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Published: 2013-10-25 18:44:57 +0000 UTC; Views: 265282; Favourites: 602; Downloads: 0
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body div#devskin0 hr { }
The first version of this workflow came from Kattey on the DAZ forum, for which I acknowledge credit.
Here is that (lengthy) thread: www.daz3d.com/forums/viewthrea…
First of all, however: there are two ways to recreate a character. There is the easy way, which is not redistributable, and the hard way, which is. We'll discuss the easy way first. I'm sorry, but I can't do anything for those of you who absolutely can't learn from text. This is what I have time for right now.
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PART 1: CREATE A SINGLE DIAL
Load Genesis 1. Dial in your character morph. There cannot be anything in the scene except the single figure while we do this. No hair, no clothes, no props. Or if they are there, you must hide them by clicking the eye next to them in the Scene tab.
Go to Parameters-General-Mesh Resolution. You should always have a Parameters tab. If you don't, you aren't ready for this tutorial because you are still stuck in the mental mode of only using clicky presets. I still like you, because you're going to be giving me and my fellow PA's a lot of your money at some point, but you sure don't have to. You can create the tab in Windows--Panes (tabs)--Parameters.
Set Mesh Resolution to Base and Subdivision Level to 0.
Set the scale of Genesis to 100% for this first try.
File--export--wavefront obj. Export to a folder you will use for your transferred morphs. Mine is in my Blender files G2 directory and is called Transferred Morphs.
Delete Genesis and reload from the library to get an unmorphed figure.
Now start the Morph Loader Pro. Its icon looks like a flexing arm with a P on it. Click on the button that says "Choose Morph Files." Navigate to your obj and select it. It should appear as NameYouChose.obj with options under it that you can click to expand.
Next, create a NEW property group. You must do this by right-clicking on the words "Morphs/Morph Loader" and choosing "create" AFTER you load the obj file into Morph Loader Pro. I suggest Actor/Female (or Universal or, at a future point, Male)/G1/MyCharacters or the like. This will save you a lot of trouble later.
Click Accept.
Navigate to the property group you put your morph in and dial it to 100% to check that it works. This probably cannot be redistributed because it probably contains other people's commercial morphs incorporated into one, but you can definitely use it as a shortcut for your own rendering.
File--Support Assets--Morph Asset. The Vendor Name and Product Name tell DS where to save the morph under data/DAZ 3D/Genesis/Base/Morphs. For e.g., if the Vendor name is Bob and the Product is BobsMorph, it will be saved to data/DAZ 3D/Genesis/Base/Morphs/Bob/Bobsmorph. Expand the properties under Genesis below that and check just your morph. Having put it in its own properties group makes it much easier to find here.
Now delete Genesis 1 and reload from library.
PART 2: TRANSFER TO G2 AND ADJUST (WITH NOTES FOR G3 and G8)
Now it's time to load Genesis 2 as well.
Go to Genesis 1 and find your new morph, or the morphs you want to transfer, in the Parameters tab. Right-click and choose "Favorites" and "Add Selected Properties to Favorites." This will tell Transfer Utility which morphs to transfer so you don't have to wait while it processes all 500 or whatever of the G1 morphs.
Start Transfer Utility. Use G1 as the SOURCE and G2 as the TARGET.
If converting from Genesis 2 to Genesis 3, under the Target dropdown choose "Clone" and "Genesis 2" either Male or Female depending which you are converting from. Leave the left dropdown blank. If converting from Genesis 3 to Genesis 8, pose Genesis 3's arms at 45 degrees down and legs at 6 degrees out, and use "Current" rather than a clone. This helps prevent wrist distortion.
Now when you start Transfer Utility, uncheck everything but the "Morph Targets" option. You need to have the "Show Options" button checked to expand that part of TU. Make sure you also uncheck "Fit To Source Figure!"
When you click on Morph Targets to highlight it, on the Extended Options panel to the right, you have new options. Uncheck "From Projection Template" and "Override Existing" and then click on the dropdown.
