-
Diffeomorphic DAZ Importer version 1.6.0 released
rugeyohe said:
Can you add clothing in existing genesis figure with this? I mean lets say I have a mesh based genesis but I changed textures or sculpted character mesh changed. I keep my base mesh with diff than I wanted to add clothes without importing character can I do that?
Here are the steps I use to import new clothing to an existing Blender character (previously imported by diffeomorphic).
1) Open up DAZ with the final character save just before it was exported to Blender.
2) Add all clothing outfits to take advantage of DAZ clothing auto-fit.
3) Save and export like you would normally, for example we'll call this file 'new_clothing'.
4) Open up Blender and import your character with the new clothing, calling this file 'new_clothing.blend'. If you converted your rig to rigify or MHX in your original character file, do it here as well. Save and exit Blender.
5) Open up your original character (without clothing).
6) In Blender, go to File -> Append, and append the objects or collection from 'new_clothing.blend'. This will bring in the new clothing already fitted to your original character.
7) Clothing should fit, just 'merge rigs' and 'transfer shapekeys' if you are using diffeomorphic.
If you've sculpted your character and want to fit clothing to the new shape, I think there would be two approaches. You could re-import the new shape back to DAZ using Morph Loader Pro so that DAZ will auto fit the clothing to the new shape and then you can export using the steps above. Another approach would be to save your sculpt to a shapekey and then use the 'transfer shapekey' option in Diffeo. I'm not 100% sure that would work the way we want, but I think it would.
Genesis 8.1 / Victoria 8.1alienarea said:
Something I noticed:
I use the script by Redz to transfer characters from G3 to G8. Works fine.
As G8F and G8.1F are identical, I tried to transfer a morph to G8.1F directly. The script worked fine as before, but the face looks horrible, lips much too large.
How did you try "transfering" a morph from G8F to G8.1F?
If you are using DS 4.15 or newer, there is no need to "transfer" any morphs from G8 to G8.1, as the G8 morphs are automatically loaded to G8.1
Diffeomorphic DAZ Importer version 1.6.0 released@speaker-60
You may think that "blend control" is obvious to find and everyone knows, but I can't find it in the shop so please give a link to the asset commercial page so I can eventually test it both in diffeo and in the daz bridge to better undestand the difference. Is "blend control" the only asset that doesn't work or there are others ?
As for the LCalf slider, in blender sliders can't drive other sliders as daz studio does. So in diffeo it is implemented the "raw and final" concept and it is normal that LCalf may display a different value than daz studio, depending on the pose, but this doesn't mean that the morph doesn't work.
https://diffeomorphic.blogspot.com/2021/05/on-raw-and-final-slider-values.html
As for loading morphs on a posed figure, in daz studio morphs are used for posing and there's a dependency graph among them. In diffeo not all morphs are loaded for the figure, but only what the user wants to use. This allows to optimize the figure for animation, and to avoid what I friendly call the "daz studio morphs hell". But you have to load the morphs first, then pose and animate. To allow morphs to be added to a posed or animated figure can be a feature request but it may not be easy to implement.
Please let us know if after these explanations there's any request you have.
edit. The intended workflow for diffeo is to bake all the shape morphs in the dbz, as fbm or actor morphs for example. Then only import those needed for animation, as jcms for example. This allows for a good animation workflow in blender.
edit. There'a also support for ERC morphs to allow for shape-shifting figures but this comes around some blender limits. So you may avoid them unless absolutely necessary for your project.
https://diffeomorphic.blogspot.com/2021/11/morphing-armatures-and-rendering.html
https://bitbucket.org/Diffeomorphic/import_daz/issues/936/blender-support-for-morphed-armatures
Genesis 8.1 / Victoria 8.1Something I noticed:
I use the script by Redz to transfer characters from G3 to G8. Works fine.
As G8F and G8.1F are identical, I tried to transfer a morph to G8.1F directly. The script worked fine as before, but the face looks horrible, lips much too large.
