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How to stop morphs from applying by default?
I'm trying to stop morphs from applying by default. When I load a base G9 character, it already has morphs with altered values applied to it.
I followed the standard advice:
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Loaded my base figure (the developer version).
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Selected "Show Hidden properties" in the Parameters tab drop-down menu (right-click).
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Zeroed the figure (Found in Parameters tab drop-down menu).
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Memorized the figure (Found in Parameters tab drop-down menu).
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Went to File -> Save As -> Support Asset -> Save Modified Assets.
But it didn't help. The morphs are still applied when I load the default G9 character.
Has anyone encountered this and found a reliable solution? It seems like the character preset itself is forcing these morph values on load, and the "Save Modified Assets" process isn't overriding it.
Thank you!
Aligning normals via reimport instead of manuallyHi folks,
I got an asset (3rd party) that is absolutely beatiful in Filatoon, but the creator left the normals a mess. In case you didn't know, flipped normals case the Toon Outline to project internally instead of externally.
Can one of the the import functions (morph loader, UV Set, etc) be used to update JUST the normals of the asset so I don't have to flip them manually in Daz? C4D has a some very powerful normal tools that would make a lot of hand work instant.
How to save custom properties?Pancake said:
using Studio 4.24 I don't see that - anything from horns, tails, anatomicals, I only see the relevant property to control them on the specific object in the scene heirarchy.
It has to be explicitly set up, it isn't an automatic process - set up the morphs/controllers on the GeoGraft with AutoFollow on, set up a property with the same name (name rather than label) on the figure, and they should track in DS - I don't know how well they will export though.
Example: Load Genesis 9, then load male anatomical elements.
"Default Pose" only shows up on the anatomical element's scene graph object under parameters.If I create a "My property" on the Genesis 9 root model, and set it to control "Default Pose" in the property heirarchy, I have something on the base model that does the same thing.
Specific context of why I want this - when I export to Unity, geograft blend morphs don't seem to get included in the export, however if I create a custom property on the base model that controls the geograft, this works to get the morph in.
It's just very labour intensive and prone to user error having to do this every time with every new model I put together.
My Character and some other in Saved .duf Scenes Shifted UPWARDS by 10-20cm!Oh, you didn't say you were using G9. Well, these Proportion xxx morphs usually are not dialed themselves but triggered by a Controller from a character morph.
You can load a G9 Dev Load, see if they're already automatically dialed. If they're, Zero the figure with Zero option, then you should be able to find the culprit in Currently Used.
FROG EYES...A Slit Pupil morph at negative values can turn into horizontal/frog/goat pupils.
Don't have it, but this product has some pupils like that. https://www.daz3d.com/cgi-pupil-utilities-for-genesis-9
Lycan 9 shin bend causes scaling of shin and footI could reproduce the issue on Lycan 9 Female as well but not on Lycan 9 Male. I think the issue comes from the corrective morph with rigged shape on Lycan 9 Male. Then Lycan 9 Female has Proportion Foot which increases the Scale of feet / toes / metatarsals. It makes the rigged corrective morph bigger as well. (screen shot 1).
There's a Lycan 9 Female corrective morph which is meant to further correct the shape.... however, it doesn't work at all. I checked it and fount its file size is just 1K. (screen shot 2) Toggling its value with 0 / 100 changes nothing.
To me, the best solution is to ask Daz to correct this Lycan 9 Female's corrective morph by filling a ticket. The temporary solution to fix it, you can: select Right Foot / Toes / Metatarsal, reset their Scale value to 100%. (screen shot 3)
Certainly you can create a corrective morph with this shape and save the modifer asset locally... but that'll require more effort ~~
Very odd bends with G9 and 3rd party morphIt will most likely be a problem with morph not having adjusted rigging.
If you insist on using that morph, you can go to Edit > Rigging> Adjust Rigging to Shape. Result is usually good enough, provided you dont tick the box for 'orientation', and leave that off.
(If you, or the person you got it from, wants to permanently fix the "unrigged" morph, then the adjusted rigging needs to be under control of the morph. You can do this by using 'ERC Freeze' and resaving morph modifier asset. If resaving the morph, better to do the whole process on G9 dev load to ensure nothing else gets ERC Freezed.)
Very odd bends with G9 and 3rd party morphHey folks, wondered if there was a simple reason/fix to this odd problem that I've got. Base g9 figure with a 3rd party full body morph. I get weird bends on some joints that seriously distort the figure. Happens with Limits on and off (not that I think that is the problem, TBH). Sort of like the bend dial is also translating the joit at the same time.
Thank you for any help and hopfeully fixes that you can point me at.
How to save custom properties?using Studio 4.24 I don't see that - anything from horns, tails, anatomicals, I only see the relevant property to control them on the specific object in the scene heirarchy.
Example: Load Genesis 9, then load male anatomical elements.
"Default Pose" only shows up on the anatomical element's scene graph object under parameters.If I create a "My property" on the Genesis 9 root model, and set it to control "Default Pose" in the property heirarchy, I have something on the base model that does the same thing.
Specific context of why I want this - when I export to Unity, geograft blend morphs don't seem to get included in the export, however if I create a custom property on the base model that controls the geograft, this works to get the morph in.
