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Published: 2013-10-25 18:44:57 +0000 UTC; Views: 265313; Favourites: 602; Downloads: 0
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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
ChristenLydiaArt In reply to ??? [2018-04-20 22:51:23 +0000 UTC]
Is this "new figure" your morph that you put into Gen8? If so I did the directions you gave but my lids are screwy. How do I fix them?
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ThulsaDoom-3D In reply to ChristenLydiaArt [2018-04-24 18:58:29 +0000 UTC]
That one's a little tougher. I'd suggest going back to the original figure (say g3) then reduce the 'Eyes Size' in either the shaping or parameters pane. Remembering how much you reduced them by (say 50%). Then repeat all of the above and when you get the morph onto the G8 figure with the smaller eyes, you should be able to increase the eye size by 50% or so to get them back to the size on the original figure. It may also help to adjust the character morph's scale if the character is shorter or taller than the original G3 figure by a head or so. In other words.. get the head and shoulders as close to the original figure as possible.
The other option is to port it all over into mudbox or hexagon or zbrush, freeze the eyeballs, then smooth the lower lids manually. You could also import the original morph (from G3 or G2) as a reference.
Many thanks to SY for the tutorial above.
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Greymom In reply to ??? [2018-03-31 00:17:46 +0000 UTC]
Oh, this is incredibly useful - many thanks!!!!!
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ZestyLimey In reply to ??? [2018-03-16 20:37:03 +0000 UTC]
Thank you very much for this. Can it work for G3M to G8M? I did try it a few times and failed miserably, so I thought I should check if there's a fundamental reason it wouldn't work before trying some more.
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SickleYield In reply to ZestyLimey [2018-03-17 17:47:27 +0000 UTC]
Not well, because of the different pose. This method is the only one I know of that probably really works for that:
[Tutorial] Morphs from Genesis 3 to 8 accurate wayI've decided to try Genesis 8 for my gamedev project (more about it in subsequent entries) so I had to transfer my characters (original figures, but based on Genesis 3 mesh) to it. After some googling I've found two tutorials on the matter and even one half-baked vaporware script. The approach used in tutorials was more or less the same so I've followed the excelent explanations of SickleYield and got my Olga as Genesis 8 in minutes. But... it wasn't her - this new girl surely had rickets in her childhood, her arms were curved and didn't bend correctly. There were another inaccuracies too. So it became apparent to me that easy way is not an option here
Actually the idea of process is simple - first make G8 look as much as G3 as possible, then use transfer utility (essentially it makes the skin-titght cloth item of the whole G8 mesh , and finally quite opposite - make G3 into G8 stance. The problem that each of these steps brings new errors and those do accumulate. Thus w
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ZestyLimey In reply to SickleYield [2018-03-17 19:08:23 +0000 UTC]
Thank you so much! I actually just found a tutorial (in which you put G3M in the A pose and G8M in the T pose) and it seems to work. I've been trying to find the link, but can't right now. If you were interested, I've saved it in a text file and would be pleased to note it to you. It's from the DAZ forums.
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SickleYield In reply to ZestyLimey [2018-03-17 22:51:15 +0000 UTC]
Sure, thank you. Can never have too many methods
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formatela In reply to ??? [2018-03-10 17:00:47 +0000 UTC]
Thanks.
This is a really good tutorial. I haven't been doing much with Daz in the last year - I developed mild ADS and OCD and it's made life a bit difficult, but I've just started to get back into the swing lately, so this little exercise was just what I needed.
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true2thepen In reply to ??? [2018-02-17 23:34:32 +0000 UTC]
Hello,
Great tutorial. But I still need help. Using Daz 4.10. I can transfer morph from G1F to G2F and everything works. Do save as -> Support Assets -> Morph Assets and everything appears to be okay. Can even browse to the directory and find the saved morph file. However, upon restart morph will not load for G2F. G1F morph works fine. I can then redo the transfer and it works fine on G2F as long as I do not delete the one the morph was transferred to. Loading a copy from the library does not load the morph. The only way to get the morph onto G2F is to transfer from G1F and use it that way. Quite a pain. Do you have any ideas as to why it will not load the morph with G2F. Tried everything, even complete reboots do not help. Using Win 8.1 and Daz 4.10.
Thanks!
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SickleYield In reply to true2thepen [2018-02-18 01:49:42 +0000 UTC]
I don't know if it's this, but I've sometimes had an issue wherein Daz Studio creates a morph file but one line of code is broken, so the morph doesn't work.
If you want to check this you can "unzip" the .dsf file as if it were a zip with a program like 7zip or whatever you're using for that. It will spit out a file with no extension. Delete the old one and rename the new one to its original name.dsf. Now it can be opened with Wordpad or Notepad++, any text editor.