FaceGen help?I found that placing the dots ONLY worked best. i.e. not to be adding additional information via the other tabs. I think those work better when one is not trying to photomatch a morph.
{Except that I do check the box to keep the eyes round}
Freebie Challenge April 2022-"New Beginnings" - Main ThreadModernWizard said:
Inspired by the Angel of Death Victorious [photo and basic info in the summary here ], one of my favorite pieces of funerary sculpture, this render arises from recent losses in my life.
It's all freebies this time!
G3F for base figure
Head morph (Ghavandyn) from 9 Custom Head Morphs for G3F -- no other morph packs needed! by ModernWiz https://www.renderosity.com/freestuff/items/75672/9-custom-head-morphs-for-g3f-no-other-morph-packs-needed
dforce big circle skirt for G8F by perlk https://www.renderosity.com/freestuff/items/91378/dforce-big-skirt-circle-for-g8f
Shirt from Ghastly's Basic Set - Genesis 1 by GhastlyH https://www.renderosity.com/freestuff/items/75030/ghasltys-basic-set-genesis-1
Angel Wings By Erlik and Virus https://sharecg.com/v/32304/view/11/Poser/Angel-Wings-By-Erlik-and-Virus
Hair from Cargo Genie for STAR! (DAZ) by adairia https://www.sharecg.com/v/81243/
Seth Scythe by rmxxabes https://www.renderosity.com/freestuff/items/52745/seth-scythe
CS Diorama by Codeman https://www.sharecg.com/v/9561/browse/11/Poser/CS-Diorama
Saxon3d Morphing Fae Leaf by Saxon3d https://www.renderosity.com/freestuff/items/71523/saxon3d-morphing-fae-leaf
...And some postwork, as shown via original and final versions attached.

Beautiful statue recreation! Very somber.
Thanks for the link to the Star Cargo Genie Hair. I didn't realize the hair was actually in that download... I thought it was just textures!
All your links are good! Please move to the Entry Thread.
2nd of nine lives Cat Girrrl render thread prrrWhile I don't know her, here's hoping we hear something soon either way.
Redfern said:
While I did not start this thread I do believe I have been its most prolific (at least most obsessive) contributor. If either carries any weight, then I welcome a more "realistic" take on the subject, something leaning a bit more to the "feral" or "frightening" if that is your forte. I have no objections to males or non-binary forms, either.
Well, I'm not into frightening as I would lose whatever little sleep I already manage to get lol. But I do go for the more realistic for my stories with the occasional toonish just for fun. While I have Melody and Micah for A3 and H3, https://www.daz3d.com/cat-world-regenesis-hd-bundle was my first set. I'm discovering that if I create a human character first, especially for the face, then apply the cat morph from https://www.daz3d.com/hfs-ultimate-shapes-bundle, then I end up with cat people that start looking different in the faces. An issue with this is one has to apply the cat head completely to get the ears and lower the upper cranium. Attempting to do the ears and cranium separately, causes skin wrinkles where the ears attach to the head. Adding head hair can hide that, though.
Skin/fur is my biggest hangup, though. I haven't found any that would look good and I don't know how to add fur, let alone create skin textures. I'm not good at drawing, hence using DS lol.
Diffeomorphic DAZ Importer version 1.6.0 releasedPadone said:
@speaker-60 No you can't. Specifically diffeo has its own drivers for jcms so transferring a bridge figure is not possible. I have to say that I'm not up to date with the bridge but I was helping the daz team with jcms some time ago and I'm curious.
Can you provide a detailed example please ? May be we can workout diffeo to be better if it doesn't work for some reason.
For a spesific example, the product 'blend control' has two slider/morphs that turn on other sliders, the other sliders are then linked to bones and blend like any other corrective shapekey
Here in the first image i have the blend controller and hip blend controler set to 1 this then activates all other morphs to work when needed according to a pose, if you look at the LCalf Smoother, this morph is at 1 in blenders shapekey ui due to the pose but in the custom morph ui its at 0 so the ones in the custom ui isnt updating or something. I can also move the sliderer for these when i shouldnt as in LCalf Smoother in blenders shapekey ui i cant control it as its driven where as the LCalf Smoother in the custom morph ui i can so there seems to be an odd disconect there. In reality LCalf Smoother and many of the morphs shouldnt appar in the custom ui as there not meant to be controlable. If Diffeo could detect that and exclude it from the morph list somehow.
