Where are the genesis 3 head morphs

Everything's changed since 4.10.  Now my facegen can't find where the base mesh is and where the morphs are for the gen3 head.  Anyone have any ideas.  Any log of how they randomized the files.

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,718

    Nothing has chnaged in this respect from 4.9 to 4.10, that I can recall. How did you install the content?

  • andykartaandykarta Posts: 84

    with the daz installer.  Hi Richard.

    Could you please tell me where the morphs are for me to put my facegen morphs so they appear in the gen 3 parameters actor head.  I used to have a few but they're all gone now, I think due to a clean install I did when four ten came out.  

  • jestmartjestmart Posts: 4,449

    They are where you let DIM install them to so open DIM, find the morphs in the installed pane and right click on it to show files.

  • andykartaandykarta Posts: 84

    If you're talking about the show installed files it's a really long list and I can't find the morphs on that list.  For example, there are two morphs in the default actor/head parameters:  Ears Elf Long and  Eyes Cornea Bulge.  Whereever they go the face morph from Facegen should go.  I can't find them.  In my daz connect library in  C:\Users\Owner\Documents\DAZ 3D\Studio\My Daz Connect Library\data\cloud\1_21630\data\daz 3d\genesis 3\female\morphs\daz 3d\head I imported the morphs.  But the stuff in that folder is different.  If you could tell me where Ears Elf Long is it would probably solve the problem

     

    The facgen morph  worked once before.  I just didn't like the result as much as with gen 2. But that was v4.8 I think.

    Thanks

  • Richard HaseltineRichard Haseltine Posts: 102,718

    The morphs are, or should be, loaded with the figure - there may be a preset to reset or apply them, but that isn't the important bit. What is it that FaceGen wants?

  • andykartaandykarta Posts: 84

    Facegen takes a front and or side view and lets you make faces for your gen 2 or 3 model.  This involves creating a face morph and textures.

    I've included the instructions.  

    Before 4.9, this was automatic.  Make your face, name it, save it, badda bing badda boom,  you have a new morph control slider in Daz Paramaters Actor Head.  You can then use the slider and apply the textures and you get a gen 2 model that looks like nineties B movie actress Angel Boris star of Python and one of the Sharknado movies.

    Since 4.9 due to something, I have to do it manually.  No problem for gen 2.  Gen 3 SHOULD go here...

    C:\Users\Owner\Documents\DAZ 3D\Studio\My Daz Connect Library\data\cloud\1_21630\data\daz 3d\genesis 3\female\morphs\daz 3d\head

    But it doesn't appear in the parameters folder when I restart Daz.  

    Gen2 is a bit of a handful in Motionbuilder.  It doesn't have roll bones and I want to try the gen 3 face rig.  

    I need to put the morph file Facegen makes in the same folder as the gen 3 base mesh.  Facegen must detect it or it won't let me continue.  Since 4.9 it has popped up an error that it can't find the g3 base mesh.  Not really sure about this because the folder I mentioned has only morphs, not the base mesh.  But it's detecting something about the folder I listed above  that allows me to contiue. 

    So basically if I were creating a morph, I'd need to put it somewhere so the morph slider would appear in DAZ.  

    Hope that makes things more clear.  Thanks. 

     

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  • Richard HaseltineRichard Haseltine Posts: 102,718
    edited May 2019

    C:\Users\Owner\Documents\DAZ 3D\Studio\My Daz Connect Library\data\cloud\1_21630\data\daz 3d\genesis 3\female\morphs\daz 3d\head

    is only for files DS installed, via Connect. You need the file to be in a non-Connect directory, e.g.

    C:\Users\Owner\Documents\DAZ 3D\Studio\My Library\data\daz 3d\genesis 3\female\morphs\FaceGen\

    Post edited by Richard Haseltine on
  • andykartaandykarta Posts: 84

    Yeah, I noticed this and I don't have a genesis 3 folder.  So I just recreated the structure you wrote and well...

    you da man.

  • andykartaandykarta Posts: 84

    Hey richard, one more thing.

    I'm switching from gen 2 to gen 3 probably.  And I noticed a hand grab morph that doesn't seem to get exported to cinema 4d with the head morphs.  All I got in fact are head morphs.  Could you give me the code to put in the fbx export dialogue box that exports all the morphs.  Or just the hands since that's really all I need.  

    By the way, are you pretty familiar with the differences between gen 2, 3, and 8.  I know about the face rigs a little.  And there's those twist bones which don't seem to do anything special.  The feet on gen 3 have extra joints and metatarsils and an independantly moving heel.  The hands have four bones instead of two before the fingers.  That'll be nice in motionbuilder.    The mesh is smaller. I think it's 17000 vs 24000.   The shoulders aren't ugly on gen 3 when you raise the hands.   

    I know gen 3 loads up in Cinema and Motionbuilder way faster than Gen 2.   And the UV maps are laid out way better.   And that's my knowledge on the subject in its entirety. 

     

    I'm using gen 3 instead of gen 8 though I want the bulging biceps.  But I'm not sure Facegen Pro will work well with Gen 8.  There's a backwards compat capability supposedly,  so I'm going to try to use the tranfer utility like someone said to do on this site.  But is gen 8 way way better?   Is it worth the extra time?

    Do you for example mix and mash head rig with morphs?  Have you tried them in Maya or Motionbuilder?  

    Maybe I'm asking too many questions.  I'm kind of giddy making this huge switch.  But I got the rigged Angel Boris model in on time thanks to you so I'm also happy.

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  • Richard HaseltineRichard Haseltine Posts: 102,718

    I'm not at all sure what you'd need to do to have the grasp controls work via FBX, I don't have anything that will - for me - usefully import a rigged FBX from DS.

    The Twist bones in Genesis 3 and 8 are because of the switch to general weight mapping, instead of TriAx - with the latter each bend has its own weight map, but with General Weight maps there's only one map per bone. Twist needs to be distributed over the legth of the bone, while bend and side-to-side are at the joint, with the rest of the bone moving rigidily; that isn't possible with a single map, so where a joint needs both it is split into two bones (one for twist, one for bend). DS uses property cloning to make the visible properties on the two bones do the same thing - both twists control the twist bone, both ben and side-to-side control the bend bone - so that it is possible to pose that limb from a single control point, rather than having to constantly switch between the two bones.

  • andykartaandykarta Posts: 84

    I read some stuff about people lamenting the loss of TriAx.  I learned to appreciate it when I tried to weight a model on my own.  Okay, one more question, I swear.  

    Do you know how to export the shader/shader settings to other programs.  My model looks nothing like she does in Daz in Cinema 4d. If there isn't one I'll try copying the nodes in the shader mixer but that never works right.  I use Redshift to render if that's any help.  

    I also had the white eye problem after I exported.  But evidently changing the material from the daz texture for eye moisture and cornea to some transparent glossy material (I used Cinema's standard glass) fixed it.  They're not as pretty as in Iray but that's for another day.  

    Anyway, if you don't know, you don't have to answer.  You've done enough for me.

     

  • Richard HaseltineRichard Haseltine Posts: 102,718

    Unfortunately materials are pretty much engine-specific. You will almost certainly need to rework them in the destination application, though PBR materials (physically based) such as those for Iray should be easier than older-style materials for 3Delight

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