By lundon - 5 Years Ago
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Hey Mike, do you happen to know if the 3D Universe Toon Generations characters can be successfully imported into iClone, (presumably using 3DX)?
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By vidi - 6 Years Ago
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No I didn't find the Daz Hair plugin in the Daz Shop, It is a feature included in DAZ Studio and no extra purchase but it is a fibre hair tool.
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By vidi - 6 Years Ago
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Thanks a lot, but your answer won't help me now. How do I start the tool? Create > new strand based hair
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By vidi - 6 Years Ago
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For eyes and theeths all what you need to do is, use the edith Mesh menue > use select as Element . Move all it in the right Position and then use the auto position in the adjust face bone menue . Save this as iAvatar and create a new morphslider, source is default and target is iAvatar . The theeth and the Eye will now move in every state of slider correcly
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By vidi - 6 Years Ago
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What do you think it is about the Paige morph, for example, that over-stresses the CC3 morph creator from working correctly all by itself... Like, the mouth is too big, or the face-shape ratio exceeds some shape threshold maybe that CC3 has?
Eyes and Teeth are separately and independently from the main Body Mesh. But you have all the tools in CCto make it perfect . There is nothing broken, then CC3 is the only Programm on this earth that retopolize a DAZ Figure shape in to another mesh with only a fingertip. Actually it is a revolution and not a defect. :cool:
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By animagic - 6 Years Ago
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EvilGenius, in CC you can hide parts of the mesh, so I think you could hide the head, and most of the body and just leave the arm and the hand.
So I tried this and it works.
In CC, you would delete the eyes and the teeth and remove any clothing.
You then select Edit Mesh and highlight the part of the body that's not the arm and hand. When selecting you'll want to turn off "Ignore Backfaces". When done, select Hide, which will hide the selected mesh.
For the arm texture, you need to select double-sided. The arm is hollow and not capped. A small cylinder attached to the upper arm may work.
You can now save this as character and use in iClone.
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By Rampa - 6 Years Ago
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@facr73
Before trying to pose the dress, you could reduce the polys using the poly reduction in the modify panel. One you drop it down significantly, then transfer the skin weights again. You do want to use the dress setting.
It may work even better to import the dress as an accessory first, reduce it, then transfer skin weights.
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By Rampa - 5 Years Ago
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Use the pose tool (Cntrl+N) to pose the character into the clothing. Then transfer the skin weights.
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By Rampa - 6 Years Ago
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@ Toystorylab
Here you go! :) http://manual.reallusion.com/Character_Creator_3/ENU/3/Content/Character_Creator_3/3/08_Cloth/Partial_Conforming.htm?Highlight=non%20conforming
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By Rampa - 6 Years Ago
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So I figured you could import the skeleton as clothing. I had mostly success using Michael 4 and his matching skeleton. Michael 4 is free right now. https://www.daz3d.com/m4-hero-pro-pack The skeleton is super cheap. https://www.daz3d.com/skeleton-dungeon
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By Rampa - 6 Years Ago
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I was kind of shooting in the dark, but eventually got it to work. Sounds like Tripfreak has the better method using the "Fit To".
I just put both M4 and the M4 skeleton in the same T-pose and then dragged-and-dropped the skeleton on top of the character in the DAZ scene manager. I had no idea it would attach it. But I had some issues with the fingers, and ended up converting the skeleton back to an accessory in CC3P and posing the character's fingers to match it. Then I transferred skin weights to the skeleton again. Had the fingers been done right, that re-accessorising step would have been un-needed.
But do find the best method and post tutorials. It's a very useful method, especially once perfected. :)
EDIT: The "Fit To" is giving me terrible results! :( YMMV depending on what models are being used. But the way I did it was perfect except for needing to repose the fingers. I used the pose panel with the mirror option checked.
When I re-rigged, I used the "Other" setting, but might be worth testing some of the others. Some of the clothing presets ignore hands and feet. Presets are actually rigged form fitting clothing that you are transferring the weights from, not the body itself. You can even make your own if you want.
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By Rampa - 6 Years Ago
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I had the legs and feet distort a bit with the "Fit To". Not sure why, it should go perfectly.
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By Rampa - 6 Years Ago
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I would recommend the "Body Size" Essential morph. It looks pretty good at -40 (slider minimum), or type in a negative value to get it even more thin. It won't be distorted like a cartoon character.
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By Rampa - 5 Years Ago
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Try the dress setting as well.