It's just very labour intensive and prone to user error having to do this every time with every new model I put together.
Mousso - Albany HD for Genesis 9nonesuch00 said:
So lovely, I have Premiere to transfer her morph but how to transfer her texture set?
You can use either of these products to use G8F textures on G9:
https://www.daz3d.com/legacy-uvs-for-genesis-9-genesis-3-8-and-81-female
https://www.daz3d.com/rssy-genesis-8-and-81-female-material-suit-for-genesis-9
looking to combine three D-Formers into a single one in order to create a Morphi couldnt get it to work. it would just delete the D-Formers and not create anything. since, as with most of the other threads i've posted here, this is just one step on the way to a much larger project, i went ahead and made separate morph dials for the left and right side of the mouth, and so far havent bothered with the center. why that is, i dont know, but I'm going to work with what i have.
thank you
Audrey 9 - the obligatory discussion threadI bought both bundles on the first day and I think the characters are a good addition to our gene pool. Especially since they can be a great base to morph off of.
That said, I did not buy a lot of the extras for the 'librarian' outfits. I volunteered at a MWR library for a year or so in the early 1990s and the head librarian was a male, professional librarian. The staff were all women in their 50s to 40s, civil service employees. Their focus was to have materials available for college to elementary studies, entertainment (videos, music, magazines) and to encourage reading in small children. And to create a safe, welcoming place for everyone on the base, military, civilian, and dependents to relax, research, read, learn and enjoy themselves. That is what every library I have ever walked into has tried to do.
I was offended by the 'sexy librarian' promos to say the least. But then I don't like the tropes used for Native Americans, Africans, Hispanics, Asians... people are so much more than what those tropes restrict them to.
HD Essentials Marks and Scars for Genesis 9 - Materials?Riesco said:
These are morphs only, designed for use with SubD levels 3 and 4. No materials or textures are included. All morph sets (glutes, breasts, skin, feet, etc.) may affect GeoGrafts. If you're using GeoGrafts on your character, you'll need to manually set those morphs to 0 to prevent distortion.
How does one manually set the morph to 0? Thank you.
looking to combine three D-Formers into a single one in order to create a MorphThe option of Morph Spawning supports creating a single morph with multiple DFormers... as long as you do it correctly.
The steps are straigh-forward: add multiple DFormers to the figure, deform the figure with them separately, then Spawn Morph with Delete Applied D-Former(s) checked.
If you want to spawn separate morphs, uncheck Delete Applied D-Former(s), zero each DFormer one by one before spawning each morph.
HD Essentials Marks and Scars for Genesis 9 - Materials?Riesco said:
These are morphs only, designed for use with SubD levels 3 and 4. No materials or textures are included. All morph sets (glutes, breasts, skin, feet, etc.) may affect GeoGrafts. If you're using GeoGrafts on your character, you'll need to manually set those morphs to 0 to prevent distortion.
Thank you very much.
looking to combine three D-Formers into a single one in order to create a Morphi'd like to have three D-Formers for the left, center, and right of a mouth combine into a single morph so that i can make another set of D-Formers for the rest of the body. I couldnt see any obvious way to do this in DAZ. The https://renderguide.com/daz3d-create-custom-morph-tutorial/ tutorial shows how to create a morph from a single D-Former, and it works, but i see no obvious way to use it to merge three D-Formers into a single morph, and neither will it let me use it to take the D-Formers one at a time into separate morphs (which would be inconvenient but workable). So basically Im stuck with a model that has three D-Formers all in the head area and I can't add any more without them being tied to the head morphs. Is this possible, or is it simply a matter of how the software is built ... that every person creating a morph has to create a single D-Former, transfer that to a morph, and create another D-Former, transfer that, and so on?
I appreciate any help you can give. Thank you
Suggestion for a DS ToolWhich can be done with a GeoGraft or a morph.
While Daz allowed the use of RTE files up to Victoria 4 it isn't an automatically permissible thing and as far as I know it isn't allowed for Genesis #.
Suggestion for a DS ToolRichard Haseltine said:
A lot of the things that could be used for are covered by morph assets, UV assets, GeoGrafts etc.
that is not, what it is for.
My suggestion is for altered geometry.
[Solved] Need help with "overlapping" morph slider, G2FActually, I just found a solution myself. I guess typing helps me think.
So: Right click Parameters tab > Preferences > uncheck Consolidate Properties
Now I do see separate, multiple sliders for Pupils Slit and Pupils Dialate. I can click the small gear icon on each, click Parameter Settings..., and then see the file path for each.
Looks like ActualEyes4 was the source of the extra morph sliders.
[Solved] Need help with "overlapping" morph slider, G2FI only recently noticed a couple morph sliders for my Genesis 2 Females have a (2) in front of them. Specifically Pupils Slit and Pupils Dialate. And the present slider value is a question mark. If I move the slider, I get a normal value, but Pupils Dialate doesn't behave as expected.
I'm guessing I recently installed morphs that effectively added duplicate morph sliders, so I'm sliding more than one morph at once and getting weird results. Is there a way I can look at where a morph slider comes from, so to speak? I don't know when exactly this problem started, so I'm having trouble guessing what might have caused it among all the products I have in DAZ Install Manager.
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