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So I watched the video...thanks very much that looks like a useful process.
Also had a look at the pdf. Some questions I had in regards to adjustable weight maps for dforce.
1. What's the best process for adding them? Using the create menu or the simulation settings tab?
2. The one that gets created in the Create menu adds just dForce Modifier Weight Node in the scene tab in the pdf it looks different. How do you add it so it looks the same as the scene tab?
Thanks again this is so helpful...
Its a paintable weightmap layer to paint on when you have poke through after a simulation. If you want to add your own - create a push modifier, add a weightmap in the weightmap tool menu, select all the faces and with the weightmap tool selected fill all faces with 0% weight - then its paintable. You save it in the clothing by using wearable preset save. :)
thanks Mada...so much help. I'm still exploring this figure is very different. I have found and docked the developer tab which I think will see a lot of use. So much to explore...
There is a LOT under the hood :D
Oh yeah! I'm not sure by old brain is up to the task but I'll keep trying. One of my proudest moments recently was when my grandson said to his girlfriend that I knew more about computers than they did. Proud grandma moment...
That's looking great! :D
One of the things I love about G9 is the rigging - it is now much easier to rig long dresses and skirts with shins. The A Pose from before made anything with a skirt and high heels hard to rig. Now that the feet are standing flat on the ground its much easier to use.
The ability to load the template is great too - there's a lot of different uses
1. You can load the template to see how close its going to be to the outfit you're transferring to - the closer it is in volume the better your result.
2. Creators can load the templates and see where the different clothing zones are to make it easier to fit pants and shirts over each other (not mandatory of course, but useful)
3. If you have a figure that you use a lot and it includes a custom morph that doesn't work well with clothing, you can fix the morph in the template and save it, and from then on clothing that you autofit will use the morph you fixed.
4. You can take the template items into MD and drape against them - the plan is to expand the templates with a hoop dress, loose jackets, some high heel templates etc - once the dust settles down a bit.
5. Last but not least you can use replace source with the templates to get all the custom ercs and formulas hooked up for your dresses - just make sure you immediately save with another name and in another product folder so you don't overwrite the templates.
thanks Mada! Coming from you that means a lot. Thanks for all the tips! As I become more familiar with doing all this I was planning on creating my own templates also.
I made this simple T-shirt in MD on the base G9. When I dialed in the feminine morph it adjusted perfectly. I was pleased. I used the loose bodysuit template in the transfer utility. I applied a hand knit shader and used the Thicken plugin to give it some heft. She had to wear the essentials bikini bottom, because she doesn't have any other pants yet.
@Mada, in tip 3 about draping on templates in MD, do you mean we should make avatars from those templates? How do we bring it back into DS to fit the base G9? Do we have to follow the procedure in Josh Darling's video that you linked? Thanks for all the help you are giving us amateurs.
Love the tshirt Barbult!
The shirt looks great :)
You export the template as an obj and import it into MD as an avatar, then drape against it. Then export the garment as an obj to bring into DS and use transfer utility as before. If you're draping against the male or female morph dialed up in the template then you will use the same method as in the video to get the base shape (using G9 of course, not the template).
The video discusses just a few of those G9 Dev Tools. How do we learn about all the others?
Tim
I'm not quite sure which ones are included with the general release, I have a lot of custom scripts included in mine. Can you tell me which ones you want to know more about?
This is what we get in the Developer Tools.
Here's a quick rundown - most are self explanatory and will give info when you click on them
Select Morph Verts
Put parameters window into edit mode, select a morph and then run the script - it will select all the vertices used in that morph
Clear Morph Verts
Dial up the morph, select it and then use clear morph deltas and it will delete those vertices from the morph
Clear HD Morphs
N/A for users
Remove empty morphs
If you have empty morphs that came across from templates you can select them in the parameter window and run the script. It will remove all empty morphs.
Resave with a new folder name so DS create a new data folder without those morphs included. If you simply resave in the same folder those morphs are already in there and will simply reload next time.
Get Morph Delta Info
Select a figure/clothing/prop and click the button - If you have no morph selected it gives you a list of everything. If you select any amount of morphs it limits it to the selection
Texture Convert : Single UDIM to Multiple
The script is for texture artists...it was easier for our texture artists to work on a single 16k or 8k image so they would export G9 with the single UDIM, texture it, then once they are done they run this script on their images and it breaks them back out into multiple images for use with the multi UDIM UV
Adjust Eye Rigging
If your head morph moves the eyes somehow you dial up the morph and select it on G9 with the eyes loaded, then run this script and it will adjust the eye bone position to fit the shape
Set G9 to Shape
Select G9, run script and then select the shape you want for base.