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By tripfreak - 6 Years Ago
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Simply push it into the figure or connect it by right click and "Fit to" the figure:
There is a free skeleton on Renderosity for the G3F-Figure that also fits the G3-Male: LINK I already experiment for a while with different skeletons as clothing for the transfer in different figures:
But of course there are always some strange "artifacts" dependent on the target:
But Orcs do have thicker bones, don't they ? :P
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By tripfreak - 5 Years Ago
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You don't have to buy it - the cat comes free with iClone 7 as a LiveProp together with a dog:
They've got only texture, so you can make furballs of them with a suitable texture in the Displacement channel:
With the DAZ cat there are of course better options:
And btw, our Wendyluvscatz made very famous Cat videos on Youtube about this theme:
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By thebiz.movies - 3 Years Ago
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Hi Mike/All, Anyone have any experience with the Mabel Outfit from Daz? https://www.daz3d.com/dforce-mabel-outfit-for-genesis-8-females It looks fine in Daz but has some issues in the front of the skirt once it reaches CC.
Any advise would be appreciated.
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By thebiz.movies - 3 Years Ago
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Hey Mike, I played with the weights but haven't been happy with the results as that seam in the front isn't looking good (looks great in your results). Ill play with it some more today (re-import as an accessory as you said). Ill report on my success if there is any. Thanks!
EDIT: Ok, added it in as an accessory as suggested and things look a lot smoother.
One (actually two) other question about this dress (Im having problems with another dress, but one dress at a time), does the collar and wrist lace seem blurry to you or is that something I've screwed up?
Also, the hose that comes with the outfit goes on fine until I use the high heel adjustment tool and then its all screwed up. Any advice on using hosiery with high heels?
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By Camonra - 4 Years Ago
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I'm having an issue during G3 clothing import where there's an offset in the clothing, primarily in the arms and legs:
I've tried modifying the gloves using the Edit Mesh function, but I often get "face shredding":
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By Camonra - 4 Years Ago
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Oh, no. Let me check those export settings. As I recall, that's what I selected, but I'll export again.
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By Camonra - 4 Years Ago
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kelleytoons, are you dropping the G3 T-Pose or A-Pose DAZ resource settings on the model?
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By Camonra - 4 Years Ago
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Kelleytoons, I reimported the model with the A-Pose DAZ resource file and it gives me this.
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By Camonra - 4 Years Ago
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That G3 model has been morphed by the "Summer" actor settings. I'll try replacing the model with the stock G3F.
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By Camonra - 4 Years Ago
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Nope, I loaded up the stock G3F and Apocalyptic wearable, added the Daz Resource A-Pose, Exported as FBX, Imported with Default Settings on Basic Mode as CC3+:
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By Camonra - 4 Years Ago
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Opened DAZ, loaded G3F and left default pose, loaded Apocalyptic wearable, Exported FBX from DAZ, Imported CC3+ Basic with Transformer. Interesting...leave out the "DAZ Resource File - G3F A Pose" for making the CC3+ character and it works fine.
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By Camonra - 4 Years Ago
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Thanks for your patience, KelleyToons. Success.
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By Camonra - 4 Years Ago
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Sorry I missed that. This is the Post-Apocalyptic outfit. https://www.daz3d.com/post-apocalyptic-outfit-for-genesis-3-female-s
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By Camonra - 6 Years Ago
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Thanks for the offer to help. I'm having a weird issue with bridging polygons, sometimes on import, sometimes on resize in Character Creator. When I bring the Character back into iClone, the boots and thighs having these weird polygons.
Is there an easy way to "break" this bond? Can it be avoided altogether?
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By wendyluvscatz - 6 Years Ago
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I am still on iC6 and CC2 but geoshells what I do is export an obj I then use Transfer utility on in DAZ studio and geometry editor to remove unneeded bits also geoshells are basically textures on an offset mesh so you can just put those textures in layered image editor (LIE) under diffuse and use them on the base mesh.
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By wendyluvscatz - 6 Years Ago
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LIE is not hard, it's just an image layering function in DAZ studio that creates temporary maps which will FBX export baked, you can do the same thing in Gimp or photoshop or as you found, Blender.
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By jeff.davies - 3 Years Ago
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mrl (6/10/2022) Hi! I’m having an issue with the armpits on this spacesuit (using CC4 but tried CC3 as well). It’s “Universe Explorer for Genesis 8 Male”. It imports mostly fine, but I’m having an issue with the armpits
It looks to me that if the weight painting is not the issue, then the mesh itself may be a problem. With the character at rest, you can see what appears to be a single vertex stuck to the arm. Its likely a weight paint issue, but you never know!
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By 3DPiXL - 6 Years Ago
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OK I have a good one for you. The Daz avatar is Evil Clown (G8). It looks great in Daz3D. Import using CC3 and the mesh comes in OK but the face detail is missing, the textures look washed out and it generally look really bad. I've tried every method to get it looking good.
Top Image is Daz Render bottom CCC3
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By 3DPiXL - 6 Years Ago
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Thanks for taking the time to create a video & explain why it imported wrong. Yes i'm a sick man for needing this clown :) but it's for a very special animation i'm working on. I've tried to get you Blender add-on working but to this day it still won't work for me. All I get is empty folders and a blank ini file. Does it work with blender 2.8?