Then do the same to any G2F morph that actually works and look at the "parent" line and the stuff around it (it's close to the top). I've gotten good results with copying bits of the un-broken morph into the broken one.
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greendragon-gecko In reply to ??? [2018-02-07 18:46:39 +0000 UTC]
Hoi, I had been pretty busy. Additional to the forum version is here now the German version of your tutorial on DA.
Thank you!!! Big
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3doutlaw In reply to ??? [2018-01-22 03:24:30 +0000 UTC]
Would this process work backward from G8F to G3F? I was thinking of trying to get Sakura 8 back into G3F's DNA.
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SickleYield In reply to 3doutlaw [2018-01-22 07:25:07 +0000 UTC]
On something like Sakura 8? Probably not. It will run, and you will have a dial, but it's likely going to look awful with a head that different unless you're going to drag it into a modeler to fix it up afterward.
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3doutlaw In reply to SickleYield [2018-01-23 21:45:39 +0000 UTC]
I tried, it was not awful, but the eyes were a total mess. I was able to use my eye props, but then the "no nostril" morph also did not work out...and that's what killed it for me. Thanks for responding though!
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SickleYield In reply to 3doutlaw [2018-01-23 21:48:34 +0000 UTC]
You're welcome!
Sadly toon morphs are the hardest to port between generations because the head and eyes are so different.
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spearcarrier In reply to ??? [2017-11-18 21:53:38 +0000 UTC]
For fun I just tried to get Aiko 3 into Genesis 8. I am traumatized by what happened... it was... very frightening looking. BUT. I can report the eyes weren't distorted. LOL.
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AOGRAI In reply to ??? [2017-11-14 01:43:32 +0000 UTC]
Does transfer utility also transfer the HD morphs from G3 to G8?
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SickleYield In reply to AOGRAI [2017-11-14 15:34:23 +0000 UTC]
Sadly no, HD morphs do not transfer. The only workaround I know still requires the HD morph plugin for morph loader.
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AOGRAI In reply to SickleYield [2017-11-15 02:25:05 +0000 UTC]
Wondering if we create an obj then transfer utility from Gen8?
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SickleYield In reply to AOGRAI [2017-11-15 05:23:08 +0000 UTC]
That will technically work in the sense that it will transfer a morph, but it will transfer at the base subD of the destination figure (Genesis 8). So you will still not have HD detail.
To transfer an HD morph as a published artist I have to:
1. export the source to obj subdivided
2. export the HD morph of the source to obj, subdivided the same amount
3. export the target to obj subdivided (G8 in this case)
4. Load the source obj
5. Load the HD morph onto the source obj as a non-HD morph (because they are the same SubD base now)
6. Transfer that now "non HD" morph from the source to the G8 obj.
7. Now export the transferred G8 morph to obj. It can now be loaded onto the original Genesis 8 figure as an HD morph using the HD plugin of Morph Loader Pro.
I don't know of a way to make that work without the HD morph plugin.
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KholetteDrake In reply to ??? [2017-11-07 04:48:19 +0000 UTC]
Hi, SickleYield!
First, thank you SO much for this tutorial! I've been pounding my face against my keyboard trying to duplicate my G2 characters into G3/8 and getting close, but still on the far side of the Uncanny Valley. I have, however, run into a problem. I successfully transferred the G2 morph to G3 and it works perfectly. However, when I try to transfer it to G8, I get deformation in the arms and hands. Specifically, it looks like she's pulling a second hand out through the first. That would be awesome for some horror work, but is not ideal. I've tried every permutation of your suggestions to avoid this distortion, but it still happens every time. Would you happen to have any insight into why this might be occurring? Thank you very much for any help you might have!
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SickleYield In reply to KholetteDrake [2017-11-07 06:06:43 +0000 UTC]
Change G3's arms and legs to match G8's position (arms down 45, legs out 6, if memory serves) and use "current" instead of a clone when you run transfer utility to do the morph transfer?
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KholetteDrake In reply to SickleYield [2017-11-08 08:17:24 +0000 UTC]
I still seem to get the hand distortion. I've exported the default G8 pose to a G3 pose and used that to do the transfer, so the figures are exactly overlapping and it still occurs. I thought it might be occurring because the morph is significantly taller than the base (to the tune of about 75%, adjusted via the height slider, rather than scale) but then I tried with a morph that is a bit shorter than the base and got a deflated hand instead. So, then I thought it might be an issue with being a G2 morph and tried a G3 character. Same thing happens. So, I have to think I'm doing something just completely wrong. I eventually found a solution in this thread: www.daz3d.com/forums/discussio… linked off a post in one of the threads you link to above. The script works a treat and no more inflated/deflated hands. I'd still like to know what I was screwing up, because I like to know how to un-screw up, but I'll take what I can get. Thank you for taking the time to respond!