Create follower
Quickly set up a follower from obj
Update Follower Base shape
Select base and run script to change base shape
Save current pane info
Saves the position and size of the floating pane
It would be great if we could learn what ALL of them do. However, I don't expect you Mada to explain them all. LOL
:P I tried - see above
This is a great start! Thank you so much.
Tim
would be cool if this automatically splits up the Single UDIM textures into Multiple textures so we dont have to do it in Photoshop or whatever.
It's a lot easier to bake onto Single UDIM texture in other software, so i usually end up with a single UDIM that i need to split up.
I'm not sure if this question fits in this thread or if I should ask somewhere else. I'm not quite sure what I'm doing wrong here. 8-)
So I created this dress for G8 Female. Now I want to see if I can use it on Genesis 9. But the difference in the leg pose (G8F A Pose vs G9 Straight leg pose) causes the dress to bunch up in the middle.
For more detail:
When I first drag and drop the dress in and place it on the Genesis 9 base shape it actually looks quite good (Gen9Dress1)
Then I select the options to tell DS that it was originally created for Genesis 8 Female (Gen9Dress2)
After the dress is fit, the skirt bunches up between the legs because of the difference in the leg pose (Gen9Dress3)
Being that Genesis 8 is the only figure I've developed for, I'm not sure what I can do to alleviate that bunching in the middle. Is there some sort of solution that I'm not aware of?
What I would do in this case (there are other ways for sure but this would be my workflow) - dial up the G8 clone on G9, load the dress but don't fit the dress to a figure, just have it in the same space as your G9 with the G8 clone dialed so you can see where the legs are.
Select the thighs on the dress, move them inwards and turn on smoothing to get rid of any crunching. Export that as a base res obj.
Then follow the steps in the video using G9 with G8 Female as your base, import the dress obj, use the transfer utility with dress loose template - dial up the base G9 and turn on smoothing, then export that.
Now you can import the dress onto the base G9 and use transfer utility for the loose dress again.
So basically following the steps above will take your G8 dress, fix the legs, then take the G8 Female shape down to G9 base and then using the template you will get the best fit :)
Awesome, thanks for the tips!
I just made public a lot more videos on my channel, mainly to do with creating for Genesis 8 - but Genesis 9 use exactly the same principles :)
https://www.youtube.com/playlist?list=PL2SdKrOTXeXA1qMgNE84AsM8_Wq63gOBF
Thank you, love your tutorial videos :-)
:D Thank you!
You are wonderfully generous, Mada.
WOW!!!
Thanks so much, simply awesome of you do do this.
thank you, was just looking at your old rigid follow node tutorial yesterday
Sorry I didn't get back to you sooner, just noticing this now --
There is no tool (yet, that I know of) that allows the use of G8 morphs on G9. However if you're familiar with the use of the Transfer Utility in Daz Studio, and if there's a clone shape in the figure you're wanting to transfer to (in this case G9) for the figure you're wanting to get the morph from (G8 male or female), there is a process you can try, and which is applicable to basically any generation of genesis figures if you have the respective clone shapes. SickleYield gave a good tutorial some years back, here: https://www.deviantart.com/sickleyield/journal/Tutorial-Transferring-Character-Morphs-G1G2G3G8-409437916 .
In short summary, what you have to do is: (1) load the figure you're wanting the shape to be on (again G9); (2) dial up the clone shape of the figure the morph is for (G8 m or f, this requires making hidden parameters visible in the parameters pane, and probably doing a search for "genesis 8"); (3) set figure to base resolution; (4) export as obj; (5) load the figure that has the morph you want (here G8); (6) import the obj of the other figure in the clone shape; (7) use the Transfer Utility to fit that obj to the source figure; (8) dial up the morph you want on the source figure, the fitted obj mesh should follow and display the shape too with varying levels of accuracy; (9) hide the source figure, export just the fitted obj mesh which should now have the morph shape from the source, export as new obj; (10) clear the scene, load your target figure (in this case G9); (11) use Morph Loader Pro to use the morphed obj from step9 to now create a morph for the target figure you want. If all goes well, you'll get a passable base-res version of the morph from the other figure, onto the figure you want. :)