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By 3DPiXL - 6 Years Ago
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Has anyone tried to import the Daz3D scarecrow using the transformer, It loads into CC but all the detail is missing. Everything is flat. I increased the bump textures to 100% but it's nothing like the Daz version after import.
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By 3DPiXL - 6 Years Ago
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Kelleytoons (10/20/2019) You're using Advanced, right? And checkmarked the "Map facial textures"? You might try importing at 4K (by default it comes in a 1k).
I'm using the Scarecrow and it looks fine to me (it's even part of my Halloween animation I'm doing). Remember that trying to compare to Daz renders is a lost cause (the two are VERY different systems). If all the textures are there it's likely it's just a lighting/render issue. I'd like to see what you call fine. If I compare the the one transformed it looks like a different avatar regardless of lighting. I'd expect to see the same level of detail between the two. CC seems to miss all the detail out, even though it brings in roughness, diffuse and bump it very poor transfer.
Any chance you can post what your scarecrow inputs like
Daz
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By 3DPiXL - 6 Years Ago
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iClone
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By 3DPiXL - 6 Years Ago
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Kelleytoons (10/20/2019) Then that's just weird then. I really have no idea what's going on with your setup.
Let's see what the OP has to say when he tries this (we might spot a trend). Hi Mike,
Thanks for your .ini file. It certainly helped to get the figure in with correct textures. I must remember to use a custom file in future and force those textures in. With a bit of tweaking I'm a little closer to what i need. I still think there are issues with the transformer. The new skin texturing and wrinkle system can't come quick enough.
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By larryjbiz - 6 Years Ago
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By larryjbiz - 6 Years Ago
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Hey Kelly... Saw. Your video about beards.. The problem I have is long beards. They attach to I guess the neck bones so that when you rotate the head.. The lower portion of the beard that should move freely is attached. Have you experienced this. I'm not to good with the weight mapping... But if you could offer any help with the weight mapping.. Love to see a tutorial on this... Thanks
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By larryjbiz - 6 Years Ago
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Yes its daz beards I'll post a couple of pics. As a slight work around.. I've just used the shorter beards than stretched them.. But it ruins the natural look.
Thanks
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By larryjbiz - 6 Years Ago
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Here is an example. A lot of times when I go into skin weights to adjust. It hangs up or crashes. Maybe the poly count. When I have been able to mess around..locating the bone bone I need to 0 the the weights become an issue. I haven't got a handle on the manual weight mapping. The beard is from Genesis M5Beards Thanks
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By larryjbiz - 6 Years Ago
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I was finally able to get one to work. I have to step thru again to get the steps I used in order. But I applied weight maps with the head tilted away from the neck...which I had done before, but did't work.
Some where in the order of the baking and tilting of the head before weight mapping..helped
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By larryjbiz - 6 Years Ago
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So it appears that by rotating the beard away from the neck and using weight mapping option "other" fixed my problem. If you tilt the head and use another mapping option like "default"..it pushes the lower portions of the beard toward the jaw.
See Below using "Default" weight mapping
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By larryjbiz - 6 Years Ago
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I find if you mess around with displacement and opacity, you can make a lot of changes to the look
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By larryjbiz - 6 Years Ago
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By larryjbiz - 6 Years Ago
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Lol... No offense taken..
Appreciate the input
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By Kelleytoons - 6 Years Ago
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And not to disparage the good detective work you found on the weighting.
It may well be helpful for a lot of things, like scarfs and ties and items which drape down. It's always useful to experiment with the presets (but don't forget that if you have an item that does work for you you can also use IT as the default. Using another item's weighting is another useful tool in the toolkit).
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By Kelleytoons - 6 Years Ago
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Yeah, still looks like crap (no offense -- fibermesh hair always looks like... fiber and not hair).
But might be a good look for Toons (so there is always that).
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By Kelleytoons - 6 Years Ago
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Yeah, I'd still stay away from fibermesh hair (for one thing, it looks like crap :>).
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By Kelleytoons - 6 Years Ago
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That's a fibermesh beard, right? I'd stay away from those. (And I never use any Michael or Vic stuff so I can't help you there much).
Never had an issue with any poly beards but if you find one I'll be glad to look at it (fibermesh are just trouble for all).
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By Kelleytoons - 6 Years Ago
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Hmmm, never seen this. Do you have a particular beard you're having trouble with (as the name of this thread talks about, should be something from Daz)?
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By Kelleytoons - 6 Years Ago
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Well, there IS a way to get the morph sliders into iClone, but you're not gonna like it.
If you export the hair from Daz as an FBX (hair only) with the morphs you want, and then open it up in 3DX and then just send it to iClone it will come in with all the morphs, which you can then add by using Morph Creator. And then they work just fine in iClone with Morph animator.
