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Mac is Back!
@barrieM I think you made the right choice... it's too bad that the current M1 model of the Mac Mini is limited to a maximum of 16GB of RAM. Since Daz Studio will only render via the CPU on the Mac Mini, as you mentioned, the more RAM the better and the 64GB should work well for your intended purposes. The Mac Mini is a real workhorse with a small footprint.
My 2006 Mac Mini is still running strong and handles Adobe Photoshop CS and Illustrator CS with ease. When I get a new Mac, I will mainly be using it for generating 3rd-Party Smart Content files that are output from Content Wizard to create the necessary DIM files, which I will then transfer to my PC. I also plan to use the Mac for converting content, and trying my hand at creating, packaging, and testing items.
Once you recieve your new Mac Mini and get it set up with Daz Studio, then let us know the speed and performance results of your rendering tests.
XTransfer Module 1- Genesis 3 to Genesis 8 Morph Converter (Commercial)Well this sucks, I tried transferring over a newly made character, and when that did not work I used a pre-made character, and for both, the morphs carried over, but not the association, as in, dialing them in doesn't do anything; I went and even used Dial fusion on my characters to force an association, yet again the morphs carried over, but they did not associate with both my custom, and pre-made V7 characters even when I ERC-froze them before the transfer!
This is version 1.3...
Ironically, enough; using the beta 1.1 works flawlessly, and it was the reason why I did not notice the ineffectiveness of version 1.3 sooner, as I had previously used beta 1.1 to convert my then custom-made characters over with no issues before 1.3 even came out, that is until I cracked open version 1.3 recently for a set of newly made characters for the transfer, that is when I found out that 1.3 doesn't work for me...
EDIT: I don't know if you're still checking this thread, but the good news is that your X-Transfer program/script works as intended, the bad news is, that you're gonna have to update it due to the new Daz Studio Beta broke it!
As in, rendered it useless!
so, how do i apply a Rigid Map to my custom mesh?That is not the purpose of Rigidity Maps - 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.
M4 morphs for the-witch-and-the-warlock applied but no sliders found to vary themNorthOf45 said:
The Power Loader is a shortcut to loading several morph packs all at once when loading the figure (M4, V4, and others). If you know which you want to use, check them in the list before continuing (the checkboxes next to the thumbnails). If you decide that you want to add an additional morph pack, go to the Pose Injection folder and add a set, or a subfolder to add individual ones.
That does require that the option to include support for all installed morphs (I can't recall the exact wording) be enabled - otherwise only the specifically selected packages will be available. PowerLoader is doing the work of the DzCreateExPFiles application on load, rather than requiring it to be run after each instalaltion/removal and being adjustable only by installing or removing packages.
Looking for nativity/biblical clothing and hair/beards for Bugga BooI did nothing besides load the character and add the clothing. I did try an animated drape from base female to Bugga Boo, but that resulted in the clothing being way too long and falling through the floor, as if a child were wearing adult clothing.. It should also be noted that both characters' feet are poking through the bottom of the skirt, so if you tried draping from the full character morph, you'd want to do something like start with the toes pointed downward at the very least.
I wouldn't expect smoothing to do anything to fix the mesh distortion, since smoothing mainly prevents the mesh from intersecting with the figure. It probably wouldn't do anything about the jank on the overcloak, which might also cause explosions if you tried to drape it.
Auto Muscle Enhancer HD [Commercial]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.
Iris Hair Issue - ResolvedHello,
I have noticed that there is an issue with the Iris Hair product when you apply the Hair Short morph. As you apply the morph some of the vertices seem to move away from the head distorting the hair (see the attached image). It happens when the hair is fit/parented to G8F as well as when the hair is loaded into the scene by itself and the morph is applied. Has anyone else come across this problem, and if so, is there a way to prevent this from happening?
Saving morph as...You can go inside your data directory (by Explorer) and make a copy (renaming it) of your old morph. So when you save your new morph you can overwrite the older one and you have also a copy of your old morph.
You can also export as obj your morphed figure and use Morph Loader Pro to create e new morph (with a new unique name). So when you'll have to save it you won't overwrite the existing one.
You can also rename your new Morph, in Parameter Tabs, open your Morph Property and change the morph NAME (Name is the morph saved filename, while label is the name showed in the parameter list.. so be aware).
Wet And Tanned Skins For Genesis 8 Bundle (Commercial)Well basically it is human Genesis 8 only, now if the tail is using Iray Uber as the main shader, then it should be possible to apply it on the mermaid tail but it will require additional work to have it working properly (for instance in the product there is a transfer script from the skin to the "adult" part of the figures) :
1. load a wet and tanned skins on a genesis 8 figure, then make 'file/save as/shader preset" and in the shader preset choices choose "uncheck all maps", and "uncheck all values". (It will allow to reload the shader base)
2. apply it on the tail, and this is where the fun begins : if you want to use translucency and SSS you will probably have to set up your translucency transmission settings and SSS settings correctly. Otherwise, just put translucency weight to 0 and ignore translucency.
