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DS version of Poser match centers to morph?
In Poser there's a one button fix for morphs that make character's tougues go through the mouth. Is there such a thing for DS?
Adjust Rigging to Shape challengeconscience73 said:
So the steps are:
Reinstall G8F or all figures in the library?
and
Dial to 100%, "adjust rigging to mesh" (shape?), ERC freeze all the morphs I've created one at a time, saving each individually.
If G8F is the only figure with the messed up rigging, then yes just G8F. The characters are just morphs of G8F. If they are working correctly then they do not need to be reinstalled.
eta: Yes the morph needs to be dialed in 100%, adjust rigging to mesh shape - if the morph only involves the head [for eg.], select only the appropriate bones and one neighbour, and I have read somewhere that it works best to do the head without the eyes, then repeat for the eyes. Then use the ERC Freeze [again, can be selective about which bones if need be] to enable the rigging to move as the shape is dialed in/out. Then save ONLY your own morph.
If you check in the data folder [with D/S closed], under the figure's main folder there would be a folder with your handle/name on it. If any of the morphs you made need to be removed, just delete them from that folder.How can I use the Dusk S.E. figure to make an auto-fit clone for G3M, G8M, & G8.1M figures?scar_hand said:
My Dusk figure has auto-fit clones for Michael 4, Genesis 2 Male, Genesis 3 Male, and Genesis 8 Male figures. Is there anything I can do with these to solve the problem that I have written as the first comment in this thread?
- Fit the DAZ figure (G2M, for example) to Dusk per its associated "clothing" clone as a full-body garment.
- Zero-pose both Dusk and the targeted G2M figure. Zero out all morphs on both except the clone morph on G2M.
- Hide everything except G2M.
- Reduce him to base resolution and SubD 0.
- Export as an OBJ.
- Unparent G2M and Fit To None. He shoud now revert to his original shape.
- Load the exported OBJ as a morph target and make sure it works.
- Set up the new MT as a clone.
Fixing the position and scale of a morphed OBJHi,
Yesterday my computer crashed and I lost a good amount of unsaved work for a G8 character. However, most of the work can be retrieved from a rough temporary FBM OBJ I exported just before my darn CPU decide to go to sleep. Problem is that when I open the previous save, the character position and scale don't match my recent morph. I kind of don't want to lose the progress, I am sure there is a way to go around this issue. Any idea on how I could resolve this?
thank you
Not the Buttons!How are they on a default figure? The only way to avoid that kind of distortion in general is through the use of Rigidity - either maps, which help with morph-induced distortion, or rigidi Follow Nodes, which help with posing too.
How does RSSY Clothing Converter from Victoria 4 to Genesis 8 Female do with converting dynamic clotWillowRaven said:
So which gives a better result? This way or using a clone?
I prefer clones. There are a few tutorials on using the scripts which IMHO looked too complicated to make things look right. That's my take, others prefer scripts.
Going the way of the auto-fit clones though is not always 100% perfect either esp. for things like shoes and gloves. However if one has the .obj at a good shape for G8, one can use the Transfer Utility and just make it like a new piece of clothing.
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]Ok, finished with the ERC'd V6 conversion, I included some pics of the morphs used tab before/after the conversion along with a cleaner log file... Also of note, I used the general release version of DS as the beta breaks some scripts with certain plugins, and I keep getting a left-over RSC V6 clone that wasn't there when the first few times I ran the script, is that normal?
It can't be a path issue, as the V6 morph works perfectly... Rather, I hope it's not a path issue as I never install content folders on my C drive both because it will drastically kill the lifespan of my QVO SSD with all the re-writes that I do, and secondly, I simply would run out of room as 2Tb is not as much space as you realize I got a 2Tb not for storage, but for the TBW totals...
For the love of cats!!AllenArt said:
Instant Siamese
Sphynx morph, Zeus dforce fur and whiskers (with siamese texture applied).
Mmmmmeow.
AWESOME!
Daz Studio Pro BETA - version 4.20.0.17! (*UPDATED*)@AxisOfEvilUSA I noticed a similar problem with another short hair (I don't think it was Nash) in .34 (but I'm not sure it's specific to that version). When I added the hair to the viewport character moves became unuseably slow. In particular things like anibones or using the universal control to move joints was impossible - no response.
I've seen this before and thought it was provoked by smoothing, so I turned all smoothing off. Didn't help. Other times I have examples where it happened after hair simulation but not before, not here. This time even hiding the hair didn't help. I ended up having to delete the hair completely, pose the character, and only add the hair back before rendering.
