Heads and Faces...Can we, at least, keep our Heads???

Look, I get it.

Daz needs to prgress...grow...evolve... That's cool!

With that evolution comes a lot of growing pains for creators. If I'm doing a story with characeters I've created from a certain Daz character generation...I want to be able to keep using them...as Daz evolves...

With every new character Genesis, Genesis 2, Genesis 3, Genesis 8, and now Genesis 9, there are items that are specific to each generation, and that's also fine......and....

I wouldn't mind in the least...normally....sure...go ahead....make new generation characters... and new products that only work with the new characters, but at least let me take the head morphs from my previous characters along for the ride. 

Then I won't have to take everything into Blender or Z Brush to make it work with my old stuff....

I'll continue to do that if I have to, but it's a real pain.

JD

Comments

  • kyoto kidkyoto kid Posts: 41,202

    ... also part of why I tend to hold out when a new generation is introduced. Hate having to rebuild an entire character head to toe in a new generation as they never come out quite the same, particularly the face.

  • GordigGordig Posts: 10,172

    Morphs are dependent on geometry, and not just the geometry of the head. In order for morphs to be compatible between generations, Daz would basically need to have stopped producing new figures. The question then becomes: which figure should have been the last one?

    There are converters, and those work with varying degrees of success. It's pretty easy to transfer between G3 and G8 because they have virtually the same geometry, but go even one generation farther back and things can get pretty dicey. 

  • PerttiAPerttiA Posts: 10,024

    It isn't that difficult to make a head morph by oneself in Blender, it can be done with just the basic tools. Just align the heads of the source figure and the target figure and start moving the vertices of the target, so that they match the position of the source.
    With mirroring on, there are not that many vertices on half a head

  • kyoto kidkyoto kid Posts: 41,202
    edited October 2022

    ...OK the first is the version of Leela which comes the closest to the drawings I did of her when I could still hold a pencil steady done with G3 and a fusion of G7 characters..  After a drive crash in which I lost everything, I had to rebuild her from scratch, and as I no longer had the morph settings this was the best I could com up with after several attempts.  Finally here's one of her I recently created off G8.jsut as a test.

    Again the first one is how I always imagined her, but after several weeks just couldn't get the same appearance. 

    Showtime.jpg
    636 x 900 - 321K
    Leela shy.jpg
    729 x 1200 - 314K
    Leela 8 test.jpg
    742 x 1200 - 249K
    Post edited by kyoto kid on
  • I do imagine that, eventially, there will be morph transfer scripts similar to those done by RiversoftArt. It may take time, but I suspect the morph transfer market will be too big to ignore for more than one script writer. G8 has gone on for a long time & the value of assets is too huge for them to languish without use while being replaced by the new generations.

    Regards

    Richard

  • richardandtracy said:

    I do imagine that, eventially, there will be morph transfer scripts similar to those done by RiversoftArt. It may take time, but I suspect the morph transfer market will be too big to ignore for more than one script writer. G8 has gone on for a long time & the value of assets is too huge for them to languish without use while being replaced by the new generations.

    Regards

    Richard

     

    I hope that is true. I think a lot of people would appreciate the ability to keep their story characters alive without having to re-create them.

     

    JD

  • GatorGator Posts: 1,312
    edited October 2022

    PerttiA said:

    It isn't that difficult to make a head morph by oneself in Blender, it can be done with just the basic tools. Just align the heads of the source figure and the target figure and start moving the vertices of the target, so that they match the position of the source.
    With mirroring on, there are not that many vertices on half a head

    That's been the problem, the vertices have been aligned differently in the generations I've tried, and the mesh resolution is just too low for an accurate transfer with the scripts I've tried.  

    Now the good news is that there's many more vertices to work with on Genesis 9.  It might be more complex to do with a script due to difference in number of vertices, but I think it will be easier to finalize/fine tune your transferred figure in Zbrush or Blender.

    Post edited by Gator on
  • Oso3DOso3D Posts: 15,041

    What I would suggest is using a sculpting engine that has some way to move one set of vertices 'sticking' to the surface of another figure.

    So do the transfer, then bring a subdivided original figure (so it's more dense and accurate) and the new raw transfer shape to a sculpting app. Then adjust the new shape to appropriate points that are still within the flow of the original.

    (To expand on what Gator said at the end)

     

This discussion has been closed.