a heads up to anyone considering this, the helm does not play nicely with headshapes. A few heads fit fine, but the majority of characters spill out of the helm. Also, there are no real morph to help adjust the fit. It auto scales and is often off-center (though this might be the fault of the characters as assymetry is generally a good character design principle). Anyway, if you are considering this outfit, then you will need to find work arounds or just use the default character (or one of the few the fit.) I've attached an image with some examples so you can see what I mean. (And is it just me, or does Dinky look like a caricature of Sting? lol)
Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)THANK YOU! That did the trick. I still don't know what I was doing wrong, I spent HOURS going over every single option and comparing them. Oh well, that script is going in my toolbox, that's for sure. Now to figure out how to transfer over my scripts and favorites menus over.
Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)Richard Haseltine said:
Are you sure the beta has the correct paths? It may be worth using http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/save_mapped_paths/start to transfer the paths from the general release version, assuming the scenes iopen there.
Yes, the sample scripts to copy mapped paths and UI from one release channel to another (beta to release or release to beta) save tremendous time and avoid a lot of human error mistakes. Please express my thanks for those scripts to Rob or whoever is responsible.
Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)Are you sure the beta has the correct paths? It may be worth using http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/save_mapped_paths/start to transfer the paths from the general release version, assuming the scenes iopen there.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICIKainjy said:
Dipende da cosa devi fare:
- se devi fare cose adattive puoi creare un "vestito" per il tuo oggetto (che deve essere però convertito in una figura). Per cui vai di Transfer Utility (la stessa procedura per creare un vestito). Puoi anche creare dei nuovi joint editando il "vestito" una volta fatto il Transfer
- se devono esserci/non esserci dei pezzi, puoi usare i material preset per far apparire e/o sparire certe parti dell'oggetto (basta che salvi il settaggio della sola cutout opacity come material preset)
- se l'oggetto non ha morph e i pezzi aggiuntivi sono rigidi, puoi semplicemente parentarli all'oggetto principale
- se le parti aggiuntive si devono adattare alla geometria base e anche muovere (come fossero delle catene/corde) allora devi creare una geograft (così puoi riggare le parti). Ovviamente l'oggetto base devi renderlo una figure
- Alcuni elementi puoi farli come morph (anche le semplici mesh possono averli): ad esempio crei la palla chiodata e poi crei un morph per far sparire le punte e renderla perfettamente sferica
PS
EDIT-->OBJECT-->RIGGING--> CONVERT PROP TO FIGURE per rendere un oggetto una figure (ma con 1 solo joint, gli altri li devi aggiungere te manualmente).
Altrimenti usi il Figure Setup (guarda il video di WP Guru dove rigga un cilindro: https://youtu.be/rFfAZjuDBQE )Grazie per l'aiuto, forse la cosa che più si avvicina a ciò che voglio fare è il consiglio 3, ma parentarlo da prop a prop si puù fare? Scusatemi ma è un campo tutto nuovo per me questo dei props
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICIDipende da cosa devi fare:
- se devi fare cose adattive puoi creare un "vestito" per il tuo oggetto (che deve essere però convertito in una figura). Per cui vai di Transfer Utility (la stessa procedura per creare un vestito). Puoi anche creare dei nuovi joint editando il "vestito" una volta fatto il Transfer
- se devono esserci/non esserci dei pezzi, puoi usare i material preset per far apparire e/o sparire certe parti dell'oggetto (basta che salvi il settaggio della sola cutout opacity come material preset)
- se l'oggetto non ha morph e i pezzi aggiuntivi sono rigidi, puoi semplicemente parentarli all'oggetto principale
- se le parti aggiuntive si devono adattare alla geometria base e anche muovere (come fossero delle catene/corde) allora devi creare una geograft (così puoi riggare le parti). Ovviamente l'oggetto base devi renderlo una figure
- Alcuni elementi puoi farli come morph (anche le semplici mesh possono averli): ad esempio crei la palla chiodata e poi crei un morph per far sparire le punte e renderla perfettamente sferica
PS
EDIT-->OBJECT-->RIGGING--> CONVERT PROP TO FIGURE per rendere un oggetto una figure (ma con 1 solo joint, gli altri li devi aggiungere te manualmente).
Altrimenti usi il Figure Setup (guarda il video di WP Guru dove rigga un cilindro: https://youtu.be/rFfAZjuDBQE )Problems with Genesis 8.1 blinkI've been having issues with corrective morphs and blinking with Genesis 8.1. I know what figure is causing the issue, but aside from uninstalling it, I have no idea how to fix the problem.
The issue I'm having is that when I adjust blink to 100%, the eyelids blink WAY too much. The top eyelid comes out over the bottom one. Also, the eyelashes don't follow the eyelids, they go all over the place.
I have looked everywhere, there are no morph dials set to anything but 0% except for blink, I've shown hidden parameters, there's nothing there that's set at anything but 0%
I'm at a loss, and the search feature here leaves a lot to be desired, so I apologize if this question has been answered, but I've been looking for hours for a way to fix the problem. I've already checked to see if the resource has been updated, it has not, well, it has, but the update did not fix this issue. It seems to crop up when I install certain Asian characters, so I assume it has something to do with a corrective morph tied to blink.
Looking for Platforms for G8These are free. Can't remember if they have a stack morph: https://www.renderosity.com/freestuff/items/85584/hh-olympia-starter-kit. If not, it should be possible to add a morph created in a modeller.
These are worth having anyway: https://www.renderosity.com/freestuff/items/83823/pretty-look-for-genesis-8-females
Hope these help with future projects, if not this one.