3. adjust the wet layer weight manually in the surfaces editor (hit "wet" in the enter text to filter by area"), and set up the bump map of the tail as the bump map of the wet layer. Adjust wet layer weight and wet layer bump strength. The result will depend how the bump of the tail is made (otherwise you can try various 2D noises as the bump you can probably find some on the web).
As you see, it is technically possible to try to apply it elsewhere, but there are a lot of additional steps and the result is not warranted. So it depends if you're generally comforatable with shading or not. If you're comfortable it will take less than 5 minutes to check if it can work for the tail, if you're not comfortable, I would recommend to give up (since there is no warranty on the result).
Use section of custom morphCris Palomino said:
Do you still have the morph in Blender? Did you make it using shapes? If you didn't, I would look at making your morphs that way as you can then create morphs in Blender and mix and match and, remove the influence of a morph on a part of the body.
In Studio, there is a way to do it, but need to look for the tutorial. If someone doesn't beat me to it. I also believe there are some shape splitter type programs in the store. Maybe Zev0's store.
Edit: in the Developer Kit for your base figure should be a HeadSplit deformed which does what your asking.
To use the dForm, you aply it to the figure then in Morph Loader Pro you expand the options for the morph, Attenuate By, and select the dForm (it uses the weight map to determine which areas load and which are locked).
Saving morph as...Might be silly question, but i can`t find answer by myself. So i edited the existing morph via Geometry Editor and now i need to save it, but i want to keep an old morph (before my edits) too. SaveAs->SupportAsset->MorphAssets simply overwites an old morph. How to save my edits as a new morph? Or at least clone an old morph so i can overwrite one of them?
Use section of custom morphDo you still have the morph in Blender? Did you make it using shapes? If you didn't, I would look at making your morphs that way as you can then create morphs in Blender and mix and match and, remove the influence of a morph on a part of the body.
In Studio, there is a way to do it, but need to look for the tutorial. If someone doesn't beat me to it. I also believe there are some shape splitter type programs in the store. Maybe Zev0's store.
Edit: in the Developer Kit for your base figure should be a HeadSplit deformed which does what your asking.
Use section of custom morphI made a custom morph using blender and I completely botched the head section but I like how the body turned out. Is there a way I can turn this into being only a body morph?
Fluffy DuvetSomething else I might suggest as a possible work around, is make the seams a morph applied after simulation?
[Solved]Eye Pupil Issue with G8 MaleI figured it out. It's the Renshaw character pupil morph loading automatically dialed at 100%.
Fluffy Duvetwoop! this is starting to look good!
there's still work to be done on some dimples on the top area, lower the top cushions a bit, and maybe manualy make more creveases between each cushion's corners
and maybe fill in the sides a bit more, and definitely fill up the fabic on the floor but it's looking good, like a puffy duvet, if i say so myself.
it's quite the trouble to manualy fix all this. i made this with default dforce sim settings, saved the custom obj (the duvet i made in blender), and applied the morph. then turned it upside side, dforced it again to get the top cushions to puff out (they went too much).
so it's a bit of work, i still need to try not turning the cover upside down to let the top cushions inflate, but instead increase the contract/expand setting - see if that inflates out all the cushions.
FaceGen Artist Pro Interactive LicenseFSMCDesigns said:
facegen does include textures for skin which is why it needs the license
I don't think so. Says plainly on their website:
"Legal
Texture images, morph targets and FaceGen '.fg' files created with Artist are yours to distribute."
Baku and Gen81M issueGordig said:
That process only affects the base male, which is why you're seeing Baku dialed into your previous characters. Fix this, and your other characters go back to the way they were before you installed Baku.
The process will fix every character, previously saved and current, since every character uses base male that loads the non-zero morph.
M4 morphs for the-witch-and-the-warlock applied but no sliders found to vary themThe Power Loader is a shortcut to loading several morph packs all at once when loading the figure (M4, V4, and others). If you know which you want to use, check them in the list before continuing (the checkboxes next to the thumbnails). If you decide that you want to add an additional morph pack, go to the Pose Injection folder and add a set, or a subfolder to add individual ones.
Baku and Gen81M issuePerttiA said:
File locations;
http://docs.daz3d.com/doku.php/public/read_me/index/84219/file_list
To fix any ill-behaving morphs, do as follows;
1. Open DS and load "Genesis 8.1 Basic Male" (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"OK, but if I do this will it change previously saved 8.1 figures? What's bothering me is not that new 8.1 males have the Baku morph, but that previously saved scenes with figures I have carefully morphed now have him dialed in. I don't want to do what you describe and find that all my saved figures suddenly are zeroed out.