2019 UPDATE:
You can remove eye and fingertip distortion on most morphs by raising the distance tolerance under Projection Options to 0.06. The bigger the eye of the morph, the bigger the distance tolerance needs to be; if you get a weird wrinkle distortion in the cheek area you have made it too big. It can be a good idea to do a separate pass with the larger head morph to fine-tune the needed tolerance. This is so effective that it basically negates the need for the "transfer eyeballs sideways" fix, so I've deleted that section of the tutorial.
Now you have these options:
None
Favorites
Favorites and Sub-Components
Shaping And Pose
All
If you choose "Favorites," then TU will only transfer those morphs that you marked as Favorites in the previous step. This gives you an easy way to transfer only one or two morphs in a figure with many. No more waiting fifteen minutes for all of Genesis' morphs to go over when you only need a few!
Accept. This will take a moment to run as morphs are transferred. When that is done you can delete G1 from the scene.
Now go to the property group you created on G2F and dial in your morph to 100%. Most morphs work pretty well, but you will have to adjust the bones to fit the morph properly with bigger or more stylized morphs. Here's how.
Start the bone tool. Its icon looks like a bone with a bandaid across it, and it causes all of the figure's bones to appear. Depending on how much your morph changes the figure's shape, the bones may not line up with the mesh, which means they won't be posed properly.
Right-click in the viewport and choose edit--adjust rigging to shape. Check all three boxes including Orientation at the bottom, and click Accept. Now the bones are adjusted to fit the new shape. We need to freeze the ERC so that the adjustment "sticks" to this morph.
Go to the Property Hierarchy. In the new version of DS this is instantaneous. In the top search box, type the name of the new morph to find it easily. Expand the "Parameters" entry to see it. Now you can right-click on just that morph and choose "ERC Freeze." When the box pops up, just click Accept. Again, very fast.
Now go back to the Parameters tab and dial your morph to 0 and back a few times to see the skeleton adjusting with it. Good. Now set it to 0.
Now file--save as--support assets--morph asset again. Check just your new morph and click Accept after you have entered a Vendor name and product name to choose where DS will save the morph under data/daz 3d/genesis 2/female/morphs/base.
Delete G2F and reload from the library. Only the one you saved to library before you deleted her is retained, and you now have a nice neat dial for your character.
You can save several characters by checking multiple morphs while saving, provided you don't mind they all get put in the same Vendor Name/Product Name folder in data/daz 3d/genesis 2/base/morphs. I don't recommend just checking everything because some morphs won't transfer as well (male ones to the female and vice versa, especially).
PART 3: THE HARD WAY (REDISTRIBUTABLE)
In order to do this, you need to:
1. Apply your dialed character to G1. Write down each and every morph you used and its dial value.
2. Delete and reload to get an unmorphed G1.
3. Load the G2 figure.
4. Use Transfer Utility to transfer all morphs again.
5. Delete G1.
6. Adjust the bones and freeze the ERC on each component dial morph separately. This is why you wrote it down.
7. Will all the morph dials zeroed, file--save as--support assets--morph assets. Now check just the component morphs of your full dial after you put in the Vendor Name and Product Name. Click Accept.
8. Delete and reload.
9. Redial your character onto G2F from component morphs.
10. Navigate to the People--Genesis 2 Female--Characters folder in your Content Library. Right-click and choose Create Subfolder. Name it after your character.
11. In this folder, click the little plus sign at the bottom of the Content Library screen. Choose Shaping Preset. Click Accept.
Now you've created a dialed preset from transferred morphs. This can be redistributed, but it will only work for people who have also transferred those same morphs, of course.
Related content
Comments: 385
SickleYield In reply to ??? [2019-08-11 01:06:28 +0000 UTC]
How high? Did you try it at 2.0?
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Yagaki In reply to SickleYield [2019-08-12 11:38:48 +0000 UTC]
Yes, I tried with different values till 10 (!!!) where the hands have a little less distortion but practically there is no change for the character itself.
This is why I'm thinking that I should change the forearms-hands-fingers position.
