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same method and you can use attenuate by in morphloader too for separate body parts
Thanks. I'll give it a shot. I want to remake specific characters whose faces combine morphs. I can transfer the morphed head. But I find I may want to adjust some morph strengths which don't work as well on 9. Eye morphs in particular since the eye structure is so different.
I agree about the muscle morphs. That would be a big project but genesis 9 male does need them. Badly.
@Vially I'm glad I could help! hm not sure why your character would explode. maybe make sure you are exporting at 100% scale (but importing back seemed to work so not sure). hopefully the fit-to method will work.
The easiest way to use genesis 9 clothing on a genesis 8 character I have tried is a tip I read here on the forum. Just place the head of cyour chartcher in geneis 9.
Here is a attempt to add Sakura 8 on to a Genesis 9 body, and it worked great. The head moves with the gen 9 poses too, the only thing to keep in mind is that there may become a neck gap if you move the head to much indepenently, but then you can just lower the head down a bit.
Then you can use all the head textures and morphs from gen 8 on a gen 9. Then you can just copy the body morphs to gen 9 from 8 (through daz3d) and it will look the same. Matching the skin goes quickly too if you use a shader or do a quick edit in a program like photoshop. Thought it was good to spread if somone sells a really cool clothing item you woul like on your gen 8 chartcher.
https://www.youtube.com/watch?v=jROlY34tNNU&t=331s
There ya go. Transfer from G8 to G9. Doesnt do skins though.
Made an Aged G8F character morph with aging presets, and the HD morphs from an elderly character (Olivya May). Morph transferred both over to V9 and morphed out the baseline G8F character. All G8F Auto-Fitted clothes, Zeddicuss Aged pose (lightly tweaked) and some D-Force simulation for the clothes. V9 expressions. Interestingly I had to shrink the eyes in the Z scale to 99% to keep the eyes behind the eyelids. Just a character study I had an itch to try. TD
Has anyone had any luck with sorting the weird armpits on G9 after a transfer? If not what would people recommend, make jcms or weight paint in daz? I already have a decent knowledge of blender so think jcm might be the answer.
Yes, everything is possible and there are infinite ways to reach your goal, but...,
at what price?
From the point of view of the DAZ community, Genesis 9 is a true (evolutionary) miracle because the number of vertexes has been drastically reduced while the number of bones has increased, bringing the entire anatomy to a very high level.
Now, one would like to see their favorite Gen 8/8.1 characters reach Gen 9 level, but that is NOT possible! This is possible via detours and an equally drastic increase in the vertex, but what is the point of that? It is NOT possible to maintain the number of polygons if a Genesis 9 figure wants to implement even ONE morph from G8/8.1! The alternative would be to create an environment calibrated for Genesis 9 which can mathematically "match" (project) a bridge to prominent face and body morphs.
Be glad that your graphics cards don't start to boil so quickly anymore!
So it's a hopeless cause? That sucks EPICALLY! Hopefully g8 will be supported for a long time because I'm trying to avoid like the plague starting my library all over again for g9! I'm pushing back against it as hard as I can!
I followed this tutorial...
And it seemed working, until I tried to move this character I had to convert from a my custom morph.
In these pictures I just opened the jaw, close a hand into a fist and bent an arm.
Have anyone a clue or an idea about what did I get wrong?
The rigging needs to be adjusted, at the moment the joint centres, around which the mesh bends, are outside the model. Edit>Figure>Rigging>Adjust Rigging to Shape should give a starting point, though it may need refinement, then you can use ERC Freeze to link the adjustments to the shape (as long as you haven't already used it on the shape as a cotnroller, in which case you will need to use ERC Bake in the Property Hierarchy context menu on the links to get rid of the earlier freeze).
Hey there, can someone tell me what I'm doing wrong here. I've gotten the method using Transfer Utility to work a couple times, but other times I'm getting a "geometry did not match" error when using Morph loader pro to bring in the G9 morph.
Some context:
-I understand things need to be in base resolution before exporting the morph
-What I'm trying to do here is transfer a lot of my G8 library over to G9, so I want to be able to eventually set this up to most efficiently do multiple iterations of this process one after the other
Here are the steps I'm using:
Step 0 - Already, I've created a Gen 8.1 fitted G9 OBJ file using the steps in WP Guru's Youtube video that was posted in this thread. (Load in a G9 and G8.1 base model, fit the G9 model to the G8.1, export the new G9 fitted model). This has successfully been used twice to create new G9 Shape morphs, so I believe I do not need to ever re-do this process again (correct me if I'm wrong).
Step 1 - Load in Gen 8.1 base model
Step 2 - Import the G8.1 fitted G9 OBJ file (Note: it comes in at base resolution)
Step 3 - Run Transfer Utility on the fitted model (remembering to uncheck "Parent to Source Figure" in the dialog)
Step 4 - Hide Gen 8.1 base model and select it
Step 5 - Apply morph from Parameters tab to model (this also changes the visible fitted model's shape)
Step 6 - Select the fitted model and export it as an OBJ (make sure Filter Objected is selected to be safe)
Step 7 - Delete fitted model from scene
Step 8 - Load in Gen 9 figure and select it
Step 9 - Use Morph Loader Pro to apply the exported OBJ shape morph to the Gen 9 figure (Remembering to set reverse deformations to Yes)
What am I missing here? Thanks!
Is the conversion result perfect? Are there any issues with the eyes? I tried converting Sakura 8 to Genesis 9, but it didn't convert perfectly (there's a problem with the eyes). How can I fix it, if you don't mind me asking?