There are also a bunch of other shapekeys named 'smoother ect' these dont appar in the custom ui these are driven in blenders shapekey ui, these are hidden wich i know theres an option to import hidden into the custom ui. am i supposed to do this or not there obviously imported into the model should they be used are they being used ect. this im not sure
I also find if i have a model in a pose and import morphs it resets morphs to 0, is this supposed to happen? if its meant to can it put the sliders back afterwards. If i have alot of sliders defining how a character looks and i import a pose i loose all that defining look. I dont want this and the bridge dosnt have this particular issue - Edit i did jsut find the button to stop it clearing morphs
If i import morphs after i have imported poses it will brake the poses, images of a before and after the hips have been reset or something. Dosnt matter if i have the armiture in the reset pose when importing morphs it brakes anyway. That pose in the picture is the test pose in the blend controll asset, but its brake any pose iv tried. I dont know if this is an issue with the morphs im loading but this issue dosnt happen with bridge with the same assets sooo i dont know
The only issue i have with Bridge is it has next to no rigging options and for me doing the rigify i get a broken hand ik i dont know how to fix, wich happens on any and every character model. this dosnt happen with diffeo with the same models so im torn between two addons each issues the other dose not. Hence the meging idea to use them both for each of there working functions, import with bridge with all the morphs and get diffeo to do the rigify
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICIBuonasera
finalmente dopo tanto tempo lontano da DAZ, avendo un pomeriggio libero, ho approfittato per mettere sul sito R (concorrente di DAZ) il freebie che avevo postato qui un po' di tempo fa.Link: https://www.renderosity.com/freestuff/items/91460/victoria-4-skin-for-g8f
E' la pelle che trasforma la G8F in V4.
Nel pacchetto troverete anche un file video che funge da tutorial a cosa si può fare.
Ci sono però 2 cose a cui stare attenti:- le ciglia della G8F sono oggetti staccati (Eyelashes) mentre quelle della V4 erano un tutt'uno con la figura. La pelle pertanto non contiene ciglia (ma ha unghie, lingua, denti, ecc..). Pertanto se provate ad applicare materiali ciglia della V4 non ottenete nulla
- I morph HD non sono precisi, quelli non HD invece vanno benissimo.
PS file di installazione compatibile con DIM e oggetti già raggruppati come prodotto e con i meta giusti (Victoria 4 Skin for G8F), dunque va solo installato
Split tall and shorten morphs -Solved-Helloooo Richard? (Haseltine)
Dax Avalange here again with a stupid question but driving me crazy!
Must to splot different tall and shorten characters! I followed the famous video on youtube that explain, but that video os incomplete. After set Y translate adding the body morph value to the base fogure value, total is nor anymore 0. At that lont the video stop! What must to do after that to set 0 default the Y translate of the character?
Thanks
Issues with "adjust rigging to shape"Spacious said:
I'm not sure about those log errors, but it sounds like something is saved oddly in the scene you're loading. Lots of strange stuff can happen when loading a scene witha figure that's got a morph applied that hasn't been ERC Frozen or saved as a proper morph asset yet. I would just start a fresh new scene, load a fresh new figure, and rebuild the morph from scratch. Remember each morph that you load from the morph loader needs to have adjust rigging to shape, and ERC Freeze done before saving as a morph asset. Don't forget to zero the morph slider before saving.
I tried doing that, same result, also tried downgrading back to DS 4.16.0.3 and it keeps doing it, I wonder if anything got corrupted during the update, for what I can see the "adjust rigging to shape" now moves the mesh when rearranging the bones and some bones end up pointing in weird directions (see previous examples) even when I use previously (working) scenes where I didnt apply any adjustment yet.
