Holy Hanna - I need some dental work

hjakehjake Posts: 934
edited July 2022 in The Commons

I need a good 3D dental surgeon?

I like the TMA Andrea for Genesis 8.1 Female ( https://www.daz3d.com/tma-andrea-for-genesis-81-female ) but I am not a big fan of the teeth.

How can I apply a different set of teeth, maybe the default Victoria 8.1 ( https://www.daz3d.com/victoria-8-1 )?

or

How can I load the Andrea character morphs/textures on to Victoria 8.1 without loading the Andrea teeth?

 

Would this product solve my problem? Is it only for Gen 8 not Gen 8.1?

Teeth Master Control for Genesis 8 Female ( https://www.daz3d.com/teeth-master-control-for-genesis-8-female )

Holy-Hanna-Teeth.jpg
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Post edited by hjake on
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Comments

  • SevrinSevrin Posts: 6,309
    edited July 2022

    Those are some serious snaggleteeth.  No wonder she doesn't smile in her promos.

    I used Alternative Jaws and Teeth for Genesis 8 Female(s) | Daz 3D to correct a smaller problem, but I would have preferred to just swap out a nice set of teeth.

    Post edited by Sevrin on
  • vwranglervwrangler Posts: 4,901

    You might want to file a ticket on her to see if that's what she's meant to look like. She looks a bit as though she may have been created with Mouth Realism on, which can create small chiclet teeth, for some reason.

    I think Teeth Master should work on 8.1, but I don't have it, so I'm not certain.

  • hjakehjake Posts: 934
    edited July 2022

    Servin - Alternative Jaws and Teeth for Genesis 8 Female(s) | Daz 3D does work with Genesis 8.1 but for this instance I used Teeth Master Control for Genesis 8 Female (TMC) which also works. I will use AJT for another project.

    vwrangler - thank you for the tip about Mouth Realism HD. As you can see from the image on the right. Setting it to zero, it was set to 100%, helped fix the gum line.

    This is not a perfect solution but with more tweaking it will atleast look like Andrea has seen a dentist once in her life. wink

    Holy-Hanna-Andrea-Teeth.jpg
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    Post edited by hjake on
  • hjakehjake Posts: 934

    Well it is not a perfect solution, but I can square the two front teeth bottoms in Affinity Photo.

     

    Holy-Hanna-Andrea-Teeth-2.jpg
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  • NylonGirlNylonGirl Posts: 1,916

    My prediction is Genesis 9 will come with a separate mouth prop, kind of like the separate genitalia. And that will make it completely incompatible with Genesis 8.1.

  •  Oh my... I wanted this figure for her face, but nope. Nope, nope, nope. That's a lot of dentistry required to make it work.

     

    Thank you for this thread.

  • nabob21nabob21 Posts: 1,024

    I have had this issue quite a bit with G8.1 characters and it seems to be a result of the mouth realism morphs. In G8.1 figures both the G8 and G8.1 versions of the realism morph are set at 100% and that is what seems to be causing the distortion. I usually dial them back close to zero and that seems to fix the issue.

  • SorelSorel Posts: 1,406

    I notice vendors don't really pay attention when they import morphs back to daz, especially after using hd of course. I actually created my own "reverse deformations" morph to fix such problems. 

  • hjakehjake Posts: 934

    Like I said I do need to do more work. That was just to show what you get with Mouth Realism HD set to 0% and some basic TMC adjustments. Although I have not found a way to square the two front teeth without postwork in Affinity Photo.

  • hjakehjake Posts: 934

    Sorel said:

    I notice vendors don't really pay attention when they import morphs back to daz, especially after using hd of course. I actually created my own "reverse deformations" morph to fix such problems. 

     

    Could you elaborate on how you did a reverse morph to remove the problem?

  • markusmaternmarkusmatern Posts: 561

    I opened a support ticket in May and got the confirmation that the teeth problem could be reproduced at DAZ and that the QA team will look into this further.

  • hjakehjake Posts: 934

    I own six Genesis 8.1 personas including M8.1 and V8.1, but I won't be buying anymore Genesis 8.1 characters. If they do bring out a Genesis 9 and Daz Studio 5 for Windows I am not sure I will be able to move along with them. Apparently, it seems all Daz Studio 4 scripts will have to be re-written to operate with the new API. I have a HUGE investment in Genesis 8 back to Victoria/Michael 3 and I actually use all the generations. If  I have to re-purchase all the script based products I have bought from Daz over the past few years it would be just too much of a re-investment.

  • Richard HaseltineRichard Haseltine Posts: 102,344

    hjake said:

    I own six Genesis 8.1 personas including M8.1 and V8.1, but I won't be buying anymore Genesis 8.1 characters. If they do bring out a Genesis 9 and Daz Studio 5 for Windows I am not sure I will be able to move along with them. Apparently, it seems all Daz Studio 4 scripts will have to be re-written to operate with the new API. I have a HUGE investment in Genesis 8 back to Victoria/Michael 3 and I actually use all the generations. If  I have to re-purchase all the script based products I have bought from Daz over the past few years it would be just too much of a re-investment.

