If you try to convert HD characters, even dialing out mouth HD,
there will be only problems after conversion.
Hmm. I don't know if that is true. Right now, it looks to me like ManFriday's converter just ignores any HD morphs dialed in to the G8 character. I don't have the HD add on for Alawa 8, so I tried Syndey 8 HD. I loaded the HD figure and converted to G9. It worked fine; no distortions that I can see. I didn't get the HD detail, of course, but the basic shape of Sydney looks just fine.
Sydney 8 HD on the left with her textures. G9 conversion front and profile on the right untextured.
@ragamuffin57, based on this test, I don't think HD morphs are your problem. We need to dig deeper.
I can't find any Daz3D character named Karla 8 HD. Is she from some other store? Or did you mean Kala 8?
The converter can't convert HD morphs. Did you try converting without the HD morphs dialed in? I don't own the HD add on for Kala 8, so I'm not sure what happens if you try to convert with HD morphs dialed in.
This is my result of converting Kala 8 to G9 with ManFirday's Figure Converter - no giraffe neck.
Thanks for the reply barbult Did not think about HD and non-HD. So I tried again with one of my favourite G8 Characters Alawa G8. I dialled out the mouth HD. Then tried again to convert Alawa to G9 Dev The results are as you can see not quite what I was expecting
@ragamuffin57 thanks for trying the HD experiment. HD doesn't seem to be the problem, though, because you are still getting the distortions, and my HD character conversion test today looked fine. The HD in the G8 character seemed to just be ignored and cause no problem for me.
I think there must be some discrepancy in the height of your characters. Could there be any rogue morph active in your system that is causing a height adjustment to your G8 or G9 characters?
I am going to attach a bunch of screenshots (smooth shaded draw style to avoid nudity of Alawa textures) of me going through the process of converting Alawa 8 to G9 with ManFriday's converter. Compare the size of the characters in my screenshots with the size of your characters, if you can. Also compare the converter options I am using with the options you are using. Do you see any differences? I'd really like to help you resolve this problem.
Alawa 8 and G9 loaded into viewport smooth shaded.jpg
1831 x 1668 - 213K
Alawa 8 and G9 MF Converter started.jpg
1812 x 1657 - 259K
Alawa 8 and G9 conversion complete ready to save.jpg
1800 x 1669 - 262K
Alawa 8 and G9 converted morph save confirmed.jpg
1770 x 1630 - 250K
Alawa 8 and G9 after conversion and G9 Alawa morphs dialed in.jpg
I have used regular Genesis 9 character while using converter with Alawa 8,
and the conversion went well for me,
but ragamuffin57 used G9 Dev. Why?
My guess: probably trying to eliminate any HD or other morphs that get dialed in when loading the regular G9. I've converted with both the regular G9 and the G9 dev version. Both work. Neither cause the distortion the ragamuffin57 sees. The problem lies somewhere else.
I can't find any Daz3D character named Karla 8 HD. Is she from some other store? Or did you mean Kala 8?
The converter can't convert HD morphs. Did you try converting without the HD morphs dialed in? I don't own the HD add on for Kala 8, so I'm not sure what happens if you try to convert with HD morphs dialed in.
This is my result of converting Kala 8 to G9 with ManFirday's Figure Converter - no giraffe neck.
Thanks for the reply barbult Did not think about HD and non-HD. So I tried again with one of my favourite G8 Characters Alawa G8. I dialled out the mouth HD. Then tried again to convert Alawa to G9 Dev The results are as you can see not quite what I was expecting
@ragamuffin57 thanks for trying the HD experiment. HD doesn't seem to be the problem, though, because you are still getting the distortions, and my HD character conversion test today looked fine. The HD in the G8 character seemed to just be ignored and cause no problem for me.
I think there must be some discrepancy in the height of your characters. Could there be any rogue morph active in your system that is causing a height adjustment to your G8 or G9 characters?
I am going to attach a bunch of screenshots (smooth shaded draw style to avoid nudity of Alawa textures) of me going through the process of converting Alawa 8 to G9 with ManFriday's converter. Compare the size of the characters in my screenshots with the size of your characters, if you can. Also compare the converter options I am using with the options you are using. Do you see any differences? I'd really like to help you resolve this problem.
Thanks barbult. I much appreciate your assistance. Sometimes it is the simple things that get overlooked when frustrated, and then someone else comes along with a fresh look and can point out the problem . But not in this case I had converted a couple of G8 characters before I updated Studio and they turned out ok apart from the eyes. But since I updated studio my results as you can see are not ideal.
As you posted I do not think it is a bug as you and others have successfully converted characters.
So I converted Alawa again following your instructions. The body turned out as it should but the head is still mishappened with the nose and forehead the problem as per the image I posted previously.
