Any way to convert G3F base character to G8F?
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I know there are products like XTransfer and Character Converter which allow you to convert a G3F character to G8F. But in this case, I have to convert G3F base to G8F. You can say G3F base are similar to G8F base but their faces look different without the considering default pose. I just want a head morph (dial) of G3F base for G8F. Anybody know how to do that?
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Well, for no cost, I do this for basic dial transfers:
https://www.daz3d.com/forums/discussion/177246/basic-tutorial-for-transferring-genesis3-female-morphs-to-genesis8-female
Then I save this off as a template for future use.
I thought the faces of G3 and G8 are exactly the same?
The Blurst of Times' method is a good way to transfer morphs, but I'm not sure you'll see any difference if you transfer base Genesis 3's face to Genesis 8. If I misunderstood and you're planning to transfer specific character face shapes to Genesis 8, forgive me. I just thought this might save you from going a lot of effort and seeing no difference in the shape at the end.
As far as I know, the base figures are identical aside from the pose that they load in with and default textures. Textures can make a big difference to how we see the facial features, so I wanted to check and see if Hylas and I were mistaken. Here's a quick comparison of the two with a plain shader. They're rendered in their default poses and with the same lights. I hid the eyelashes on both to avoid that being distracting.
I appreciate your answers and trials. Yes, your images showed no difference. I've seen difference when I applied specific texture to both figures. I will revisit and review them once more. At least, I can now compare them properly. Thanks again!!
Loaded both base figures, applied a red shader to one and blue shader to the other one. Put the viewport in wireframe and the mesh is exactly the same with the exeption of G3F having integrated lashes that are missing from G8F
the main difference that prevents using morphloader or editing paths for HDmorphs is the separate eyelashes
this changes the vertex order
also makes geografts not work
making your G8 content work with G3 is probably easier, mostly changing scene identification and baking arm leg rotation to a t pose is sufficient
I recently tried to use the character converter to convert Karen 7 to G8 and it resulted in a G8 character with the character's head far to the left of the character's body, with a very stretched neck.
The vertex order is no problem, you should be able to bring the vertex tables into a spreadsheet and find the lashes there and create a translator table that bypasses the need for the morphloader = DYI G3 to G8 / G8 to G3 face morph translator![wink wink](https://www.daz3d.com/forums/plugins/ckeditor/js/ckeditor/plugins/smiley/images/wink_smile.png)
I know I'd rather use Genesis 3 over Genesis 8 (currently transferring Babina 8 to Genesis 3), and I have pretty much switched back to Genesis 3 lately... but I have the library to do that. Plenty of Genesis 3 goodies.
Genesis 8 seems like an oddball to me, but that's my opinion. I'd rather use 8.1 over Genesis 8 for the facial rigging changes, but everyone has their own reasons to use certain models.
(Isn't Karen 7 one of the figures that got semi-translated over to Genesis 8.1 in Starter Essentials? Of course, the UV issues make it somewhat annoying... but you can use LIE/overlay makeup instead of the weird character UVs that we left behind in Genesis 3.)
I believe Karen 7's skin - re-done in standard UV - is the default skin of both G8F base and G8.1F base.
@NylonGirl: I don't know what converter you used and I haven't tried Karen 7 myself, but I have always had good-to-great results with XTransfer.
Now, the whole thing was quite generous of Daz... I'll say that first.
However, my issue, as I recall, is that the Karen 7 for Genesis 8 in the Starter Essentials does not come with her makeup.
The old Karen 7 makeup uses the Karen 7 UV, which doesn't line up with the Base Female UV, as I recall, so you can't just overlay the makeup.
I haven't tried lately, however, so maybe things are different.
bit beyond my grade level though I have edited obj files in Notepad++ before today
it's making HDmorphs work which are encrypted that is the tricky part, it can be done on anatomical elements as they have the same vertex order by editing the associated duf file and copying and changing stuff in files that point to the encrypted bits, I am not saying it's impossible but considerably harder to be worth the effort of just not adapting the content to work with the existing figure
Did you move either character from their original position? If so, this is why the head was displaced and the neck was stretched.