Diffeomorphic DAZ Importer version 1.6.0 releasedsurody said:
speaker-60 said:
Is there a way to use both daztoblender bridge and Diffeomorphic, Id like to import with daztoblender bridge and get the rig/model to be recogniced by Diffeomorphic
As i want to use its rig features ect
My reason is i find that corrective morphs that auto blend with bone drivers seem to work better with importing daztoblender bridge
Iv tried several times with Diffeomorphic and they just often dont work, were as they always work when improting with bridge so for the sake of it wroking for me now id like to know how to get Diffeomorphic to recognise the rig and model from bridge for use with the riging features and the morphing features of Diffeomorphic
Basicly what it is about your imported rig and mesh vs the bridge one that grays out options in Diffeomorphic
A lot of characters in Daz have their own corrective morphs, keep that in mind. That's probably why you think that they don't always work because as far as I know the JCMs morph category under morphs just imports the base mesh correctives. You can import the custom ones as custom morphs.
Yer i know i am spesificly loading them as custom morphs, for example blend control has switches to turn all its morps on and off, these never get impored just the individual ones
Imprting with bridge there there and work fine, im experiencing this on and off randomly with Diffeomorphic wich is why id just like to import with bridge and then connect it to Diffeomorphic and be done with it
A best of both situations, im just not sure what it is that Diffeomorphic is set to recognise and if i can force to recognise as bridge import as if it imported it it
Issues with "adjust rigging to shape"I may have worded my last comment poorly. There's not a need to ERC Freeze every morph loaded from the morph loader, you can load as many morphs through the loader as you want, but then you must adjust rigging to shape, ERC freeze, and save as morph asset if you want them to work reliably. I always do morphs one at a time so I can use them separately in the future. You can do as many as you want and combine them as one morph asset if you'd like.
Grim Texturessince there is also a M2 to M3 UV with M3 base if you have that you can use map transfer to transfer M3, V3, A3 etc textures to M2 and Grim, there are still a few of those left in the store
such as https://www.daz3d.com/brutalis-for-the-freak-and-michael-3
Diffeomorphic DAZ Importer version 1.6.0 releasedspeaker-60 said:
Is there a way to use both daztoblender bridge and Diffeomorphic, Id like to import with daztoblender bridge and get the rig/model to be recogniced by Diffeomorphic
As i want to use its rig features ect
My reason is i find that corrective morphs that auto blend with bone drivers seem to work better with importing daztoblender bridge
Iv tried several times with Diffeomorphic and they just often dont work, were as they always work when improting with bridge so for the sake of it wroking for me now id like to know how to get Diffeomorphic to recognise the rig and model from bridge for use with the riging features and the morphing features of Diffeomorphic
Basicly what it is about your imported rig and mesh vs the bridge one that grays out options in Diffeomorphic
A lot of characters in Daz have their own corrective morphs, keep that in mind. That's probably why you think that they don't always work because as far as I know the JCMs morph category under morphs just imports the base mesh correctives. You can import the custom ones as custom morphs.
Looking for tutorials, resources, tips and tricks for sculpting custom morphs (G8F)Cheers all for the replies so far, you guys and gals are awesome.
So yes as most of you have mentioned, sculpting the morph itself in another 3d program (in my case I will be using blender for sculpting) is obviously 1 piece of the puzzle for making something usable in daz. At this point I'll be happy just being able to sculpt that base shape and being comfortable doing that, then once I have mastered that process, progressing onto making it play nice in daz studio by learning how to properly set up things like corrective morphs and other adjustments, developing a workflow for making morphs for clothing and other appendable items when the smoothing modifier is insufficient to produce an elegant result, etc. At this point I have established a workflow for exporting g8f (at base res) into blender and then back again via morphloader pro. I've sculpted a couple draft morphs messing around with the proportions of the body, but hadn't thought about hd detail yet. Perhaps there might be something in blender I can do combined with the subD modifier in daz studio to mimic or get close to hd detail once I get the base shape setup. Thanks again for all the input so far. I will checkout all the videos and other linked resources during the week. I think I might also see if i can find anything related to sculpting human anatomy in general. Perhaps over the weekend I can practice what I've learned over the week and draft something decent.How do I fix clothes pop in?juvesatriani said:
lou618_2b45855fe7 said:
So I just imported a scene into Blender from Daz Studio, but clothes are still popping in through the models, not fitting as intended. How do I fix this in Blender? is there a demorph type of tool in Blender? How do I select the bones of the clothes?You can fix them using SCULPT tool . As long you`re not bring back those model into DAZ studio again , you can literally use any sculpt tools to fix it .