I suspect it is something to do with morph processing. From the log it looked like the hair was responding, very slowly, to morphs so any joint movement took significant time to resolve. I did not try unparenting the hair; if it is a morph problem that should solve it. If character load times have been fixed in .40 (they were maybe improved but certainly not fixed in .34) that may affect it either for better or worse because the character load time problem was also caused by morph processing (the "sum stage formulas" but other stuff as well). It sounds like there might have been a concious effort to delay or paralleize the morphs WRT character load; hair morphs not completing until well after the load completed and the viewport UI fired up.
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]RiverSoftArt said:
I am pretty sure that log had multiple conversions which made it harder to figure out what is going on. From a cursory look, it looks like the script finds the Ultimate Natural morphs and even creates them. They now have RSG2 in the morph name of course (e.g., MCMFkhArmUp_rShldr becomes MCMRSG2FkhArmUp_rShldr). Are they not on your disk? Where it does fail, is in trying to set up the ERC links for the CTRLArmsUpDwnRight and CTRLUltimateNaturalforV6 controllers. It does set up the link to the FBMRSG2FVictoria6Body though. Not all JCMs are set up because the bone names are different (e.g., rThigh vs rThighBend).
Sorry about that, I threw in the Ideal Beauty morphs for V6 as well, I'll do another conversion with only the UNBM for V6, but this time I'm going to force the association by ERC'n them to V6 specifically before the conversion, as the morphs do indeed make it over to G8, I mean they're right there in my bloody folder, it's just for some maddening reason it's not showing up in a loaded G8!
Thanks again, for looking in on this issue, I'm so glad I bought this from your store, in spite of the issues I'm having!
EDIT: I'll also will be posting the log once it's finished, it should be much easier to read!
V4/M4 to Genesis Morph ConvertorHey all! Is there a product for V4/M4 to Genesis (and/or Genesis 3/8) Morph Convertor pls? I have searched but can't find anything. Thanks!!
Alternative ways of skinning the "clothes/breast" cat?if you are using Dforce the clothing actually doesn't need to be fit to the figure just closely match the shape.
You could always fit it to get the bits you don't want to Dforce the right shape, export it as an obj (hiding everything else and at base resolution) and create a morph using attenuation for those parts.
Then run an animated drape simulation from the A pose to your pose.
or don't export an obj for a morph
just don't fit it at all and start with the base figure and morph and pose it in an animated drape
Alternative ways of skinning the "clothes/breast" cat?charles said:
This was basically the same thing I was trying to create but not sure how to do a projected morph. Is this a commercial product here on Daz?
No, this morph is completely custom. I used dForce to sim a bodysuit (made from the G8F torso mesh) over the zeroed breasts until it looked about reasonable for how a shirt should fit, then did a timeline simulation to fit that over the morphed breasts (again, until it looked like a good fit); smooth to get rid of creases, turn the sims into morphs, subtract the difference between the two, then project that shape back onto G8F and then reload it over the desired shape (which has now been baked to a stand-alone morph that won't trigger any correctives on clothing).
Chumly said:
At the very least, I would think there would be a way to "paint" on the model, areas where you didn't want auto-fit/auto flow to go... is that possible?Almost like a weight map brush that I can say, here, in these areas between breasts and under breasts, I don't want you to follow the topography of the GF8, but instead, just use the shape of the clothing that was provided.
You're basically describing DS's auto-follow rigidity maps, but these are not particularly recommended for fitting around the breasts, because they again introduce new problems. For one example, these maps also stiffen morphs added by tools like Breast Fixer or Fit Control, which means that if the rigidity's results aren't perfect on their own (and it won't for example correct for issues caused by pose rather than morph alone), then the user loses most of their capacity to make further adjustments.
These are all tools that exist, but they're largely not used because they have new and often bizarre side effects.
This isn't an issue that's just being ignored; the problem of automatically shaping clothes to fit any possible combination of shapes a user might dial in (including shapes from other stores where Daz cannot set product standards) is not a simple challenge.
Daz Studio 5 development updateRichard Haseltine said:
Chumly said:
Richard Haseltine said:
Chumly said:
Hmmmm.....
We are now into October. 4th Quarter 2021.
I think its about time Daz started releasing/leaking solid info on what direction Daz15 is going in... no?Daz ddi say that - now that they had 4.15.x.x usable on Big Sur - they would not be bringing DS 5 out early.
Ok... but what is early?
Originally, the update page saidAs for the final Daz Studio 5 release:
- The timeline for this is to have it out near the very end of this year.
- Features and enhancements will be rolling in through the rest of the year.
- Anyone who has Daz Studio 4 in their account will be able to keep it. You'll be able to continue to download and use it for the foreseeable future.
So, was the end of the Year early? I pulled 2021 off the wall, and have pulled the month of January off and tossed it in the bin.
The Daz Studio Delayed thread was started back in August (or 6-7 months ago), and there has been Radio silence regarding it since then.