You'd have to attach it to the avatar as an accessory, though, and there's no way to get the hair back to CC3 without losing the morphs (and having the hair reset back to its original configuration). Because CC3 doesn't allow us to create morphs on accessories or clothing once they are in CC3, there's not much we can to do improve this.
It's odd, I grant you. I don't care much that I don't have the morphs in iClone, but it sure sucks that you can't use them in CC3 (you can apply them, but they go away when you export to iClone).
It's nice hair -- as a rule I almost never use morphs on hair but use it the way it comes, but the length and crown morphs with this hair are very useful. Too bad we can't use them.
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By Kelleytoons - 6 Years Ago
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My problem is I don't have the V4 base to even test - AFAIK you can't even get it anymore (I have 4.2 but that's easy to get). I *might* have had it at one point (I had Poser installed back when dinosaurs ruled the earth) but no way I can get it now even to test.
Sorry -- as I said, I don't ever do anything with V4 but I thought I might be able to get a character in (AFAIK 4.2 is compatible with all V4 stuff, so much to the point that you can't even get the original anymore).
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By Kelleytoons - 6 Years Ago
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I've talked about leaving or changing hair to cloth in a lot of my tutorials -- nothing wrong with it (and the only way you can have more than one hairstyle at the same time). I'm wondering if you brought them in as cloth and then weighted them as hair whether they would lose their morphs, though? If not, you could do that.
The only possible downside is twofold -- you will need to remember where they are (they can't be stored in the hair folder) as well as get no auto replace if you do put another hairstyle on. For those two reasons, though, I would make an effort to convert them back to hair if I could.
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By Kelleytoons - 6 Years Ago
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Tell me which character and I'll research it.
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By Kelleytoons - 6 Years Ago
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I always tell people to just ask me before they buy.
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By Kelleytoons - 6 Years Ago
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Yeah, I'm not a big fan of whoever did the sculpting for George -- his head/neck (both in concert) work to be very odd when he's naked (dressed he's not too bad, particularly if you have some high collar stuff and adjust the neck length/width).
His skin texture is nice, though -- you didn't bring it in but I would advise you do that and apply it to the fat morphs you have otherwise. Skin texture alone is most likely worth the price of him.
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By Kelleytoons - 6 Years Ago
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Well, there's a lot to unpack here.
First, this is in the Character Creator forum, specifically in the part of CC3 that contains Transformer, which imports models from Daz (all Genesis figures, M4 and V4, and Hivewire avatars). So in that regard it's outside the scope of this forum, not to mention this thread. What I would suggest is that you try Transformer (assuming your models you are attempting to use fall into that category -- you say G3 so I assume you mean Genesis 3).
Secondly, this only talks about the importing of such models into CC3 (and then for their subsequent use in iClone). You seem to be talking about importing or using animation created outside of the iClone process and, again WAY outside this forum and thread.
I will say, in general, the iClone universe was never meant to import animations other than those body motions which fit the BVH avatar standard. It has never said or implied it would ever do facial animations, and since it uses a morph based approach to facial animation it really isn't possible anyway. If that's what you are pursuing I'd advise you to give up.
But if you want to continue this discussion feel free to start it in the appropriate forum (I would suggest the 3DXChange forum, since that is what you are using). For the purposes of bringing in Daz characters to the iClone world, 3DX is pretty much obsolete, though.
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By Kelleytoons - 6 Years Ago
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I've always just stayed away from the coats that use buttons, but I was playing with this last night and found that it was fairly easy to get things right if you brought the coat into Blender as an OBJ, removed all BUT the buttons, joined them all together, and exported as just buttons (joining in Blender is as easy as just selecting all of them and pressing Ctrl-J, so the process took less than a minute). Inside CC3 when I imported I didn't import the buttons but did bring in the button array as an accessory and converted to cloth. With them converted that way they will more closely follow the coat as it moves (and don't distort).
The only real issue is adjusting them for that default t-position -- I need to play with this a bit, but here's the general idea:
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By Kelleytoons - 6 Years Ago
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You're using Advanced, right? And checkmarked the "Map facial textures"? You might try importing at 4K (by default it comes in a 1k).
I'm using the Scarecrow and it looks fine to me (it's even part of my Halloween animation I'm doing). Remember that trying to compare to Daz renders is a lost cause (the two are VERY different systems). If all the textures are there it's likely it's just a lighting/render issue.
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By Kelleytoons - 6 Years Ago
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Ah, okay, sorry -- I should have gone back and looked at this (I'm SO busy right now).
Okay, the Scarecrow needs a custom ini file to work properly, as it will not gather the textures correctly even with Advanced. Because I'm SUCH a nice guy I'm providing that file in this post. Note that you will still need to provide the folder the textures are located in (for everyone it's different but the last piece will be Runtime/textures/RawArt/G8MScarecrow).