But I really would appreciate to see how other people set the parameters for a G3F to G8F conversion.
Or maybe it's possible to just not to include the arms-hands from the process?
👍: 0 ⏩: 1
SickleYield In reply to Yagaki [2019-08-12 15:17:36 +0000 UTC]
I don't know of a way to exclude the arms and hands. That's a weird result. I'm not sure changing position would help without baking joint rotations, but you could try it? If you do report back, I want to know if it worked!
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Yagaki In reply to SickleYield [2019-08-13 20:04:16 +0000 UTC]
No luck, I managed to obtain a morph for the head that it's what I need the most, but all the tries had problems with the hands.
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SickleYield In reply to Yagaki [2019-08-13 21:18:02 +0000 UTC]
baking joint rotations before transfer didn't help, huh?
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Yagaki In reply to SickleYield [2019-08-14 11:19:36 +0000 UTC]
Mmmm, I'm not sure to understand, I don't know how to do it!
I just changed the arms and hands position starting from the G2F original model (arms 45/-45°; legs 6/-6°; different values for the hands) in order to be as close as possible to the default G8F model, then I converted G2F to G3F first and G3F to G8F after.
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SickleYield In reply to Yagaki [2019-08-14 16:51:44 +0000 UTC]
After you pose G2F:
Click the bone with a bandaid across it icon to activate bone editing.
Right click in the 3d window with your posed g2f selected.
Choose edit--bake joint rotations.
Run the transfer utility as before.
0
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Janus3003 In reply to SickleYield [2020-02-16 02:12:48 +0000 UTC]
Thanks, Yagaki and SickleYield for these comments. I had the same hand distortion, and this fixed my problem.
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Yagaki In reply to SickleYield [2019-08-17 09:07:39 +0000 UTC]
OMG it worked!
Finally I converted a character from Genesis to G8F through G2F and G3F!
I'm not sure but maybe one of the problems was that I was moving the characters before the conversion, just to not overlap them; The final try was without changing their position in the viewport, and baking the joint rotations as you suggested.
Thank you very much!!!
👍: 0 ⏩: 1
fibyken In reply to ??? [2019-02-28 23:33:57 +0000 UTC]
Thank you for this. Not only are you a great artist and creator but you're a fantastic teacher. I was able to transfer a G3 character morph to G8 in less than 10 mins by following your instructions!
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Oleg-Pluton In reply to ??? [2019-02-27 13:18:19 +0000 UTC]
Totally doesn't work. More than half of what you describe doesn't even exist in the program.
>> Make sure you also uncheck "Fit To Selected Figure!"
There is no "Fit To Selected Figure", there is "Fit To SOURCE Figure"
>> When you click on Morph Targets to highlight it, on the Extended Options panel to the right, you have new options.
There are no such things.
After this sense was totally lost.
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SickleYield In reply to Oleg-Pluton [2019-02-27 17:41:38 +0000 UTC]
You're right, it's Fit to Source Figure. I will fix it. Sorry about that!
There is a Morph Targets line option in the General Options panel. Here is a pic, which I also will add to the article.
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I-Am-Madbat In reply to ??? [2019-02-11 02:04:05 +0000 UTC]
Thank you for this, I may need it.
Still, so far G3 seems very versatile since it accepts G8 texture maps and clothes.
👍: 0 ⏩: 0
kmcbriarty In reply to ??? [2019-02-02 03:56:45 +0000 UTC]
The tutorial is great and functionally works great...however the does not appear to transfer the 'shape' from version to version. (at least for me)
The morphs transferred from GEN1 to GEN2(F) but the resulting shape is not the same.
...virtually every proportion is...off.
Have I 'missed' a step in the process that would 'warp' the shape?
👍: 0 ⏩: 1
SickleYield In reply to kmcbriarty [2019-02-02 08:34:40 +0000 UTC]
Did you use the G1 clone in Transfer Utility from the left dropdown?
If so, then I'm afraid it may just be a result of the shapes of G1 and G2 being so different that the clone can't fix it.