Are all the eggs in the 4.16 basket? I would have thought, that even though delayed, we'd have heard "sumthin" by now. I know folks hate to give dates and timelines FOR THIS SPECIFIC REASON, that is, folks like me saying, "You said End of year", "You said Delayed", yadda yadda.. I don't want to give Richard a reason to delete my post out of hand....
I wsa just hoping/thinking that there SHOULD be SOME news right? Even if it is along the lines of "coding is much harder than we though it was going to be, we are hoping for 2 quarter 2022".
I have been dragging my feet on some purchase because, my hope was that Daz5 was going to address some of the data crunching short falls of 4.x (Morph/Load time, I starring daggers at you)...
Anyways... I assume that there is still a Daz 5 in the works... no?I would assume that that timeline was still aiming to get a barebones version so Mac users had something, now that that is unneeded they can take more time to add the elements that were part of the main plan for DS 5 (whatever those may be).
True, the pre-beta was going to help Mac users have a version that at least worked in the newer operating systems, an actual Beta would have been near the end of the year, and an actual release for Daz 5 was supposed to be early 2022, was my understanding.
Once they got a version that did work (that couldn't be done without updating QT, until it suddenly could with help from Apple) the pressure was off and DAZ could relax as it's not absolutely critical to give Mac users Filament (which can't possibly be done without updaing QT, right?) and the focus now appears to be getting iRay to work better for PC users, something that is very important.
I am happy that DAZ works on all of my Macs, and I'm continuing to use it as I did before. I'm not, though, buying much in the way of product these days, as my main projects are waiting for Filament on the Mac, possibly later this year? I guess that depends on getting iRay working well for eveyone first.
All that grumbling grumbled, it would be nice to have a vague sense of a timeline for D|S 5. We were told that had filament running on the pre-Beta for Mac, so I would assume D|S 5 will have it too.
-- Walt Sterdan
Daz Studio 5 development updateChumly said:
Richard Haseltine said:
Chumly said:
Hmmmm.....
We are now into October. 4th Quarter 2021.
I think its about time Daz started releasing/leaking solid info on what direction Daz15 is going in... no?Daz ddi say that - now that they had 4.15.x.x usable on Big Sur - they would not be bringing DS 5 out early.
Ok... but what is early?
Originally, the update page saidAs for the final Daz Studio 5 release:
- The timeline for this is to have it out near the very end of this year.
- Features and enhancements will be rolling in through the rest of the year.
- Anyone who has Daz Studio 4 in their account will be able to keep it. You'll be able to continue to download and use it for the foreseeable future.
So, was the end of the Year early? I pulled 2021 off the wall, and have pulled the month of January off and tossed it in the bin.
The Daz Studio Delayed thread was started back in August (or 6-7 months ago), and there has been Radio silence regarding it since then.
Are all the eggs in the 4.16 basket? I would have thought, that even though delayed, we'd have heard "sumthin" by now. I know folks hate to give dates and timelines FOR THIS SPECIFIC REASON, that is, folks like me saying, "You said End of year", "You said Delayed", yadda yadda.. I don't want to give Richard a reason to delete my post out of hand....
I wsa just hoping/thinking that there SHOULD be SOME news right? Even if it is along the lines of "coding is much harder than we though it was going to be, we are hoping for 2 quarter 2022".
I have been dragging my feet on some purchase because, my hope was that Daz5 was going to address some of the data crunching short falls of 4.x (Morph/Load time, I starring daggers at you)...
Anyways... I assume that there is still a Daz 5 in the works... no?I would assume that that timeline was still aiming to get a barebones version so Mac users had something, now that that is unneeded they can take more time to add the elements that were part of the main plan for DS 5 (whatever those may be).
[Released] Character Converter from Genesis 3 Female to Genesis 8 Female(Now Conv JCMs) [Commercial]takezo_3001 said:
All finished converting V6 over to Genesis 8!
I am pretty sure that log had multiple conversions which made it harder to figure out what is going on. From a cursory look, it looks like the script finds the Ultimate Natural morphs and even creates them. They now have RSG2 in the morph name of course (e.g., MCMFkhArmUp_rShldr becomes MCMRSG2FkhArmUp_rShldr). Are they not on your disk? Where it does fail, is in trying to set up the ERC links for the CTRLArmsUpDwnRight and CTRLUltimateNaturalforV6 controllers. It does set up the link to the FBMRSG2FVictoria6Body though. Not all JCMs are set up because the bone names are different (e.g., rThigh vs rThighBend).
Daz Studio 5 development updateRichard Haseltine said:
Chumly said:
Hmmmm.....
We are now into October. 4th Quarter 2021.
I think its about time Daz started releasing/leaking solid info on what direction Daz15 is going in... no?Daz ddi say that - now that they had 4.15.x.x usable on Big Sur - they would not be bringing DS 5 out early.