You'll also want to bump up the bump files to 100 (they come in at 10).
And then you'll get this:
Note that you can't simply drag and drop those textures from that folder -- they won't be correct. Plus you have transparency textures in there as well, which add more detail.
Crap, can't upload .ini files here. Sigh. Okay, so it will be a zip file (SO stupid).
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By Kelleytoons - 6 Years Ago
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First make sure you're using the latest version of CC3 (3.11.2102.1).
Now, I assume you did choose Advanced (we ALWAYS need to choose Advanced now -- there's absolutely no point in using Basic). You checkmark "Bake Body Texture" and put my texture profile in, fine. What is the exact path for your textures? Show me. Make sure it's in the Runtime directory and only the topmost directory (Rawart also has a lower directory inside of that so do NOT choose that).
You should absolutely NOT be getting what you are getting in those slots:
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By Kelleytoons - 6 Years Ago
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Hey, I WANT to be around forever... but Father Time is undefeated. But thanks for caring.
(I'm trying to do my best. I'm two months out of my knee surgery, and today at tennis I felt around 1,000 years old. Sigh. But at least I was playing and, for the most part, winning. But now I hurt).
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By Kelleytoons - 6 Years Ago
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Unfortunately that suit is a *little* too new for me just yet (I don't buy things until they've been out for a couple of months).
However, I'm fairly sure it will work just fine if you use my new method of bringing stuff in (you don't need to unparent anything):
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By Kelleytoons - 6 Years Ago
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Well, as I said, I don't have this yet but if the outfit is designed as one piece and you want to use just parts of it then you will have to do some work no matter what. If it were me I'd just take it into Blender and remove all but the shoes and reimport them as accessory and then change into shoes. That ought to do it but, again, without it in hand I can't say for sure.
In general what you see is what you get -- buying a jumpsuit I wouldn't expect to get just shoes out of it without some work on my part.
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By Kelleytoons - 6 Years Ago
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You're not using Transformer, are you? Transformer doesn't need those profiles and should correctly import that figure just fine.
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By Kelleytoons - 6 Years Ago
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Yeah, I'm not sure how brows (or, for that matter, mustaches that actually conform to lip movements) are ever going to work -- the technology is just completely different (with iClone using morphs and Daz using bones for facial animation). I don't think it's too big an issue when it comes to fibermesh (which I kind of hate the look of) but it would be nice if we could get even polygon hair to conform (for, say, mustaches).
Then again folks are always making breakthroughs so who knows what's in store for the future? I know *I* won't live long enough to see much of it, but you young people will have a lot of fun.
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By Kelleytoons - 6 Years Ago
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You're still missing the point, Tony.
The Paige morph does exactly what it should do, but because the head is so extremely small it causes issues with the teeth which, as Vidi says, you can fix. IF the morph process was designed to morph BOTH the teeth and head at the same time this wouldn't be an issue but it isn't, the teeth are a separate thing because RL wanted you to be able to have morphable teeth (whether this is a good decision or not isn't the point here -- it is what it is). So you accept that as a limitation and move on.
Again, the exact same thing is true whether you bring in a Daz morph or not -- I have Tokomotion morphs that I cannot apply in combination with others or I get the same problem. It's a limitation of the RL system. If THAT'S what you want to argue, that the morphing in CC3 is "broken" or somehow should work differently then it belongs in its own separate thread. But it has absolutely nothing to do with Transformer.
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By Kelleytoons - 6 Years Ago
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IIRC, though, that tutorial doesn't deal with the weird rigging of these buttons but rather talks about the distortion of buttons. After doing what I did, I actually like my way better.
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By Kelleytoons - 6 Years Ago
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Oh, I know perfectly well what you mean. I struggled for many years trying to use Blender when folks would recommend it. Everytime I installed it I then uninstalled it after trying it. But then I put Sensei on and, while it's not *great*, it's at least usable. (And in many ways it's far more comfortable to me than Daz).
I haven't tried the new Blender -- don't know if they've changed the interface at all but people rave about the rest of it.
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By Kelleytoons - 6 Years Ago
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Well, you need to have an understanding of what is happening. There is no such thing as a "Daz eye" or "Daz teeth", for example. There isn't even a "Daz character". All we can ever do, when we use Transformer, is remap the Daz avatars to the CC3 ones.
This remapping just alters the verts to match, but the resultant change is still a CC3 avatar -- if it wasn't then the clothing wouldn't work, nor would you be able to reload it back into CC3 to do anything (like from iClone).
With that in mind any eye you've morphed is still just a CC3 eye, changed to whatever degree it was altered by the morph. If you apply the morph at 100% it will be the full transformation, but any smaller amount will take it back closer and closer to the default CC3 one (from which you applied the morph).