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SickleYield In reply to KholetteDrake [2017-11-08 18:27:35 +0000 UTC]
I'm glad you found something that works, anyway! Sometimes I get good results with morph transfer myself and sometimes I get a mess for reasons I don't completely understand.
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DerBuettner In reply to ??? [2017-10-10 17:05:50 +0000 UTC]
Top !!! Saves a lot of money !!! Thank you so much
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Panic-Code In reply to ??? [2017-09-21 16:17:41 +0000 UTC]
Ran into a problem. Tried transferring a G2f to G3f and everything transferred correctly. However her thumbs bend the wrong way! The knuckle bends outward 90 degrees instead of straight down. I removed scaling and removed any morphs that have to do with the hands. No dice. Any suggestions?
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SickleYield In reply to Panic-Code [2017-09-21 17:29:05 +0000 UTC]
The entire figure's bending is broken, not just on the transferred morph?
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Panic-Code In reply to SickleYield [2017-09-21 17:40:13 +0000 UTC]
When I dial in the morph it bends wrong. When its dialed in to ZERO it bends fine. I should make mention the morph is for a character, so there's many morphs put into one dial. I did go through and made sure no hand morphs were apart of the transfer and nothing was scaled. It's only affecting both thumbs.
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SickleYield In reply to Panic-Code [2017-09-21 17:42:36 +0000 UTC]
Okay. Are the thumbs bent wrong as soon as you dial the morph in, or are they bending incorrectly when you attempt to pose?
If it's on posing it may be that you need to do a bone adjustment:
youtu.be/Rnzhd33mbvA?t=3m39s
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Panic-Code In reply to SickleYield [2017-09-21 19:10:37 +0000 UTC]
It's only doing it on pose. The thing is, I've already adjusted rigging to shape. And ERC Freeze. It looks like the actual bone is moving in the wrong direction when the morph is applied.
👍: 0 ⏩: 1
SickleYield In reply to Panic-Code [2017-09-21 21:11:07 +0000 UTC]
It sounds to me like the bones may have been posed when the ERC was frozen. In that case you pretty much have to either delete the morph and start over, or delete the adjustments from the Properties editor under the morph's heading.
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balasteer In reply to ??? [2017-09-09 06:21:38 +0000 UTC]
Holy heck this was awesome to follow. Thank you for making these incredible tutorials.
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hentaibee In reply to ??? [2017-09-03 09:14:59 +0000 UTC]
Win the end I just use the gen x plug-in which replicates way 1 more or less
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greendragon-gecko In reply to ??? [2017-08-31 18:27:07 +0000 UTC]
Took me a while to find everything but thank you so much! It is great to transfer my own characters on the new figures!
Just the ears don't always do what they should on G3 or G8 . But I am not a modeller so I am happy anyway!
Would you mind if I translate it for the german community?
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SickleYield In reply to greendragon-gecko [2017-08-31 19:36:51 +0000 UTC]
No, go ahead! You can translate anything of mine you want.
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UnseenOmen In reply to ??? [2017-08-27 21:04:37 +0000 UTC]
Thanks SickleYield worked almost flawlessly! I'm taking quite a leap from G2 to G8 now and as GenX only goes as far as G3 this tutorial came in quite handy (I used GenX for transfering from G2 to G3 tbh).
👍: 0 ⏩: 1
SickleYield In reply to UnseenOmen [2017-08-27 22:02:24 +0000 UTC]
Awesome, I'm glad it works for you!
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Joltrast In reply to ??? [2017-08-17 02:18:48 +0000 UTC]
Hi there. I'm in Daz4.8 and stuck on part 1
"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."
The only way I can get to MLP is by going to Edit>Object. If I right click the loaded morph I only get the following options...."
Save as Preset...
Save Object Configuration...
__________________________
Apply Common Object Configuration to Current
Apply Common Object Configuration to All...
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SickleYield In reply to Joltrast [2017-08-17 02:46:08 +0000 UTC]
Sorry, you'll need to expand out the morph options first by double-clicking that morph heading. The group option is below.
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SirLordAshram In reply to ??? [2017-07-11 00:34:21 +0000 UTC]
Hello. Thanks a lot for this tutorial. I wonder if it's possible to transfer Morphs from G2 to G8? I made a custom morph for the G2F Model and I would love to use textures, clothes etc. from G8. Has anyone done that yet?
👍: 0 ⏩: 1
SickleYield In reply to SirLordAshram [2017-07-11 00:35:57 +0000 UTC]
It should still work. G8 natively comes with a G2 clone if memory serves.
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SirLordAshram In reply to SickleYield [2017-07-11 22:43:51 +0000 UTC]
Quick Update. I tested it an it worked very well. I converted my own G2 Morph to G8. Thank you so much for this Tutorial. It helped a lot!
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