I can dial up my G8 characters from the default G8 female and male respectively no problem .G9 is the same.
I think I will try a couple more and see if the log file picks anything up
I'm using 4.22.0.41 Public Build. I have the latest Genesis 9 Starter Essentials installed, package datad December 15, 2023. This combo is working. What versions are you using?
I am using the latest G9 Starter Essentials installed by Dim Also using 4.22.0.41 Public Build.
So unsure of the problem But am getting a slew of warnings in the log of morphs that cannot be found from 3rd party characters but have them installed. Alawa only needs the G8 Essentials but has warnings about wing morphs which I do not have in any character Also G9 so something is buggering up the conversion process
I also have undertaken some house cleaning and removed some old G8 morphs that I have not used in a long while to try and make my Daz experience better Haha. As I use G9 more and more.
So I am wondering whether that is the problem.
If so any learned person can point me in the direction of how to either make Daz aware that some morphs are gone which are not connected with the figure trying to load, and how to make Daz recognise the morphs I have loaded
Did you just delete the morph files from your hard drive but not delete the product from within Daz Studio? That might make Daz Studio report the morphs as missing (I'm not sure). When you load a character, I think Daz Studio has to trace through all the morphs for that generation, so it can display the morphs in the Parameters pane so you can dial them in if you want to. So, it will look at all morphs for that generation, even if they are not used by the specific character you are loading. Try to delete the unneeded products from within Daz Studio if possible. That can be difficult with manually installed 3rd party products. Do you mix those in with your regular content library? It might be better in the future to put them in a separate content library, so it is easy to remove the whole slew at once for testing. You can have multiple content libraries in use at once.
It might be better in the future to put them in a separate content library, so it is easy to remove the whole slew at once for testing. You can have multiple content libraries in use at once.
A bit off-topic, but how are your content libraries set up?
Did you just delete the morph files from your hard drive but not delete the product from within Daz Studio? That might make Daz Studio report the morphs as missing (I'm not sure). When you load a character, I think Daz Studio has to trace through all the morphs for that generation, so it can display the morphs in the Parameters pane so you can dial them in if you want to. So, it will look at all morphs for that generation, even if they are not used by the specific character you are loading. Try to delete the unneeded products from within Daz Studio if possible. That can be difficult with manually installed 3rd party products. Do you mix those in with your regular content library? It might be better in the future to put them in a separate content library, so it is easy to remove the whole slew at once for testing. You can have multiple content libraries in use at once.
I look at all the folders delete the morphs from the data folder then go through and delete the textures finally went into the character folder and delete all the corresponding entries to the character. If it was only a morph like the ones that magnus1781 from Deviantart make free to us then I just deleted the morph and any folders relating to the morph
It might be better in the future to put them in a separate content library, so it is easy to remove the whole slew at once for testing. You can have multiple content libraries in use at once.
A bit off-topic, but how are your content libraries set up?
I have all my DIM installed content in one library. I do beta testing for several PAs. I install each beta product into a separate content library whenever possible, so I can remove it easily after testing. I have a separate libraries for converted hair and converted clothing, IIRC. I'm not at my computer now. Do you disagree with my suggestion about installing 3rd party characters to a separate library? I don't buy non Daz characters or download free characters, so I don't have that situation. Too many people have too many problems with that kind of stuff. I have enough problems with Daz characters with errors like morphs with nonzero defaults, I don't need problems with stuff that has even less QA.
Thanks barbult I think your suggestion is the way to go . But maybe you might be able to shed some light on this. This is what I get
[WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(748): Formula target property not found:
Yet the morphs are already installed. Looks as though for some reason Daz cannot point to the morph files.
barbult I think I will go with your suggestion. I think I will clear out the content folder start again monitor the installations and put all the third-party manually installed content in different folders
Hi tsroemi- To overcome the eye problem, adjust the eyes, then lock the eye dials used. When posed, the eyes should now stay adjusted. Save the character as a scene subset for future use.
Hi ragamuffin57- I'm using DS Pro 4.22.0.15. I have not experienced the distortions you describe. Maybe someone else can chime in with a solution.
I'm sorry, I didn't see your answer - thanks so much, that did the trick! I can also save the set up as a character preset, and the eyes still retain their locked size. Great!
Hi tsroemi- To overcome the eye problem, adjust the eyes, then lock the eye dials used. When posed, the eyes should now stay adjusted. Save the character as a scene subset for future use.
Hi ragamuffin57- I'm using DS Pro 4.22.0.15. I have not experienced the distortions you describe. Maybe someone else can chime in with a solution.
I'm sorry, I didn't see your answer - thanks so much, that did the trick! I can also save the set up as a character preset, and the eyes still retain their locked size. Great!
