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Problem with Baku
I bought and manually installed Baku for Genesis male 8.1. Now when I open ANY genesis male 8.1, including figures previously saved, the Baky morph is by defualt fully dialed in. Has anyone else had this issue? Is there anything I can do about it? I have sent a tech ticket it, but wondered if anyone had any ideas.
so, how do i apply a Rigid Map to my custom mesh?so, im trying to get this object i made to not collapse on itself so much. my idea is to try using a rigidity map to achieve this.
so, i've made a mesh in blender, imported into Daz; added a dForce simulation to it, let it fall on the ground. exported the animation as a morph (cause the documentation says for rigidity map to work, the object has to have a morph). new project; import the blender mesh again, imported the morph onto the blender mesh. mesh now has the morph applied.
now onto the rigidity group. created a rigidity group
added the references.
but can't see any map in the Node Weight tool window
is this setup legit for seting up a rigidity map? we add the map to the object that has the morph?
why is the rigidity map not showing up in the dropdown list? does the morph have to be "auto-generated" as opposed to a morph i did myself? how would i go about creating a "auto-generated" morph?
How to export an obj depending on the model's softwarevic3d said:
Blow up maybe not the right term, looks more like a huge explosion, bigger than dforce malfunction in clothes, if you move the slider to 100%.
That is vertex order - morph loading is dumb, it just comparesd the position of vertex n in the model with the position of vertex n in the morphed shape and takes the difference as the change the morph is to apply (the delta). If the order of the vertices is changed then it will pair up the wrong positions and you will get weird distortions in the surfafe of the model, though the vertices will actuall be placed on the intended shape. You need to check that the import into the tool being used to create the model and the export from are both keeping vertex order.
Pearlette the Pig and hairI was just wondering how to get hair to not follow her ears. There's no ear morph dial to zero under the currently used and hidden options.
How to export an obj depending on the model's softwareLeana said:
vic3d said:
when it editing for a morph on a daz figure g3 or 8 etc. the morph was succesful but when the morph slider is applied the figure blows up.
Sounds like a case of vertex order not preserved when creating the morph.
Blows up might also mean gets bigger, which would be mismatched settings on import and export.
One click 2022 error whenever I try to transfer to a Genesis figurejoneienleah said:
Hi. Just to give an update, I did have a Skype call with Abalone and we got Headshop Oneclick 2022 working. I have been trying it out for several days now but I am not really satisfied with the results of the head morphs. It doesn't seem to be really capturing the unique shapes from the photos of people, like jaw, nose, lips, etc. The face shape is very generic which was disapointing because I was really counting on Headshop's ability to work with difficult photos like tilted head or open smile. The textures don't turn out well either, particularlly with darker skintones. Which I figured I could always use other textures or do a lot of editing in photoshop. But with the actual head shape coming out generic, I get much better results with Facegen and Facetransfer in that department. Gives me something really unique and good to start with and then I can edit further with my morphs I have in Daz library. Facegen actually has turned out to be the best product in terms of textures and head shape so I'll be sticking with that.
The program also quickly gives erros after making just one morph, on the next one it says it has run out of memory, even after restarting Daz. This program just doesn't work as smoothly as my other plugins.
I am attaching examples of the result from the same photo from each Oneclick and Facegen, plus the orginal photo. The one from Facegen used textures straight from the program, no photoshopping. I did switch out the eye texture for one from my library (I always do this no matter the plugin) and I increased some bump maps, thats it. For the one from Oneclick this is rendered straight out of the box, no changes to textures except using eyes from my library, no adjustments of the morphs except the creases and lines I added within Oneclick with autosculpt.
As for Oneclick 2022 unfortunately I will be asking Daz for a refund. The resulting morphs and textures just wasn't worth the price when I can get much better results with other plugins. I appreciate the help from Abalone but I need a better working product.
Thank you for the update.
Glad you got it working and at least had a chance to see how it would work for you. And yes, that's the beauty of shopping at Daz3D, if it doesn't work out within 30 days of purchase, we can delete the product from our computers and ask for a refund. I tend to ask for refunds in the form of store credits - tends to be faster and easier to do and we all know we'll spend it!
For "starting" textures I've found Face Transfer to be my favourite of the Face morphing plugins. I'll use an image editor to frame and/or edit the photo [make it straight etc] and then click and poof, one face texture!
M4 morphs for the-witch-and-the-warlock applied but no sliders found to vary themto continue with the Aged morphs (which are, in fact, used for the witch and warlock, just not 100%)
yes it is checked North, the same thing happens with M4 elite ethnic faces (I imagine the same wil lhappen with V4 as well)-no change on face no new slider in parameters.
it has the warning icon where Witch and Warlock do not.