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kmcbriarty In reply to SickleYield [2019-02-02 20:39:07 +0000 UTC]
I will have to give it another run thru later this evening and make sure I use the 'clone' option...might have missed that, fingers crossed!
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RagnarokEOTW In reply to ??? [2018-11-22 23:19:33 +0000 UTC]
I've been trying to use this guide in order to move some of my more used characters over from G3F to G8F, but I'm experiencing issues where after I've used the Transfer Utility, some vertices are moving too far or even entirely in the wrong direction in the new G8F morph - here, parts of the fingers are moving completely in the wrong direction, completely wrecking the hands, and vertices around the elbow are moving too far, creating a ridge:
imgur.com/WwbBNIo.jpg
imgur.com/xpcD6y0.jpg
I think I've followed the instructions correctly (zeroing the scale of the initial model, using the suggested approach of posing G3F to match G8F, ticking check boxes as instructed), and I've got the G3F merged morph working beautifully (even got the rigging fixed) - but even after several attempts of trying to toggle various settings, this still keeps happening. (Posing G8F to G3F before transferring causes a less obnoxious problem, but still a problem, so I don't think it's just I've managed to interpret those instructions badly).
The body shape I'm using is mostly Victoria 7, albeit with some additional morphs layered on top, and I'm experiencing pretty much exactly the same problem if I try to transfer just the basic V7 shape.
Where have I managed to mess up here? I thought this was a common method for transferring characters nearly seamlessly between these two very similar generations, but I can't work out what I'm personally doing wrong.
👍: 0 ⏩: 1
SickleYield In reply to RagnarokEOTW [2018-11-23 19:53:05 +0000 UTC]
Have you tried the RedZ method yet? I understand it sometimes gets better results on the hands/eyes/nails?
👍: 0 ⏩: 1
RagnarokEOTW In reply to SickleYield [2018-12-05 02:12:47 +0000 UTC]
Sorry for a slow response, but it's taken me some time to wrestle with this to make sure I've got things right.
I'm having issues with the RedZ method too (assuming there's not a more up-to-date version than the one you've linked in the guide) - these are less extreme, but the shoulders are distorting, which is blatantly obvious when trying to transfer head morphs, and it gets worse the more morphs you try and transfer, as the inaccuracies stack.
After fitting the G8F_G3FMorphs mesh to G3, I've re-exported that with with no morphs after it's been fitted to the G3F figure, but comparing the meshes in Blender, the shape is considerably different to G8F; part of that seems to be down to active JCMs on the G3F (which isn't my fault, it's that way in the transfer file in the download), but even after turning those off, I cannot get the G8F_G3F mesh to shapes to fit very well onto the G3F mesh when following those instructions as is, or even trying to recreate them from first principles. The fitted transfer mesh always has slightly narrower shoulders than either G3F or G8F, which aside from creating imperfect transfers on the arms, means that trying to transfer separate head morphs is messing with the shape of the body.
The best idea I've now got is whether I can create a corrective shape in Blender that I can then import into Daz to correct for the difference so that my morph OBJs are exporting with a shape more accurate to the shape of G8F's arms, but that's now really starting to sound really convoluted, particularly as I think that shape would actually have to be based on the default pose of the transfer mesh rather than the shape when it's fitted to G3F.
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SickleYield In reply to RagnarokEOTW [2018-12-05 03:38:05 +0000 UTC]
So far for me, any method that's truly effective is convoluted, and no method works well on larger heads and eyes. It's why I don't actually do it much. The only ones I've really converted and use are the 7 series males (small heads, small eyes). And on some of those I manually corrected the eye shapes with Blender.
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RagnarokEOTW In reply to SickleYield [2018-12-05 05:51:50 +0000 UTC]
I've had some fairly remarkable results out of GenX (although that's obviously not going to enjoy any update to become G8 compatible) - even with heavily stylised characters with weird proportions, the shape of the transferred character is practically indistinguishable (although with more extreme shapes, occasionally joints don't deform quite right).