I got this, but haven't been able to get it to work. I get either the error "Failed to Resolve Method DzMorphLoader::createMorphFromMesh(DzVertexMeshPtr,DzNode*,bool,bool)." or the error "String pointer is null."
I got this, but haven't been able to get it to work. I get either the error "Failed to Resolve Method DzMorphLoader::createMorphFromMesh(DzVertexMeshPtr,DzNode*,bool,bool)." or the error "String pointer is null."
HAha, figured it out. I was on an old version of daz... 4.1 something. Once I installed 4.22 it worked fine.
I already asked but never got an answer: Any chance to see an "addon" for older models than G8?
I have many unique morphs and chars on G1 and G2 that I would like to bring to G9.
Same, but I doubt it will happen since there are problems that couldn't be solved with just transferring G3 morphs to G9. For now, we are stuck using the older GenX option to G3 and then tranferring them to G8 and this using this to get them to G9.
I already asked but never got an answer: Any chance to see an "addon" for older models than G8?
I have many unique morphs and chars on G1 and G2 that I would like to bring to G9.
Same, but I doubt it will happen since there are problems that couldn't be solved with just transferring G3 morphs to G9. For now, we are stuck using the older GenX option to G3 and then tranferring them to G8 and this using this to get them to G9.
I posted a user workaround for the G3 to G8 problem here. Months ago I was in a PM conversation with ManFriday about how he could incorporate this change in the converter, but he stopped responding to that PM thread. So, I don't know if a fix will ever become official.
Is that morph name something you added to the base G8? It doesn't look like anything in the standard product. The words "Temporary" and "hi-res" look pretty suspicious.
No, I just add the default G8 female without any adjuments. G3 has the same issue for me. Only G8.1 works.
The conversion stops with a generated node in the scene having the name from the error message (tempg8...). My guess is it's supposed to contain at that point the temporary high-res morph for the conversion but doesn't. (it's not listed when searching for it)
Looks like someone else had the same issue on page 3 in this thread:
hi, this is what i get....even with a basic female 8 item.
Critical error...Could not convert figure: failed to find new morph “Temporary high-res morph” in node “tempg8-tgt-yguZacdG” figure after conversion; Morph Loader Pro returned
But the recommendations of renaming the figures or removing the default figure addons doesn't change it.
Ok looks like it works now.
It creates the error message on my system when trying to convert the default G8 figure with the body in a clean state (only default morphs). The G8 figure requires a morph applied to the body/face for it to work. A morph on the eyes alone doesn't work.
Comments
Example renders of Alawa8 to Genesis 9 character with materials from:
https://www.daz3d.com/chb-charlotte-for-genesis-9
and the hair from https://www.daz3d.com/fe-ashlee-hair-for-genesis-9
One more render of Alawa 8 converted to Genesis 9 with Charlotte materials
and applied different expression, makeup and lips color.
Hmm. I don't know if that is true. Right now, it looks to me like ManFriday's converter just ignores any HD morphs dialed in to the G8 character. I don't have the HD add on for Alawa 8, so I tried Syndey 8 HD. I loaded the HD figure and converted to G9. It worked fine; no distortions that I can see. I didn't get the HD detail, of course, but the basic shape of Sydney looks just fine.
Sydney 8 HD on the left with her textures. G9 conversion front and profile on the right untextured.
@ragamuffin57, based on this test, I don't think HD morphs are your problem. We need to dig deeper.
@ragamuffin57 thanks for trying the HD experiment. HD doesn't seem to be the problem, though, because you are still getting the distortions, and my HD character conversion test today looked fine. The HD in the G8 character seemed to just be ignored and cause no problem for me.
I think there must be some discrepancy in the height of your characters. Could there be any rogue morph active in your system that is causing a height adjustment to your G8 or G9 characters?
I am going to attach a bunch of screenshots (smooth shaded draw style to avoid nudity of Alawa textures) of me going through the process of converting Alawa 8 to G9 with ManFriday's converter. Compare the size of the characters in my screenshots with the size of your characters, if you can. Also compare the converter options I am using with the options you are using. Do you see any differences? I'd really like to help you resolve this problem.
Ok, I did not know, that HD morphs can exist on Genesis 8 characters
and that conversion could be ok.
Thanks Barbult for your detective work.
I have used regular Genesis 9 character while using converter with Alawa 8,
and the conversion went well for me,
but ragamuffin57 used G9 Dev. Why?
My guess: probably trying to eliminate any HD or other morphs that get dialed in when loading the regular G9. I've converted with both the regular G9 and the G9 dev version. Both work. Neither cause the distortion the ragamuffin57 sees. The problem lies somewhere else.
Thanks barbult. I much appreciate your assistance. Sometimes it is the simple things that get overlooked when frustrated, and then someone else comes along with a fresh look and can point out the problem . But not in this case I had converted a couple of G8 characters before I updated Studio and they turned out ok apart from the eyes. But since I updated studio my results as you can see are not ideal.
