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spacecat56
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spacecat56
Posted 11 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
Posts: 17,
Visits: 62
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rampa (3/28/2015)... I found setting a rule as "Head" set to "Export" to be easy. It covers anything that has to do with the head, face, visemes, or anything above the neck. ... Funny how many ways are there are to do this [and how many ways to mess it up)... I've been using the set of morph export options from earlier in this thread, but for Genesis2 I've added head. Ignore... otherwise the automatic mapping was setting both the Genesis2Female... and those hidden controllers to 100% for e.g. blink, giving 200% of every movement. If I filter out Genesis2Female instead then none of my character shaping comes through.
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Rampa
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Rampa
Posted 11 Years Ago
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Group: Forum Members
Last Active: 2 Months Ago
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planetstardragon (3/28/2015) same here, I pretty much gave up on the duf as last time it took me like 3 hours to export a file - it's just easier to tell daz to export the visemes and expression morphs then customize the character....it works out better since i get custom expressions as opposed to a generic set.This is my method as well. I found setting a rule as "Head" set to "Export" to be easy. It covers anything that has to do with the head, face, visemes, or anything above the neck. When your done assigning, delete the morphs you don't use from the morph list to make your avatar file size and RAM footprint smaller. Also keep the "Final, Anything, Bake" one as noted earlier by PSD.
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planetstardragon
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planetstardragon
Posted 11 Years Ago
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Group: Forum Members
Last Active: Last Year
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neither do i, i know it acted like a bug on my machine, possibly from custom settings I'm using on the morphlist ? it runs fast till like 40% ...then it get's stuck on super slow speed....I just let it run since I had to do something else anyways...the export itself was fine... either way, i like the custom morph shapes approach better anyway and it's like 1 min or less to export.
☯🐉 "To define Tao is to defile it" - Lao Tzu
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spacecat56
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spacecat56
Posted 11 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
Posts: 17,
Visits: 62
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planetstardragon (3/28/2015) same here, I pretty much gave up on the duf as last time it took me like 3 hours to export a file ...Whoa! I'm not sure what could take 3 hours... by sped up a lot, I meant from 2 or 3 minutes to 30 seconds or so.
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planetstardragon
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planetstardragon
Posted 11 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 11.5K,
Visits: 46.0K
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same here, I pretty much gave up on the duf as last time it took me like 3 hours to export a file - it's just easier to tell daz to export the visemes and expression morphs then customize the character....it works out better since i get custom expressions as opposed to a generic set.
☯🐉 "To define Tao is to defile it" - Lao Tzu
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prabhatM
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prabhatM
Posted 11 Years Ago
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Group: Forum Members
Last Active: 6 Years Ago
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animagic (3/27/2015)
prabhatM (3/26/2015) If you look at the facial pipeline document and follow the facial pipeline file, you are advised to create the facial morphs on different frames. If I remember correctly, the template used almost 1700 frames. So it would take quite sometime to export your character.As I recall, the 1700 frames is based on 57 morphs at 30 fps. It has been suggested that if you set the frame rate to 1 fps, your timeline will only be 57 frames andthat will speed up your export. While I was testing the pipeline I realized I could do it faster than the recommended DUF method. So I didn't take any further interest in the official DUF method and I might have missed any update / discussion on that.
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spacecat56
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spacecat56
Posted 11 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
Posts: 17,
Visits: 62
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animagic (3/27/2015) As I recall, the 1700 frames is based on 57 morphs at 30 fps. It has been suggested that if you set the frame rate to 1 fps, your timeline will only be 57 frames andthat will speed up your export.Haha! Just tried it (reduce frames on timeline to 0 with 1 FPS, save and re-open project, re-run the DUF from RA, and export the same as before) , and I can confirm that does speed up the export from DAZ Studio a lot... and as a bonus, it speeds up 3DX too! Thanks, animagic.
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animagic
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animagic
Posted 11 Years Ago
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Group: Forum Members
Last Active: Last Month
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prabhatM (3/26/2015) If you look at the facial pipeline document and follow the facial pipeline file, you are advised to create the facial morphs on different frames. If I remember correctly, the template used almost 1700 frames. So it would take quite sometime to export your character.As I recall, the 1700 frames is based on 57 morphs at 30 fps. It has been suggested that if you set the frame rate to 1 fps, your timeline will only be 57 frames and that will speed up your export.
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spacecat56
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spacecat56
Posted 11 Years Ago
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Group: Forum Members
Last Active: 7 Years Ago
Posts: 17,
Visits: 62
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prabhatM (3/26/2015) ...
If you look at the facial pipeline document and follow the facial pipeline file, you are advised to create the facial morphs on different frames. If I remember correctly, the template used almost 1700 frames. So it would take quite sometime to export your character.
But you can activate all facial morphs for the genesis character manually. ....That sounds interesting, but with so many ( too many:D) morph packs installed, "all face morphs" seems to broad, and selecting the right ones too tedious for me to try right now, given the number of round-trips it has taken for other issues. Thank you for explaining!
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Cricky
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Cricky
Posted 11 Years Ago
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Group: Forum Members
Last Active: 4 Years Ago
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wizaerd (3/27/2015)
Cricky (3/26/2015)
wizaerd (3/13/2015)
Cricky (3/13/2015) Beyond what has already been suggested.
Try adding the DUF iClone file first for the Facial Edits, then Morph the REST of the body in FRAME "0" so the body morphs are applied to the later following Facial Morphs.A good suggestion, but alas the same results. Did you see anything from my screenshots that was blatantly wrong? In relation to your images; look at image 5. I believe you don't even have the Genesis model selected, so it would not work anyway you did it. Everything else looks fine beyond that. I've just installed DAZ 4.7 and tried what I said, and everything exports fine just as it did in version 4.6. Drag and drop the DUF to the head, then "SELECT" The model in the listing or it won't export anything, including morphs. Make sure your BODY Morph is actually in Frame "0", or the very first frame if exporting a different sequence. When exporting, I just Right Click in the view screen and choose Select all, then if there is something there I don't want, I already have it turned off and during export tell the exporter to "Ignore" invisible nodes. I'm not sure why you went back to this ole post... Several posts later, I posted that I had found the solution. wizaerd (3/13/2015) Actually I figured it out. The video tutorial RL put out lies. LIES!!!!
At 23:00 where is says to add a Edit Morph Export Rule, adding the name rule as shown in the video will ignore all body morphs. I removewd that rule, and I have the exported body I expected.
So now I have to wonder, what was the point in that tutorial to add that rule in the first place? I'm not sure why you went back to this ole post... Several posts later, I posted that I had found the solution.
Because I just updated to DAZ 4.7 and the original response still applies. That's why.
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