That makes it particularly frustrating that the nuisance is with two generations where the base shape is so similar other than the pose.
But anyway, it's starting to sound like I'm off the edge of the map here. I guess I throw Blender at the problem until I find something that works.
👍: 0 ⏩: 1
SickleYield In reply to RagnarokEOTW [2018-12-05 07:24:52 +0000 UTC]
I wish I could help more, but I've only ever gotten very mixed results myself. I've talked to Riversoft Art about maybe attempting some kind of automation, but we're going to have to get more in depth with the process than I ever have to this point to make anything like that work.
👍: 0 ⏩: 0
andolaurina In reply to ??? [2018-10-29 15:30:59 +0000 UTC]
"If converting from Genesis 3 to Genesis 8, pose Genesis 3's arms at 45 degrees down and legs at 6 degrees out, and use "Current" rather than a clone. This helps prevent wrist distortion."
If I'm converting from Genesis 1 to Genesis 8, do I also need to pose Genesis 1's arms and legs at these same angles? Thank you! <3
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SickleYield In reply to andolaurina [2018-10-29 16:55:20 +0000 UTC]
No, it won't really help. The reason it helps between G3 and G8 is that they're basically the same shape in different poses.
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HeroineAdventures In reply to ??? [2018-09-05 20:41:29 +0000 UTC]
It seems to be stuck in Building Projection Map
I want to convert a G8F morph to G3F. Any idea what the problem here might be?
Edit: NVM I forgot to uncheck everything but Morph Target
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SickleYield In reply to HeroineAdventures [2018-09-05 22:08:13 +0000 UTC]
Awesome, I didn't even have to do anything.
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pruiz In reply to ??? [2018-09-02 00:27:14 +0000 UTC]
Apologies. I got you mixed up with Genesis3 to Gen8 morph converter 1.1.
👍: 0 ⏩: 1
SickleYield In reply to pruiz [2018-09-02 01:43:13 +0000 UTC]
Well hey, the thing I said in my other comment is inaccurate, then! I didn't know this existed. Good to know!
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pruiz In reply to ??? [2018-09-02 00:21:51 +0000 UTC]
I just want to be able to get a G3F and a G*F that are pretty much the same - morphs - so I can run animations in iclone on G3F and then use the exported BVH from iclone on G8F. Do I misunderstand the utility you describe or is it just a laborious workflow that needs to be followed?
👍: 0 ⏩: 1
SickleYield In reply to pruiz [2018-09-02 01:42:17 +0000 UTC]
It's just a laborious workflow. That's what most of my tutorials are, difficult ways to do something that's otherwise impossible.
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pruiz In reply to ??? [2018-09-02 00:16:01 +0000 UTC]
Sorry, I don't get the joke. (is that what LOL means?) I want to pay for the script. How do I do that?
👍: 0 ⏩: 1
SickleYield In reply to pruiz [2018-09-02 01:41:30 +0000 UTC]
LOL is short for "laughing out loud" (and it dates me a bit, I don't think the kids use it much now). I was indicating amusement because there is no script, nor has there ever been. Some day there may be one, but that will depend on whether Riversoft Art and I can figure out how to make it work.
The last thing resembling an automated version of this was Gen X2:
www.daz3d.com/genesis-generati…
www.daz3d.com/genx2-addon-for-…
www.daz3d.com/genx2-addon-for-…
And that author will not be creating a G8 version because he has died (he was a great loss to the community - a very clever scripter).
👍: 0 ⏩: 0
pruiz In reply to ??? [2018-09-01 20:09:02 +0000 UTC]
SickleYield, What do I need to do or provide you with (re Paypal) to get the transferring morphs script, please?
👍: 0 ⏩: 1
SickleYield In reply to pruiz [2018-09-01 22:52:00 +0000 UTC]
LOL
There isn't a script for this yet. Riversoft Art and I are in early discussions on how to do one.