Ok... but what is early?
Originally, the update page saidAs for the final Daz Studio 5 release:
- The timeline for this is to have it out near the very end of this year.
- Features and enhancements will be rolling in through the rest of the year.
- Anyone who has Daz Studio 4 in their account will be able to keep it. You'll be able to continue to download and use it for the foreseeable future.
So, was the end of the Year early? I pulled the 2021 calendar off the wall, and now January is in the bin as well.
The Daz Studio Delayed thread was started back in August (or 6-7 months ago), and there has been Radio silence regarding it since then.
Are all the eggs in the 4.16 basket? I would have thought, that even though delayed, we'd have heard "sumthin" by now. I know folks hate to give dates and timelines FOR THIS SPECIFIC REASON, that is, folks like me saying, "You said End of year", "You said Delayed", yadda yadda.. I don't want to give Richard a reason to delete my post out of hand....
I wsa just hoping/thinking that there SHOULD be SOME news right? Even if it is along the lines of "coding is much harder than we though it was going to be, we are hoping for 2 quarter 2022".
I have been dragging my feet on some purchase because, my hope was that Daz5 was going to address some of the data crunching short falls of 4.x (Morph/Load time, I'm starring daggers at you!)...
Anyways... I assume that there is still a Daz 5 in the works... no?Adjust Rigging to Shape challengeconscience73 said:
Hi. So, I have a problem with the rig being misaligned when characters are dialed in or full body morphs are used.
Using adjust rigging to shape deforms the model's joints (and changes it's shape). (Illustration of this is attached.) This happens with all characters.
I've zeroed base G8F and G8.1F, memorizing both. I've checked .dsf file values. It's likely I don't know what I'm doing.
Any help? Thanks in advance.
Reinstall the figures to get the original rigging back. It is not recommended to ever mess with the bones, 'k.
Professionals have spent a long time making characters, which includes making joint correction morphs and things like that. When you mess with the rigging, everything is thrown off kilter. [won't work correctly].
When you make your own morphs, dial one in at a time 100%, then "adjust rigging to mesh" - then go over to the Parameter Tab, find your morph and use ERC Freeze, I have a check mark in the 3 bottom boxes, some check only the top 2 of those 3 bottom boxes, then zero the morph. Go to File > ... save the morph [ONLY the one(s) you have made.
Alternative ways of skinning the "clothes/breast" cat?Matt_Castle said:
Chumly said:
Boobs under clothes are not seen, so why don't we imply them with a boob like shape that doesn't have underboob that gets in the way of our computing firepower?That is broadly what a projection morph does, where the auto-follow on the clothing is told to follow a morph that the figure itself ignores. This can indeed smooth out between or under the breasts.
For the sake of a demonstration, here's the one I now have for Whisky (with the same top as before).
However, these still have their issues, chief among which are:
Problem 1: These can be *extremely* sensitive to the original shape they're built on, and they're difficult to make in a way where they will stack well, particularly if extreme morphing is involved. So you again get into a situation where users get limited in how many morphs they can combine before problems happen.
Problem 2: They cause hassle with geografts or clothes that are supposed to be close fitting, because they also try to correct those, and the user needs to manually go in and disable it.
~~~~~
The latter is actually a problem that pervades a lot of the solutions that approach the problem we want to solve here. We need a solution that stops shirts clinging, but *does* keep underwear close fitting without causing hassle to users, and in a way that doesn't require updating a back catalogue of tens of thousands of items to work with that new function. (Bear in mind, Daz are only the marketplace, and copyright means that most changes to content have to be made by the vendor, not themselves).
While it's an irritating problem, this is actually an extremely difficult one to solve without creating new issues.
This was basically the same thing I was trying to create but not sure how to do a projected morph. Is this a commercial product here on Daz? What if after applying this morph you did a dforce weight map setting the breast area to a really low weighting or none. If it's at 0% smoothing will it then become unconnected (or seeming like) to the associated character/submesh polys?
Face Transfer / Facegen and texturesThanks for the reply! I'll take a look to see how to generate/get the texture in Facegen. I really think the interface is horrible, so it's probably lost somewhere inside it.
About the professionals x hobbyists, this is something that can be said, through time, about a lot of things, computers included. It once was something only a few people had, today it's in our pockets. My point is that, apart from the more advanced techniques (green backgrounds with motion capture for animation, etc), I really think this inflated price is artificial. Face Transfer takes 30 seconds, run "inside" Daz, and does something reasonable; what wouldn't be possible with a decent software using 4 or 5 views of the person and takin its time (10 minuts, a looong time for this I would say) to create the morph? The gap is too large in my opinion: there's the ancient PC XT for the masses and the ultimate supercomputer for the professionals and not in between. :-)