Your shouldn't, as a rule, have a problem with the eyes and teeth changing wrongly and if you do it's likely you didn't use a base morph in the first place. But I realize there are exceptions (early on Transformer had a terrible time with Gen 3 females, IIRC, not transforming the eyes and teeth correctly). If you give me a specific example you're having trouble with I can check it out.
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By Kelleytoons - 6 Years Ago
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I still think you're trying to compare apples to oranges here.
Trying to apply Paige's morph to, let's say, something else that already has a morph can work more or less successfully depending on the morphs involved. In the case of the default CC3 (assuming you did it right) it will work perfectly. In the case of something that, say, already has a much smaller/lower mouth, the teeth may come through. But that's not unique to Daz morphs -- you can apply multiple RL morphs that do the same thing (not as frequently because the RL morphs are, by and large, not as extreme).
I don't know how you'd want it any other way. Your workaround is to reduce the teeth (let's say) but that isn't a "scientific" way of doing it (in reality you'd want to remove the mouth reductions of the morphs previously applied to the CC3 base before you applied Paige's head), it just happens to work. It won't work in all cases and there's no real method that could.
Or another way of putting it -- there are literally millions of morph combinations that can be applied to the CC3 character and not all of them will be good -- the more extreme they are, the more likely they will not combine well. But, frankly, you shouldn't be trying to combine Paige (once character) with another -- that's not really very good character design. In actual practice animations use specific morphs (so if you like Paige's small head, use THAT as a morph instead of the entire thing -- Paige is designed not to be morphed, just as nearly every other RL character supplied is designed that way).
Hopefully I've made myself clear -- I understand this topic may confuse folks who haven't done this stuff for a living.
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By Kelleytoons - 6 Years Ago
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I have no idea if it works with 2.8 or not, but that's not really the point. My Blender routine here only consolidates the maps and while it's useful to figure out what's missing, it still won't construct the ini file properly. THAT you need to do manually, and you have all the tools needed to do it (you can track those textures down yourself inside of Daz).
You can also load a normals and roughness map from other CC3 figures, if you want. So that's another way to go.
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By Kelleytoons - 6 Years Ago
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By Kelleytoons - 7 Years Ago
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Someone on another thread asked if there was a list of things that don't transform well (or at all) into CC3 -- such a list would be impossible to generate for almost anyone (*I* could do it but RL would not pay me enough money to do so, and RL doesn't have the content to do it).
So here's the dealio: I will be glad to help anyone with any Daz avatar, clothing, or hair they are having trouble with. Just post it in this thread with the exact name (and in the case of clothing, the Genesis version it works with) and I'll check it out. *Most* of the time I have the items, particularly if they've been out a while (I don't buy anything unless it's been out a few months and is no longer "New" -- there are some exceptions to this, when they have a particularly good sale or I can't resist).
By and large just about everything transforms well but there are a few "gotchas" and we can work through them. And if we can identify actual bugs the devs will be grateful and hopefully can fix.
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By Kelleytoons - 6 Years Ago
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Nathan,
This thread is only for Daz Studio and CC3's Transformer (hence posted in this forum). I really can't help much with any characters, clothing or hair imported through 3DX.
But if you have CC3/Pipeline why aren't you using that for this? Why are you even bothering with 3DX?
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By Kelleytoons - 6 Years Ago
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Wendy, I love you.
Okay, so I SAID my knowledge of Daz was limited -- never knew this about GeoShells. But armed with that information, in just a few minutes I was able to do this:
The beauty is we don't have to worry about overlaying textures or any other hard to do crap -- I just edited the ini file that allows you to load custom textures in using Transformer, and it brought in those Psionne suit textures as if they were skin. Which combined with the Psionne suit (most of which I hid except for the head piece) makes a perfect fit (note: I didn't do the finger and toe nails, or even the bump and roughness maps, as this was just quick test).
I think I can also automate this via Python as part of my old Blender routines -- I'll play with this in the evening. In the meantime I may even make a quick tutorial, as this opens up a ton of GeoShells I have, up until now, just avoided using.
Thanks again, Wendy!
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By Kelleytoons - 6 Years Ago
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By Kelleytoons - 6 Years Ago
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I assume you mean the Desiree top by RainbowLight for Genesis 3 (I couldn't find any Desiree top for Gen 2).
If so, it works fine coming in through Transformer (note the title of this thread). You really shouldn't be using OBJ for Daz clothing except under VERY special circumstances. Transformer is meant to (and does) transfer nearly all Daz hair and clothing perfectly. (This I did automatically without any adjustments at all).
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By Kelleytoons - 6 Years Ago
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An HDRI is just a particular type of image file, and iClone can use these as IBL images, for example (so you can both light your scene as well as have them as your sky). I wouldn't think those files would be any problem but if you are at all unsure you can either buy them from Daz (which has a lot of nice HDRI images) or get some from the very many free places on the web (if you do a search of these forums you'll find someone who has posted at least a link or two -- let me see if I have one...)
