Can the Genesis 9 Femine Base Be Used in a Commerical Character?
ArtXtreme101
Posts: 68
in The Commons
Hi there! I have a quick question! I am creating my own female character for Genesis 9 to sell commercially...am I allowed to create it on the Genesis 9 Feminine Base and bake it with my own morphs, or do I need to use just the Genesis 9 Base without the feminine shape slider when selling commercially? (If that makes sense) I wanted to make sure I don't infringe on copyright or do something that's against regulation. Any feedback would be greatly welcomed!
Comments
You can't bake it in with your own morphs; your character preset should dial the G9 Feminine Base as well as your own morphs.
Gotcha! That's kinda what I thought, but I just wanted to make sure! Thank you!
Generaly speaking, if you don't sculpt, you can dial the morphs (Merchant Resource) you bought on G9 as needed to make a custom character. Then export the character to a single OBJ file with Base resolution. Add HeadSplitter from G9 Starter Essentials to the figure, import OBJ file to the figure to create Head Morph and Body Morph separately by using Attenuate in Morph Loader Pro, with the settings - Reverse Deformations: Yes, Overwrite Existing: Deltas Only. Then save figure assets / morph assets as needed, so on and so forth.
This is the commonly-used and professional way, which you'll just sell "Deltas" while abiding by the EULA...
Edit:~
Crosswind
Your technical process is correct
However - you can ONLY use morphs that you made or that are merchant resources. Baking in any other persons work (including DAZ's) is a no no. Anything else is a copyright violation.
LM
Thanks for the clarification ! Something like this one - https://www.daz3d.com/200-plus-genesis-9-edition
yes that set is licensed as a merchant resource so its ok.
The DAZ Feminine base is not, so you need to set up coding so your morph + the DAZ fem morph get dialed up together. That way you arent baking in or otherwise distributing anything you shouldnt be,
This goes for any non MR morph - so if you want to take JoeBobs BodybuilderDood and make SuperheroDood, you export BodyBuilderDood. Then sculpt your superdood on that base. Going back to DS, turn Bodybuilder on the figure, and then use reverse deform to pull the BodyBuilder morph out of yours during the import, so you are left with just the differrence that you had sculpted. Then set up the coding to dial BodybuilderDood + HeroDood. And plus probably also a custom proportion dial, since proportion changes also dont get baked in as part of the morph. And then you get to chase the rabbit and make custom corrective morphs for every rotation of every bone, and then code them with if then programming so they only turn on for SuperHeroDood
Complicated I know, it's a lot of work. This is why I make pants ;)
LM