I don't know if it means anything but these boxes in M4 loader are uncheck
Those boxes are for level of detail. Only relevant is you want a different polygon count at lower resolutions.
If you do not load the morphs with the Power Loader, you need to inject them. The Morph Injections folder has whole sets, and there are individual morph injections in the subfolders. Head morphs are accessible from the Head node, not the top level Michael 4 figure. As Leana said, you wil lthen have access to the morph sliders. Yes, it was more complicated in those days...
Back to Aged. The only new morphs with sliders that are included are one for the hands, and one for the head (you must select the head). There is a preset (M4 Aged.dsb) that uses both of them and dozens of morphs from Morphs++ (now Shapes++) to set the body shape.
Collector v. Creator - what are you?I collect a fair amount of DAZ products. In the case of figures, I always blend multiple characters, morph add-ons, and sometimes textures to get a figure that's a bit unique and fits my vision of what I want. Make no mistake, by far all the characters I've purchased are wonderful out of the box, but I always look to dial up a figure that's not quite what others are using. That's the beauty and power of having all those products and a morph system for fine tuning figures to individual tastes. I do feel a little guilty when showing off my characters that blend multiple vendor's characters together. I don't want them thinking their products weren't good enough as-is. On the contrary, I loved the characters enough to buy them and tune them to my needs/vision/liking. :)
If I decided to get back into 3D modeling, I'd probably avoid figures and do props and vehicles. I have some specific designs for spacecraft floating around in my head that I think I could model well enough to use in illustrating some stories. Being a retro/1930s-1950s Sci Fi fan, that's the general theme that my render universe would exist in. :)
Big hugs to all of our wonderful content creators and artists who keep my DAZ library alive and growing. You all make it possible for me to enjoy this wonderful hobby over the last 27 years (started with Poser 1 in 1995.)
Lee
How to export an obj depending on the model's softwarevic3d said:
Ok is there a way top correct vertex order?
Once it has changed I don't think there's a way to fix it.
To create a morph you have to preserve vertex order when importing the figure in your modeling engine and modify it only with tools that won't change it and won't add or remove vertices. You also must import the morphed obj back to DS at a scale corresponding to the one you exported the figure.
Please how about the export type, he uses 3ds, I have exported both ways actually one as daz one as 3ds, noth obj's he did a test on come in vey small-is ther anything you can suggest in this case?
I never tried importing items from 3DS Max, but there's a video about importing from 3DSMax into Studio here, maybe it can help you:
Help me understand pleaseSo I was reading through the EULA, just to cover my bases and saw this:
"User may not in any case: publish, market, distribute, transfer, sell or sublicense any renderings, animations, software applications, data or any other product from which any CRT Content, or any part thereof, or any substantially similar version of the CRT Content can be separately exported, extracted, or de-compiled into any re-distributable form or format. All other rights with respect to the CRT Content and its use are reserved by DAZ and its licensors. User warrants and is responsible to ensure that the CRT Content used in User's applications are not available to end users in their native formats and that every effort is made to protect the CRT Content from theft or copyright infringement by employing technology, asset protection, encryption or any other resources at User's disposal."
So then what exactly do I need to do, should I wish to use DAZ products in a game? I'm a beginner and so I need a lot of this broken down simpler, and I'm just trying to play by the rules.
How to export an obj depending on the model's softwarevic3d said:
when it editing for a morph on a daz figure g3 or 8 etc. the morph was succesful but when the morph slider is applied the figure blows up.
Sounds like a case of vertex order not preserved when creating the morph.
How to export an obj depending on the model's softwareAlso another thing happens maybe 50% of the time,
when it editing for a morph on a daz figure g3 or 8 etc. the morph was succesful but when the morph slider is applied the figure blows up.
aged-for-v4-m4 is not functioning at allvic3d said:
No change to the face when icon in library has been clicked
The face is not supposed to change when you use the "INJ Aged M4" icon. That icon is meant to make the dials usable if you didn't activate them when loading M4.
If you want the face to change, you have to set the face morph to 1.
M4 morphs for the-witch-and-the-warlock applied but no sliders found to vary themBTW I did just apply the male morph to M4 , that ful lbody and face does work, just wit h V4 is the issue.
will all genesis male outfits fit fine on genesis female also?Morphs sliders from different packs don't always have different colors, especially not for older figures.