As you posted I do not think it is a bug as you and others have successfully converted characters.
So I converted Alawa again following your instructions. The body turned out as it should but the head is still mishappened with the nose and forehead the problem as per the image I posted previously.
I can dial up my G8 characters from the default G8 female and male respectively no problem .G9 is the same.
I think I will try a couple more and see if the log file picks anything up
I'm using 4.22.0.41 Public Build. I have the latest Genesis 9 Starter Essentials installed, package datad December 15, 2023. This combo is working. What versions are you using?
I already asked but never got an answer: Any chance to see an "addon" for older models than G8?
I have many unique morphs and chars on G1 and G2 that I would like to bring to G9.
Only ManFriday can answer that, and he hasn't been participating in this forum thread for a long time now. I hope he comes back.
Sorry guys.
I am using the latest G9 Starter Essentials installed by Dim Also using 4.22.0.41 Public Build.
So unsure of the problem But am getting a slew of warnings in the log of morphs that cannot be found from 3rd party characters but have them installed. Alawa only needs the G8 Essentials but has warnings about wing morphs which I do not have in any character Also G9 so something is buggering up the conversion process
I also have undertaken some house cleaning and removed some old G8 morphs that I have not used in a long while to try and make my Daz experience better Haha. As I use G9 more and more.
So I am wondering whether that is the problem.
If so any learned person can point me in the direction of how to either make Daz aware that some morphs are gone which are not connected with the figure trying to load, and how to make Daz recognise the morphs I have loaded
Did you just delete the morph files from your hard drive but not delete the product from within Daz Studio? That might make Daz Studio report the morphs as missing (I'm not sure). When you load a character, I think Daz Studio has to trace through all the morphs for that generation, so it can display the morphs in the Parameters pane so you can dial them in if you want to. So, it will look at all morphs for that generation, even if they are not used by the specific character you are loading. Try to delete the unneeded products from within Daz Studio if possible. That can be difficult with manually installed 3rd party products. Do you mix those in with your regular content library? It might be better in the future to put them in a separate content library, so it is easy to remove the whole slew at once for testing. You can have multiple content libraries in use at once.
A bit off-topic, but how are your content libraries set up?
I look at all the folders delete the morphs from the data folder then go through and delete the textures finally went into the character folder and delete all the corresponding entries to the character. If it was only a morph like the ones that magnus1781 from Deviantart make free to us then I just deleted the morph and any folders relating to the morph
Thanks barbult I think your suggestion is the way to go . But maybe you might be able to shed some light on this. This is what I get
[WARNING] :: \src\sdksource\fileinput\dzassetdaz.cpp(748): Formula target property not found:
Yet the morphs are already installed. Looks as though for some reason Daz cannot point to the morph files.
barbult I think I will go with your suggestion. I think I will clear out the content folder start again monitor the installations and put all the third-party manually installed content in different folders
No, not at all. It is actually quite a good idea.
I'm sorry, I didn't see your answer - thanks so much, that did the trick! I can also save the set up as a character preset, and the eyes still retain their locked size. Great!
Glad to hear that worked for you!
I got this, but haven't been able to get it to work. I get either the error "Failed to Resolve Method DzMorphLoader::createMorphFromMesh(DzVertexMeshPtr,DzNode*,bool,bool)." or the error "String pointer is null."
Thanks for this! Exactly what I needed.
HAha, figured it out. I was on an old version of daz... 4.1 something. Once I installed 4.22 it worked fine.
Same, but I doubt it will happen since there are problems that couldn't be solved with just transferring G3 morphs to G9. For now, we are stuck using the older GenX option to G3 and then tranferring them to G8 and this using this to get them to G9.
I posted a user workaround for the G3 to G8 problem here. Months ago I was in a PM conversation with ManFriday about how he could incorporate this change in the converter, but he stopped responding to that PM thread. So, I don't know if a fix will ever become official.
Getting this error every time for G8 to G9. It works with G8.1 but not G8 for me.
No, I just add the default G8 female without any adjuments. G3 has the same issue for me. Only G8.1 works.
The conversion stops with a generated node in the scene having the name from the error message (tempg8...). My guess is it's supposed to contain at that point the temporary high-res morph for the conversion but doesn't. (it's not listed when searching for it)
Looks like someone else had the same issue on page 3 in this thread:
But the recommendations of renaming the figures or removing the default figure addons doesn't change it.
Ok looks like it works now.
It creates the error message on my system when trying to convert the default G8 figure with the body in a clean state (only default morphs). The G8 figure requires a morph applied to the body/face for it to work. A morph on the eyes alone doesn't work.