Here's one: https://hdrihaven.com/hdris/category/?c=all
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By Kelleytoons - 6 Years Ago
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By Kelleytoons - 6 Years Ago
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Works fine with CC3 Pipeline:
Now, I did have to add a bit of physics to the bottom of the coat, as well as hide some of the underlying skin (but that is typical of most outfits). Otherwise it was a completely straightforward import (took less than five minutes).
(And thanks for giving me some ideas -- I'm going to generate a bunch of these guys for my London street scene).
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By Kelleytoons - 6 Years Ago
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I'm going to guess this can be solved similar to the video I did showing how to do the cybernetic arms (available on my channel). But I have that suit so I'll take a closer look.
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By Kelleytoons - 6 Years Ago
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Wow, this suit is kind of a hot mess.
The problem is in Daz it's bound to the wrong bones, and I'm no Daz expert and can't figure out how to make this work any better. Note that no matter what you do you'll have a problem since you won't be able to get the fingers to move properly unless you weight map this to gloves (but then the rest of the suit won't work).
You'll note that the suit comes in as an accessory, with no option to change (other than to hair, which is just another form of accessory). So when you apply default cloth weights the bones are not bound correctly. I honestly think this is a Daz issue and can't be resolved from the CC3 side (and, as I said, I don't know enough about Daz to know what to do about it --you could try contacting the suit author and see what she has to say).
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By Kelleytoons - 6 Years Ago
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Okay, I got it working, but it's a royal PITA and I'm not so sure it's worth it (which is why I always suggest that if anyone is going to buy something from Daz they ought to ask me first).
Here's what you have to do (and I could make a video tutorial if you like, because it IS a hot mess): first export from Daz the suit only as an OBJ. Bring into Blender and cut all but the arms off (you can follow this same process if you want the feet to bend accurately, but you can get away with just faking it). Export the arms as an obj and bring into your CC3 as you have it now as an accessory. You'll need to edit the mesh because the arms won't *quite* line up in the t-pose, but you can get them pretty close without a lot of effort. Now hide the parts of the suit and almost all the body you don't need. Voila!
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By Kelleytoons - 6 Years Ago
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wendyluvscatz (4/4/2019) LIE is not hard, it's just an image layering function in DAZ studio that creates temporary maps which will FBX export baked, you can do the same thing in Gimp or photoshop or as you found, Blender.
No, you missed the bottom line of my tutorial -- we don't do anything with the maps. Transformer (which you don't have) just bakes them properly for us, no mess, no bother. All I do in Blender is IDENTIFY the maps which need to be put in (and it will do that automagically). So, one button press, and Geo-Shells are imported as CC3 figures.
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By Kelleytoons - 6 Years Ago
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TonyDPrime (4/4/2019) KT!!! I got a gotcha-primavera for you!
Actually, it came up a while back, don't know if it was ever addressed further - the detached brow thing for some G8 figures.
Ever come across needing this yet? Because at worse you can just use add your own eyebrow to the face texture, most of these figures have that option instead of using the detached brows.
Detached brows do come in just fine, Tony. They don't deform the way a regular brow would, but that's a morph issue, not an import one (and, honestly, I hate the look of them anyway and never use them).
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By Kelleytoons - 6 Years Ago
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Rampa,
Really brilliant -- this is why I always preface everything I do with the fact that I know almost nothing about Daz (so never would have known you could fit a skeleton to a figure).
So you use the skeleton as a complete clothing outfit, on the inside, right? (And then can hide the base so that it might look as if the skeleton is wearing clothes)? I'm thinking this might be real good on those skeletons Daz sells that are marketed as "for Genesis 8" or whatever. Those are made for clothing in Daz (so you can dress them and pose them using Daz controls as if they were, say, the Gen8 Male) but, of course, won't import on their own to CC3. But this way might allow them to work just fine (I always get asked this question and never have a good answer).
If this works and you don't mind I'll make a video for my channel for those folks who don't frequent these forums as I'm sure they'll be interested (with your appropriate credit, of course).
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By Kelleytoons - 6 Years Ago
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Yeah, this is a definite case of YMMV but the M really depends more on the skeleton (or whatever).
If the figure is rigged/designed for a particular Genesis figure AND you use that figure, then Fit To works perfectly. I used the Midnight Skeleton for both Gen 3 and Gen 8 (each separately) and each rigged without any issues. But I tried the Midnight Skeleton (precursor to both) and could not get it to fit no matter what Gen figure I used.
This makes sense -- if the skeleton is designed to use a particular Gen rigging then it will also fit that character without issues. If not, then it just depends on how closely it will match up (or, as with Rampa, using a bit of elbow grease).