Regards,
Richard.
Helmet changes shape with expressionAre you still trying to use auto-fit? That will assign polygons to bones where it sees fit if there is no specific clone to use, so morphs tend to not transfer well in some cases (i.e., distortion). Again, I do not have this product, but try the Cross-Figure Kit from scratch on the base female outfit and follow the instructions to make it fit the base male.
200 Plus Head and Face morphs for Genesis 8 (Commercial)I have noticed an issue with 'Chin Depth' on the 200 plus morphs for Genesis 8.
The Genesis 8 base morphs also have a morph labeled 'Chin Depth' so the two are conflicting. The chin depth morph slider for 200 plus does not appear, and the base morph 'Chin Depth' is now named (2) Chin Depth. Sliding this parameter up and down does strange things to the chin. That is, the chin does not extend out as normal.
I have the Genesis 3 versions of these morphs and they've all worked perfectly. I sculpt all my characters using these in combination with the base morphs sets and the Growing Up Youth Morphs. Recently I decided to convert them to G8, and since I have the same morphs for both, the characters have (mostly) converted over just fine. But that Chin Depth label is causing problems.
It's also obviously causing problems if I sculpt a character directly with G8, since there are two shaping parameters labeled 'Chin Depth'.
In the Genesis 3 versions of the morphs, the 200plus has 'Chin Depth (alt)', so there's no conflict with the chin depth from the base morphs. That's not the case with Genesis 8.
Is there a way I can rename the 200 plus 'Chin Depth' for Genesis 8 to 'Chin Depth (alt)', as it is for Genesis 3? That way I will not get the conflict.
Edit. I have since been told of a solution for this by first loading Genesis 8 developer figure, unchecking consolidate properties, relabeling the 200plus chin depth morph and then checking consolidate properties again. Then saving out the modified assets. Richard Haseltine just taught me that one. :) But I think I will leave this message here for anyone experiencing similar issues.
The fix for this is described here: https://www.daz3d.com/forums/discussion/548776/two-face-shaping-morphs-with-the-same-name-so-one-disappears
Two face shaping morphs with the same name, so one disappearsRichard Haseltine said:
If they had the same name they wouldn't work at all - they have the same label. I thought that was fixed - make sure you are using fresh downloads, not an archived copy.
Hi Richard,
The 200plus morphs for Genesis 8 were downoaded via DIM. They're actually a relatively recent purchase for Genesis 8 as I have sculpted most of my characters in G3 in the past. With the same morphs, it's easy to convert (most) of them to G8. It's just the 'Chin Depth' morph for Genesis 8 has the same name as the 'Chin Depth' in the base morphs, so one disappears and the other has (2) Chin Depth, often with a <?> value if I've converted over a sculpted character from G3 to G8.
The morph now labeled (2) Chin Depth does not do much other than squash the chin a little rather than extend it out. I think 'Chin Depth' on the base morphs pulls out the chin with positive values, but the chin depth on 200plus is pushing it in, so the two cancel each other out. I think I will ask on the 200plus commercial thread to see if Zev0 has any ideas. I would thnk other people must be experiencing this too.
Saving Harddrive spaceYou can uninstall Daz content, and content from third parties that is set up for Install Manager. If the content was manually installed then your only option is to look at the zip as a guide to the file placement and then manually remove the files (the textures will probably account for the lion's share, and should be easy to remove - presets and morph assets are relatively small, though the latter do have an impact on load times for the base figure).
What is the difference between an INJ, Shape and Morph? And how do you convert M4 INJ to G8M?The terms are, unfortunately, used somewhat losely.
A morph is a ne shape, created by direct manipulation of the mesh and stored as the differences between the base shape and the morphed shape (the deltas). Morphs have their own "channels", slots in the figure or node specification which have the name, label, links to other properties and - for a morph - the deltas.
An Inj is, proeprly, a pose to load deltas and other properties into an existing channel. It may either do so to provide the morph data for user-configuration (e.g. the Victoria 4 morph sets) or to lod oen or morph morphs and set their values (character Inj poses). An Inj pose cannot actually create a new channel, however, so adding new morph sets to existing figures used to require (mutually incopatible) new figure loaders. However, not every Inj pose is in fact injecting anything - the label was applied to poses that simply set existing property values, and was also used for figures that do not use an injection system at all
Not mentioned in your post, but the fourth generation Daz figures introuduced the ExP (Extensible Property) system which allowed a new morph pack to add itself to a collection of files that was read on loading the figure, and those could create new channels for new morph sets into which morphs could be injected. Daz Studio can use PowerLoader to handle these figures, which both reads in the channel set up and loads the morphs ready for use.
The Genesis figures have a super-exP system - no need for configuration files, they scan a specified sub-folder in the Data folder and load the channels for all properties found there, then load the deltas when the proeprty gets a non-zero value. Unfortunately as figures get more and more properties there is a notable slow-down and loading and, to an extent, using the figure - an issue that has becoem very apparent with Genesis 8 Female in particular. Whethere Daz Studio 5 and/or Genesis 9 will find a way to refine the process further to adderss this issue while retaining the desired flexibility remains to be seen.
A preset is just a file for aplying certain values. A shaping preset aplies values to shaping properties.
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GenX will get you to Genesis 3 - sadly its author died and so it was never updated for Genesis 8, nor is it likely to be updated for Daz Studio 5. XTransfer can handle the last step, however https://www.daz3d.com/xtransfer--genesis-3-to-genesis-8-converter