You can use the morphs groups in the shaping or parameters tab to find groups of morphs. For the Morph Kit 4 there's a subgroup under "Head":
will all genesis male outfits fit fine on genesis female also?vic3d said:
Thanks Leana,
I got the https://www.daz3d.com/genesis-head-morph-resource-kit-4it says there are 11 face morphs but in parameters i see no sliders for new faces and there is just one icon in library, no faces there either
Also I already have https://www.daz3d.com/genesis-evolution-head-morphs
so I do even know if new sliders that come wit hthe resource kit have added, there are no sliders wit hnew colors
Try looking here:
By the way the sliders are all light grey, so no new colours to identify them.
will all genesis male outfits fit fine on genesis female also?Thanks Leana,
I got the https://www.daz3d.com/genesis-head-morph-resource-kit-4it says there are 11 face morphs but in parameters i see no sliders for new faces and there is just one icon in library, no faces there either
Also I already have https://www.daz3d.com/genesis-evolution-head-morphs
so I do even know if new sliders that come wit hthe resource kit have added, there are no sliders wit hnew colors
Faceshop one click 2022 issuesHi. Just to give an update, I did have a Skype call with Abalone and we got Headshop Oneclick 2022 working. I have been trying it out for several days now but I am not really satisfied with the results of the head morphs. It doesn't seem to be really capturing the unique shapes from the photos of people, like jaw, nose, lips, etc. The face shape is very generic which was disapointing because I was really counting on Headshop's ability to work with difficult photos like tilted head or open smile. The textures don't turn out well either, particularlly with darker skintones. Which I figured I could always use other textures or do a lot of editing in photoshop. But with the actual head shape coming out generic, I get much better results with Facegen and Facetransfer in that department. Gives me something really unique and good to start with and then I can edit further with my morphs I have in Daz library. Facegen actually has turned out to be the best product in terms of textures and head shape so I'll be sticking with that.
The program also quickly gives erros after making just one morph, on the next one it says it has run out of memory, even after restarting Daz. This program just doesn't work as smoothly as my other plugins.
I am attaching examples of the result from the same photo from each Oneclick and Facegen, plus the orginal photo. The one from Facegen used textures straight from the program, no photoshopping. I did switch out the eye texture for one from my library (I always do this no matter the plugin) and I increased some bump maps, thats it. For the one from Oneclick this is rendered straight out of the box, no changes to textures except using eyes from my library, no adjustments of the morphs except the creases and lines I added within Oneclick with autosculpt.
As for Oneclick 2022 unfortunately I will be asking Daz for a refund. The resulting morphs and textures just wasn't worth the price when I can get much better results with other plugins. I appreciate the help from Abalone but I need a better working product.
One click 2022 error whenever I try to transfer to a Genesis figureHi. Just to give an update, I did have a Skype call with Abalone and we got Headshop Oneclick 2022 working. I have been trying it out for several days now but I am not really satisfied with the results of the head morphs. It doesn't seem to be really capturing the unique shapes from the photos of people, like jaw, nose, lips, etc. The face shape is very generic which was disapointing because I was really counting on Headshop's ability to work with difficult photos like tilted head or open smile. The textures don't turn out well either, particularlly with darker skintones. Which I figured I could always use other textures or do a lot of editing in photoshop. But with the actual head shape coming out generic, I get much better results with Facegen and Facetransfer in that department. Gives me something really unique and good to start with and then I can edit further with my morphs I have in Daz library. Facegen actually has turned out to be the best product in terms of textures and head shape so I'll be sticking with that.
The program also quickly gives erros after making just one morph, on the next one it says it has run out of memory, even after restarting Daz. This program just doesn't work as smoothly as my other plugins.
I am attaching examples of the result from the same photo from each Oneclick and Facegen, plus the orginal photo. The one from Facegen used textures straight from the program, no photoshopping. I did switch out the eye texture for one from my library (I always do this no matter the plugin) and I increased some bump maps, thats it. For the one from Oneclick this is rendered straight out of the box, no changes to textures except using eyes from my library, no adjustments of the morphs except the creases and lines I added within Oneclick with autosculpt.
As for Oneclick 2022 unfortunately I will be asking Daz for a refund. The resulting morphs and textures just wasn't worth the price when I can get much better results with other plugins. I appreciate the help from Abalone but I need a better working product.
How do I save my custom zbrush update to base mesh?Hey all, So I've got my goz bridge working in both directions (on a mac no less, it required quite a process but i digress...), it works great! I can send to zbrush, modify, and send back. When I send it back it looks great and poses great. Ive been updating base mesh -as opposed to making a morph- but both seem to work wonderfully. BUT!!! if I save it, and close it, next time I open it the update to the base mesh/morph is gone. Anyone know where I can save that? I assume it's in Save As, then one of the presets (shaping maybe?).
Ive dropped quite a few hours into my latest morph for a sculpture I'm making, and as I dont want to lose it, I havent/wont close the project till I get an answer (I've also saved the morphed version as it's own file in zbrush just in case).
Any Help Would be greatly appreciated,
Thanks!