Here the simple walkthorugh ,
- Open plus sign like outliner just like you find or select conformed/parented object in DAZ scene tab
- Find and select the clothes object ( make sure you`re still in OBJECT mode not EDIT - SCULPT or POSE etc )
- With object selected change OBJECT MODE into SCULPT mode , the left area will changes with bunches of SCULPT Tools
- Choose GRAB sculpt tool , then try use it in area you want to fix
- Play with RADIUS - STRENGTH _ FALL OFF setting for more precise with your need
- Back to Object Mode if you`re done .
Optional : save it as new custom shape key ( Custom morph if in DAZ ) . Find tutorial in youtube for create new Shape key
I would add a new shape key in Blender first before start sculpting. I use mostly the grab and elastic deform brush while working on the base mesh.
Small tip: If you can't rename a shape key or a vertex group name, just switch off any subdiv modifier in viewport. Then renaming works again :)
[Released] Turbo Loader for Genesis 8 and 8.1 [Commercial]Rod Wise Driggo said:
How does TL handle shared morphs or files? Two samples:
1)
I started from scratch and add characters and morphs one by one. Now some figures caused multiple other figures to appear as well as they i.e. share a nail morph from P3D. Now what if I disable a character which uses this morph? And could I do away with the other characters (I might not even have) because they crowd the list?You can uncheck the unnecessary characters, though keep the shared morph. When TL is told to disable a morph, it searches for the morph, disables it, and then searches again (repeating this until it can no longer be found). So if the morph is in a lot of character directories, it will be turned off in ALL those directories. Similarly for enabling a morph, it searches for the disabled morph, enables it, and then searches again. So TL is very robust that way.
What is an issue is if you check the morph in one product and then in product later in the list, you uncheck it. The product later in the list will turn off the morph for all earlier products. For this reason, it is really recommended that you only do a Disable operation or an Enable operation. Don't mix both. I always uncheck all and execute. If I need products turned on, I use an Enable configuration (created in TLM or by Scene Configuration) or I select that product in TLM and click "Execute Selected"
2)
What if that situation appears with 3rd party stuff? Because then the database might not be aware that a morph is shared by some figures.Finally I wonder what makes morphs appear under "unknown". It is clear for 3rd party stuff but I also get that sometimes for stuff installed via DIM.
It doesn't make any difference with 3rd party stuff. TL uses DS (and its content manager directories) to find morphs. If DS could find them, TL can find them.
[Released] Turbo Loader for Genesis 8 and 8.1 [Commercial]How does TL handle shared morphs or files? Two samples:
1)
I started from scratch and add characters and morphs one by one. Now some figures caused multiple other figures to appear as well as they i.e. share a nail morph from P3D. Now what if I disable a character which uses this morph? And could I do away with the other characters (I might not even have) because they crowd the list?2)
What if that situation appears with 3rd party stuff? Because then the database might not be aware that a morph is shared by some figures.Finally I wonder what makes morphs appear under "unknown". It is clear for 3rd party stuff but I also get that sometimes for stuff installed via DIM.
Looking for tutorials, resources, tips and tricks for sculpting custom morphs (G8F)One thing I almost forgot: Sickleyield has 2 morph packs for Genesis 2 which might inspire:













