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Auto Muscle Enhancer HD [Commercial]
RenderPretender, I also tried manipulating the tongue and teeth, the results were less than desirable (there really is something going on with that body morph), so I understand your dilemma. The Shape Splitter tool really is a game changer though, allowing you to build morphs and mix and match Physiques, body parts, heads, and isolate high definition textures etc. I also tried building the Cheyenne body morph, isolating the mouth out of the morph, this was ultimately more work than what I presented, really good results though! TD
Auto Muscle Enhancer HD [Commercial]terry_duquette said:
RenderPretender said:
TD, here's a stumper for you. I have a Krashwerks character (Cheyenne) that I've converted to G8M (by your process on pg 28. She exceeds my expectations, except that when I apply her body morph (the head morph is fine, oddly) to G8M in step 5 of the process, her back teeth and tongue deform. I only noticed it later on when I was using her in a scene, so I went back to re-create her hoping to eliminate the bug, but it seems to have something to do with the actual character morph when applied to G8M; the G8F version is unaffected. Do you know of a way to, after the fact, zero or restore the teeth and tongue of the my G8M version of Cheyenne to correct the issue? Otherwise, I may just be stuck with it. I'm pretty sure the body morph is the culprit, but the only thing adversely affected are the teeth and tongue! This has not happened with any other character conversions, by the way.
Thanks.
RenderPretender, indeed an interesting challenge. I have Cheyenne in my inventory, so did a transfer to G8M and saw the distortions you described. I went back to look on the G8F, and the mouth distortion is there also. Looked at several fixes, but this one ended up being the quickest and easiest fix using the Shape Splitter tool to build a Cheyenne Mouth only Morph, and then invert it. Once it is made, you could favorite it and move it over to G8M with the Cheyenne morph. Another way would be to add the negative morph, and then Export out the "repaired" morph and save it as a separate alternate Cheyenne body morph. This seemed the simplest and easiest though. Hope that helps. TD
TD, thanks for your reply and the trouble you took to investigate. Sadly, I don't have Shape Splitter, and at some point it really becomes an issue of weighing the practicality of all these workarounds. I had tried to isolate the teeth and tongue with the Geometry Editor, but that failed. I'm not sure I follow you on the negative morph suggestion, though I do recall making one per your earlier instructions,
Auto Muscle Enhancer HD [Commercial]RenderPretender said:
TD, here's a stumper for you. I have a Krashwerks character (Cheyenne) that I've converted to G8M (by your process on pg 28. She exceeds my expectations, except that when I apply her body morph (the head morph is fine, oddly) to G8M in step 5 of the process, her back teeth and tongue deform. I only noticed it later on when I was using her in a scene, so I went back to re-create her hoping to eliminate the bug, but it seems to have something to do with the actual character morph when applied to G8M; the G8F version is unaffected. Do you know of a way to, after the fact, zero or restore the teeth and tongue of the my G8M version of Cheyenne to correct the issue? Otherwise, I may just be stuck with it. I'm pretty sure the body morph is the culprit, but the only thing adversely affected are the teeth and tongue! This has not happened with any other character conversions, by the way.
Thanks.
RenderPretender, indeed an interesting challenge. I have Cheyenne in my inventory, so did a transfer to G8M and saw the distortions you described. I went back to look on the G8F, and the mouth distortion is there also. Looked at several fixes, but this one ended up being the quickest and easiest fix using the Shape Splitter tool to build a Cheyenne Mouth only Morph, and then invert it. Once it is made, you could favorite it and move it over to G8M with the Cheyenne morph. Another way would be to add the negative morph, and then Export out the "repaired" morph and save it as a separate alternate Cheyenne body morph. This seemed the simplest and easiest though. Hope that helps. TD
Cannot locate genesis-head-morph-resource-kit-4Thanks for the link, I didnt think of checking there as probablky the last 15 times I checked there there has been no additional instructions for the product I was using. I'm going to check in the locations it said but I have to ask it says not secure, what does that mean for my computer? It is not dangerous to view? In the past whenever I visit a site with thios warning I do become scared. Do you also get a site not secure warning when you visit Genesis Head Morph Resource Kit 4 [Documentation Center]?
ISO: Alien morphset for M4/V4/K4A few links, have about a dozen more Aliens in my Runtime but can't find any links for them !
Reptilliad for M4 - https://www.daz3d.com/reptilliad-for-m4
Gigaliens - https://www.daz3d.com/gigaliens
Gigalien Parts and Poses - https://www.daz3d.com/gigalien-parts-and-poses
Hazai Bundle - https://www.daz3d.com/hazai-bundle
Alien V4 Morphs - https://freezone.thefantasiesattic.net/index.php?main_page=product_info&cPath=139_7&products_id=546
Bane M4 - https://freezone.thefantasiesattic.net/index.php?main_page=product_info&cPath=139_7&products_id=66
Elf Ears V4/Genesis - https://freezone.thefantasiesattic.net/index.php?main_page=product_info&cPath=139_7&products_id=294
Saurian M4 - https://freezone.thefantasiesattic.net/index.php?main_page=product_info&cPath=138_240&products_id=547
MMD Alien Invasion for V4 - https://sharecg.com/v/75028/gallery/11/Poser/MMD-Alien-Invasion-for-V4
Alien for Michael 4 - https://sharecg.com/v/60175/gallery/11/Poser/Alien-for-Michael-4
Fantasy Ears for M4 - https://sharecg.com/v/52949/gallery/11/Poser/Fantasy-Ears-for-M4
My Little Demon for V4 - https://sharecg.com/v/38365/gallery/11/Poser/My-Little-Demon-for-V4
Melaanh 3D - Renderosity
Noghri for M4 - https://sharecg.com/v/50691/gallery/11/Poser/Noghri-for-M4
M4 Skull Morph - https://sharecg.com/v/51841/gallery/11/Poser/M4-Skull-Morph
M4 Alien Morph - https://sharecg.com/v/48328/gallery/11/Poser/M4-Alien-Morph
No Ears No Nose for K4 - https://sharecg.com/v/48314/gallery/11/Poser/No-Ears-No-Nose-for-K4
M4 Ice Morphs, Material and Slide Prop - https://sharecg.com/v/45080/gallery/11/Poser/M4-Ice-Morphs-Material-and-Slide-Prop
Faces of Fantasy for M4 - https://sharecg.com/v/74230/gallery/11/Poser/Faces-of-Fantasy-for-M4
Grotto's Insectoid - Renderosity
M4 movie alien face morph - https://sharecg.com/v/38771/gallery/11/Poser/M4-movie-alien-face-morph
V4 movie alien face morph - https://sharecg.com/v/38768/gallery/11/Poser/V4-movie-alien-face-morph
Popular Alien for Michael 4 - https://www.renderosity.com/freestuff/items/59721/popular-alien-for-michael-4
M4 Teethmorph - https://sharecg.com/v/32688/gallery/11/Poser/M4-Teethmorph
3D Creatures - https://ext3ndstudio.wixsite.com/extend3d/creatures
Lamia for V4++ & Creature morphs - https://sharecg.com/v/67290/browse/11/Poser/Lamia-for-V4++-and-Creature-morphs
Owa Jaul for V4++ and V4 Creature Morphs - https://www.renderosity.com/freestuff/items/70801/owa-jaul-for-v4-and-v4-creature-morphs
V4 Reptillian Character - https://sharecg.com/v/18534/gallery/11/Poser/V4-Reptillian-Character
Silurian Outfit for V4 - https://sharecg.com/v/51511/gallery/11/Poser/Silurian-Outfit-for-V4Weird And Wonderful: Character Creation System For V4 - most-digital-creations.com
How does RSSY Clothing Converter from Victoria 4 to Genesis 8 Female do with converting dynamic clotOne thing I have done with poser dynamic clothing is to rig it first onto V4, and then use RSSY converter to transfer to Genesis 8 Female.
The steps are:
1) Convert a base V4 model to General weight mapping.
2) Use the Transfer Utility to rig the dress to V4, which works well as it is the correct shape for the base model. Save this as an asset.
3) Convert the V4 asset to G8F using the RSSY clothing converter utility, which generally does a better job with dresses than auto fit.
At the end you have the convience of a G8F conforming outfit, but it can still be used dynamically using dForce, and should work well since the item was originally designed to be dynamic.
I did the above steps with this dress: https://www.daz3d.com/cloth-room-master-class-romantic-dress and it came out pretty good.
Edit: I found the render I used this for:
Alternative ways of skinning the "clothes/breast" cat?I have the same problem, and have never known how to even approach solving it. On thinking about it, Victoria 3 had a Spandex morph. Almost want a geo-shell/raft/whatever with 2 morph states, conforming to the chest and a second shape full Spandex, able to morph between the two shapes. Then the clothing is fitted to the geo-thingy and clothing shape is determined by the strength of the Spandex-cling morph. This should, with luck, work at all reasonable breast sizes whether larger or smaller than G8F's standard size.Alternative ways of skinning the "clothes/breast" cat?Maybe make a morph which shapes the breasts like the 'cube' in the picture, then import the morph to the figure twice, one with autofollow and the other without and link them so that when the one with autofollow is dialed in, the other one is automatically dialed the same value only negative.
This way the figure stays the same but the fitted items will autofollow the 'cube' shape.
This is how some of the fitting helpers have been done.
Cannot locate genesis-head-morph-resource-kit-4Do your research. Genesis Head Morph Resource Kit 4 [Documentation Center]
Alternative ways of skinning the "clothes/breast" cat?I am in the same boat as you. As a result I usually tend to create women with small breasts if they are wearing someting that's going to look odd. I've played with a lot of the same utilities as you probably have and have to agree they are not that much help. I was thinking of doing my own morph but the problem is that with that huge number of breast morphs and how they all handle moving the quads around, I doubt any single morph will actually work universally. However. This approach you got could work as geograph. We have to find all the right polys to replace with this type of thing. Now you ain't going to be showing any clevage with it. I've dabbled in graphs, so may take it to see if this can be done.
Cannot locate genesis-head-morph-resource-kit-4I believe I asked for help with this before within another post but I couldn't find the post I asked it in, so I becasue I still never found anything, kit says it comes with many custom heads, there is nothing in parametes with any new head morphs and this set is not found in content librarfy either.
If new facial feature sliders have been added to parameters I can't tell becasue I also own the Genesis evoltion head morphs and no new color sliders are in parameters
Iris Hair Issue - ResolvedTo prevent that from happening, it's either a bad morph or something in the rigging affecting it. Would need to be fixed by the PA.
If that's not a new installation, download a fresh installer and see if it hasn't already been fixed. If it is still acting like that, notify the Customer Service, sales dept. via the ticket system.
In the meantime, when the hair is out of place like that, you might be able to create another morph to fix it. I doubt Hexagon could handle it, maybe Blender or one of the other modeling programs. Or, do a little postwork.
M4 clothes do not conform to body morphsTransfer active morphs (found in edit-figure) did work last time I tried, this time it isn't, I thought maybe casue I was using a previous characterso when I loaded up a new M4 but same thing, the sudden transfer active morphs will not work for me.
sean-for-david-5 has david 5 for required product-means face on genesis will not look the same?Since the character is "for David 5" it means that David 5 morph is used at some percentage to create the character. So yes, without David 5 the shape would be different (how different would depend on how much of D5 morph was used).
As for the textures, it depends on what UV set they were made for: the various Genesis core figures include custom UVs, so if the textures were made for that UV set then you would have to own the core character to use them.
I don't have Sean for David 5 so I have no idea if it uses the custom D5 UVs or one of the UVs the base Genesis includes.ISO: Alien morphset for M4/V4/K4Seems like it was in a previous life that I last used V4/M4/K4; maybe you could use morphmanager to transfer the morphs....
https://poserdazfreebies.miraheze.org/wiki/Morph_Manager_4
I did use this great little tool waaaay back then, and it's still available for download...
Fluffy Duvetcharles said:
Keeping the segments inflated seems like a real trick
it is! the simulation settings also heavily depend on the geometry of the object, it's pose.... it's a lot of tinkering!
charles said:
Something else I might suggest as a possible work around, is make the seams a morph applied after simulation?
if i can get the entire duvet to stay inflated, after a dforce sim, that would be another way to go at it, but so far i havent been able to! also, i dont know yet if a morph can be applied to a group of vertices only, as i have a feeling the morph will re-pose the entire duvet! so yeah, more testing needed!
ill try the euro duvet settings later, many thanks!
How does RSSY Clothing Converter from Victoria 4 to Genesis 8 Female do with converting dynamic clotNot custom geered, that I know of.
Do you have a nice V4 shape morph for G8?
so, how do i apply a Rigid Map to my custom mesh?Richard Haseltine said:
That is not the purpose of Rigidity Maps
ok - thanks for clearing that out!
Richard Haseltine said:
they are for cotnroling the projection of morphs on the base figure into fitted figures, where there is no matching morph in the fitted figure.
i don't understand what that means yet, as i have yet to start tweaking figures, but it's good to know, for the future. thanks!
also, could i, in some way, make daz think my custom mesh is a figure, and apply these maps to it? maybe try and convert the mesh into a figure or something?
Catherine3678ab said:
Not sure how you would work this for all those meshes but weight mapping in DForce might work.
Or maybe consider just making plain ol' morphs for them.
i am using weight maps and morphs now, thanks!
https://www.daz3d.com/forums/discussion/545626/fluffy-duvet
How does RSSY Clothing Converter from Victoria 4 to Genesis 8 Female do with converting dynamic clotDynamic from the legacy days tends to refer to either items made for this plugin: https://www.daz3d.com/dynamic-clothing-control or for use in Poser. As "we the people" could not make clothing for this dynamic clothing control, I doubt that we could convert it either.
However if it is a single .obj type Poser dynamic, and if you have a nice V4 shape for G8, then you may be able to import said .obj and go through the steps to make clothing out of it on G8 for G8, using the "current shape/morph" on the donor, and [important] then also selecting the option to reverse the shape, once the clothing is made, dial out V4's shape, select the clothing piece and save it as is usually done.
Celebrity Look-a-Likes for 3D figures part 3I made his head a little wider and gave him Callan's HD, no other changes to magnus' head morph. Skin: Harrison
I welcome feedback! I'm at the point where I've been staring at this figure for so long that I have no clue anymore how far off or spot-on I am.
Regardless of actual likeness, I'm very happy with this dude :)