    Plug-ins will need to be redone. How much rewriting will be required for scripts remains to be seen; it is not inevitable that they will break, but we have been told that some probably will. You would of course be able to test DS 5 alongside DS4, we have been told that they will be separate.

  • hjakehjake Posts: 934

    Richard Haseltine said:

    hjake said:

    I own six Genesis 8.1 personas including M8.1 and V8.1, but I won't be buying anymore Genesis 8.1 characters. If they do bring out a Genesis 9 and Daz Studio 5 for Windows I am not sure I will be able to move along with them. Apparently, it seems all Daz Studio 4 scripts will have to be re-written to operate with the new API. I have a HUGE investment in Genesis 8 back to Victoria/Michael 3 and I actually use all the generations. If  I have to re-purchase all the script based products I have bought from Daz over the past few years it would be just too much of a re-investment.

    Plug-ins will need to be redone. How much rewriting will be required for scripts remains to be seen; it is not inevitable that they will break, but we have been told that some probably will. You would of course be able to test DS 5 alongside DS4, we have been told that they will be separate.

     

    Thank you Richard for that explanation. I appreciate the dilema Daz is in. Progress requires leaving the old behind at some point, but for me this would be a major transition. According a Daz store sort of what I own in plug-ins and utilities, I have over 204 items. Even if I would have to replace only 100 items that is quite a large expense. Especially since many of them are not part of the Daz Original line and therefore always at a higher price point.

    Since nothing is written in stone we just have to wait and see what Daz Studio 5 and Generation 9  have to bring to the game. I am very glad that there are bridges for Blender, UE, and Unity.

    Just to clarify, I do not mean to knock Daz. The issues I have had with Genesis 8.1 personas, not just teeth, have given me pause about any more investment in that generation.

     

  • Richard HaseltineRichard Haseltine Posts: 102,344

    Even if things do need to be updated we have no idea how the updates will be handled - PAs may make soem of them free, or offer hefty upgerade discounts, if the necessary changes are not too major.

  • hjakehjake Posts: 934
    edited July 2022

    Richard Haseltine said:

    Even if things do need to be updated we have no idea how the updates will be handled - PAs may make soem of them free, or offer hefty upgerade discounts, if the necessary changes are not too major.

    Always look on the bright side of life. smileysmileysmiley

     

    Post edited by hjake on
  • FrinkkyFrinkky Posts: 388

    hjake said:

    Sorel said:

    I notice vendors don't really pay attention when they import morphs back to daz, especially after using hd of course. I actually created my own "reverse deformations" morph to fix such problems. 

     

    Could you elaborate on how you did a reverse morph to remove the problem?

    Not the person you were asking, but this is something I've done frequently: in a nutshell you would export both the character and base G8F/G8.1F to an external 3d modelling software. Create a morph of G8F on to the character, restricted to the area that needs resetting, in this case the mouth and teeth, then adjust size/position of the affected area to match any scale/height differences, ensure the morph blends smoothly with a little tweaking/sculpting, then export as an additional morph to run alongside the original character morph inside Daz.

  • ecks201ecks201 Posts: 446

    nabob21 said:

    I have had this issue quite a bit with G8.1 characters and it seems to be a result of the mouth realism morphs. In G8.1 figures both the G8 and G8.1 versions of the realism morph are set at 100% and that is what seems to be causing the distortion. I usually dial them back close to zero and that seems to fix the issue.

    I'm with nabab. Try dialing down Mouth Realism first.

    The possible cause of the problem is mentioned in this thread.
    https://www.daz3d.com/forums/discussion/519516/teeth-disotrtion-with-lanuola-character

     

  • hjakehjake Posts: 934

    Frinkky and ecks201, thank you for the replies. When I have some time I am going try the export morph options and I am glad to see this is a recognized problem by other DAZ customers and hopefully will be addressed by DAZ at some point.

  • ecks201ecks201 Posts: 446
    edited July 2022

    I made some images in another thread to highlight the Mouth Realism problem.

     

    Before

     

    After

     

    Post edited by ecks201 on
  • NorthOf45NorthOf45 Posts: 5,534

    I don't believe it is Mouth Realism on its own. I do not get anything like that kind of distortion on the teeth with G8F or G8.1F, but I do use Turbo Loader to suppress almost all characters, and many add-on morph packs and expressions. It is most likely coming from a character or some other automatic morph that you have installed.

  • hjakehjake Posts: 934
    edited July 2022

    ecks201, I can not achieve the level of repair you did. This is the best I could get with Total Mouth Control, however I am still learning the effect of each adjustment I make so better results maybe possible.

    Except there is no way I can find to fix the roundness of the teeth.