👍: 0 ⏩: 0
09810981 In reply to ??? [2018-06-18 14:27:55 +0000 UTC]
Hello. Can I use genesis 3 morphs on genesis 1 model whit this tutorial ?
👍: 0 ⏩: 1
09810981 In reply to SickleYield [2018-06-18 16:39:21 +0000 UTC]
Thanks! Just another question please... To do this, I have to follow exactly your tutorial or I have to invert model or process. Thanks.
👍: 0 ⏩: 1
SickleYield In reply to 09810981 [2018-06-18 16:40:41 +0000 UTC]
You would need to have the Genesis 3 clones for Genesis because you will need to select the Genesis 3 clone on transfer. Otherwise it should be the same.
👍: 0 ⏩: 0
fallenboy84 In reply to ??? [2018-05-21 07:36:42 +0000 UTC]
Ok I think I must have done something wrong here. I get all the way to using the transfer utility tool to transfer my character from Gen2 to Gen3 and when I delete gen2 out of the scene it takes gen3 with him, like they're connected somehow. Heeeeeeelp! lol
👍: 0 ⏩: 1
SickleYield In reply to fallenboy84 [2018-05-21 16:41:47 +0000 UTC]
It sounds like you left fit to on. You'll need to unfit Gen 3 from Gen 2 before deletion.
👍: 0 ⏩: 0
devduck01 In reply to ??? [2018-05-18 18:37:56 +0000 UTC]
Thank you for posting this...
Do you know of any good tutorials for the gen x converter available on Daz 3d? A friend bought it and the G2 add on pack to try convert her V4 characters to more uptodate Generations over time, but she cant get it to work???
Any help appreciated
👍: 0 ⏩: 1
SickleYield In reply to devduck01 [2018-05-18 18:39:30 +0000 UTC]
I couldn't get it to work either, unfortunately. Sorry
👍: 0 ⏩: 2
devduck01 In reply to SickleYield [2018-05-28 17:55:54 +0000 UTC]
Sorry....a follow on question....but would either of these methods work for V4?
👍: 0 ⏩: 1
SickleYield In reply to devduck01 [2018-05-28 20:21:09 +0000 UTC]
I'm afraid not. V4 is .cr2, a different rigging system that is not compatible with anything that came after it. While G3 and G8 are a different form of weight mapping than G1/G2, they are still all weight mapped, not the old parametric system used in Generations 3 and 4.
👍: 0 ⏩: 1
devduck01 In reply to SickleYield [2018-05-18 18:41:02 +0000 UTC]
Well....if you couldn't then we are probably doomed. Thank you anyway
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ThulsaDoom-3D In reply to ??? [2018-04-19 16:30:38 +0000 UTC]
Follow up to fixing the eyes:
1. Select your new figure in the Scene menu, set it's resolution to base and mark your new morph (created from above) as a favorite.
2. Using Geometry editor and using 'Vertex Selection' instead of 'Polygon Selection' click on the eyes. Hold " CTRL + " to expand selection to include all of the eyes.
3. Anywhere in the view... right click and select 'Morph Editing -> Clear selected Deltas from favorites. Your eyes will fly away ... don't panic.
You may need to repeat the selection and clear deltas from favorites again if any parts of the eyes got missed. (There may be multiple layers/cornea)
What you'll end up with is the original figures eyes back into their original position and shape as if they were on the default G2/3/8 model.
4. Expand Scene and locate the left eye ... or right if you prefer. Using X, Y, & Z translate & Scale move the now fixed eyes back into the eye socket where they should be.
Note: you may need to uncheck 'Use Limits' from any of those X,Y,Z parameters
5. With the eye selected in the parameters pane select 'Copy selected item'. Now select the other eye and click 'paste to selected item. Then change the x Value from minus to plus or plus to minus.
Basically, you want to move the 2nd eye to the opposite side. So if Left eye X Translate is -.5 then the right eye X translate should be .5 .
6. With the now fixed eyes back in the figures head where they should be, export the figure as an obj. Load a new base figure and import your new morph just as above.
Viola ... eyes fixed.
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