    I think Finkky's solution or postwork in Affinity photo are my only options.

     

    BTW - that is a really pretty picture you rendered. How the teeth got squared is a mystery to me?

     

    Andrea-needs-to-see-a-dentist.jpg
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    Post edited by hjake on
  • hjakehjake Posts: 934
    edited July 2022

    NorthOf45 said:

    I don't believe it is Mouth Realism on its own. I do not get anything like that kind of distortion on the teeth with G8F or G8.1F, but I do use Turbo Loader to suppress almost all characters, and many add-on morph packs and expressions. It is most likely coming from a character or some other automatic morph that you have installed.

    I bought Turbo Loader but have not used it yet. Scrubbing the character of morphs might be interesting.

    Andrea-8.1-default-mouth-realism-zero-with-TMC-2.jpg
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    Post edited by hjake on
  • outrider42outrider42 Posts: 3,679

    If by chance the Mouth Realism is not being doubled, you can reset the MOUTH and TEETH with the method described by Laylo3D with some tweaks.

    The video she linked shows the user selecting vertices, you don't have to do that. You want the mouth and teeth, and these are SURFACES.

    1  Favorite the morph in question.

    2  Use the Tools Settings, Geometry Editor

    3  Click the POLYGON SELECTION

    4  You will see a list of Face Groups and then Surfaces. It just so happens that the teeth and mouth are exactly what we want here, so scroll down to Surfaces, and click the "+" on the Teeth and Mouth.

    5  Dial in the morph in question

    6  Switch the Geometry Editor back to Vertex Selection

    7  Right click, MORPH EDITING  >  CLEAR SELECTED DELTAS FROM FAVORITES

    8  Now the teeth are not effected by the morph. But you you are not done. Odds are the teeth have moved. If by chance the teeth are where they need to be, then skip to the morph saving. Otherwise you will need to move the teeth. You can use a morph that moves the teeth up/down/left/right to reseat them. You can open the mouth to look.

    9   Once you get the teeth seated where you want, export this. Either to Hexagon or as OBJ or whatever. Hexagon automatically switches the model to BASE resolution. If you export as OBJ, you need to switch to base resolution manually. If you are new to this, maybe use Hexagon because it handles the export/import settings for you. You don't need to do anything in Hexagon at all. 

    10  Leave Hexagon/Blender open and switch back in Daz Studio, dial out any changes you made to the teeth before importing your fixed Hexagon/Blender/OBJ back. 

    11  Now you can switch to Hexagon/Blender and send the OBJ back to Daz. You will get a box to name this morph. Be sure to select Reverse Deformations to YES. The path is important, be sure to remember it exactly. It would be logical to place it Actor>Head or Face or something like that.

    12  Save the morph. If you are only doing the teeth, you probably do not have to do any ERC Freezes or anything like that.

    13  Once the morph is saved, you can dial it in to fix the teeth on this character. You are now free to celebrate with the method of your choosing.

    This method is basically what that video describes, except you don't need to be manually picking out any vertices for this.

  • hjakehjake Posts: 934

    thank you outrider42. I will give that a try later this week. smiley

  • Leonides02Leonides02 Posts: 1,379

    markusmatern said:

    I opened a support ticket in May and got the confirmation that the teeth problem could be reproduced at DAZ and that the QA team will look into this further.

    Ah. Then we should have a solution some time in 2024.

  • ecks201ecks201 Posts: 446

    hjake said:

    ecks201, I can not achieve the level of repair you did. This is the best I could get with Total Mouth Control, however I am still learning the effect of each adjustment I make so better results maybe possible.

     

    BTW - that is a really pretty picture you rendered. How the teeth got squared is a mystery to me?

     

    There were two Mouth Realism sliders with Dharma
    Mouth Realism HD
    Mouth Realism 8.1 HD

    I set both to zero

  • nabob21nabob21 Posts: 1,024

    Yes, both Mouth Realism morphs usually need to be set to zero in order for the distortion to disappear. Setting only one to zero doesn't completely fix the issue. However, in some cases, certain characters still allow a small amout of Mouth Realism morph before the disortion becomes too noticeable.

  • nicsttnicstt Posts: 11,715

    Sevrin said:

    Those are some serious snaggleteeth.  No wonder she doesn't smile in her promos.

    I used Alternative Jaws and Teeth for Genesis 8 Female(s) | Daz 3D to correct a smaller problem, but I would have preferred to just swap out a nice set of teeth.

    You would use that product?

    Yeh it's great, but I wouldn't use it to correct that product I'd bought; said product would get returned as not fit for purpose.

  • barbultbarbult Posts: 24,755

    Leonides02 said:

    markusmatern said:

    I opened a support ticket in May and got the confirmation that the teeth problem could be reproduced at DAZ and that the QA team will look into this further.

    Ah. Then we should have a solution some time in 2024.

    2024? I think you are overly optimistic.

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