Now that I'm more awake this makes perfect sense -- in a way, it's what we do with geographs: we just delete the base that doesn't fit CC3's definition of a Gen figure and re-add our own and take the whole thing as "clothing". I'm not sure why this never occurred to me before but I'm glad I have this tool in my bag now.
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By Kelleytoons - 6 Years Ago
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The problem, Rampa, is if you bring in the Skeleton and then apply the CC3 morph it will also shrink the skeleton. What you want to do is apply the thin morphs inside of Daz, and put the skeleton there (note, you do NOT want to parent it to the figure, nor do you need to. Doing that will then also adjust the skeleton).
I've gotten great results just using the "Thin" morph that comes in Daz, dialed all the way up to 100. Then bring in to CC3 with the skeleton which is almost touching the surface. Dressing and hiding the figure makes those clothes fit tight.
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By Kelleytoons - 6 Years Ago
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The skeleton. I hope. (Because if you paid money for that girl, say, on the street, I will not sleep tonight).
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By Kelleytoons - 6 Years Ago
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Good call, Mr. G.
You still need to know what the figure was intended to be rigged for, but this does help with, say, Mr. Scallywags (a figure not intended to perfectly match any particular figure exactly, although it says it will use "a lot" of Gen 3 poses). If you try and fit without this knowledge it won't work (unless you just happen to get lucky). But if you use the Gen 3 figure fitting after zeroing out the Gen 8 male (and the Skeleton -- I don't know if you have to do both but I did) it will fit just fine.
There apparently is an art to this, so it's not *exactly* a science, but based on the four or five skeletons I've tried it on it will work, and you can use almost any Gen figure for the base. Why is this important? Because if your intention is to fit clothes to the skeleton (the only real reason to go this route -- otherwise just bring it in via 3DX as a non-standard character and it will work just fine) then you want to FIRST make the figure as thin as possible (not afterwards, or the skeleton itself will get thinner, either in Daz or in CC3). So if you happen to have some thin morphs (I used Floyd plus the basic Thin which made the figure look like something from a concentration camp) the skeleton then almost matches the surface of the figure, which means clothes fit almost perfectly and don't look like they are hovering above.
I'm going to make a video for my channel on all of this but it's a good catch by everyone here.
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By Kelleytoons - 6 Years Ago
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I never use V4 (seldom use M4). But is there a particular character you'd like me to try?
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By Kelleytoons - 6 Years Ago
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Yeah, this is pretty easy to fix (and it does happen). Let me see if I made a video about it first, though (someone has this same issue fairly recently and I thought I might have made a video...)
Aha, this old man DID remember. This is most likely your issue (if not, let me know and I'll test this particular hair out).
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By Kelleytoons - 6 Years Ago
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Just for others' benefit -- yep, this was the issue with this hair, which comes in as cloth. It should be left that way, converted to an accessory, and THEN apply the hair skin weights to it (turning it to hair). After that all is well.
However, this hair is VERY polygon intensive (makes almost 2 million with the default CC3 male). Unless you need extreme closeups with this hair I'd STRONGLY recommend optimizing it with the polygon reduction (using recommended settings got the entire figure down under 80k -- I suspect you could even reduce it by, say, 30% and have it looking just fine even up close).
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By Kelleytoons - 6 Years Ago
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If it was the skin textures then you probably weren't using the Advanced selection. If it was clothing then it may have been an earlier version of CC3 (later versions import more of the textures correctly).
But I'd have to know more specifically about exactly what Gen character and/or clothing you were trying -- it ought to come into CC3 looking as good as it does in Daz (other than the obvious things that iClone can't do, like SSS).
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By Kelleytoons - 6 Years Ago
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Just for you... (The Colin hair works fine, but I had an issue with the Sleek Hair).
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By Kelleytoons - 6 Years Ago
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I don't think it matters much, Tony. As a rule I bring in all my characters nude, saving the morphs out that I want or saving them as full characters. I bring in clothing on just a default Gen whatever (usually 8, but sometimes 3 -- I almost NEVER use anything else) and either save the entire character/outfit (for loading at once onto someone) or individual pieces.
In terms of fit you will still need to use tools in CC3 from time to time to get clothing to fit no matter what, even if it's on the Daz character you brought in (because Daz uses a whole different fitting approach).
I think everyone needs to find the right workflow for them.
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By Kelleytoons - 6 Years Ago
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Glad you were able to get it working.
As always, if anyone has any issues with any Daz avatar, clothing or hair just let me know and I'll see what I can do.
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By Kelleytoons - 6 Years Ago
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No, it does not.
The description should give you a clue. "The rigging is based on Genesis 8 Male figure". Which means it is NOT a Gen figure, but has the same rigging. Inside of Daz this allows you to use Daz clothing, but it cannot be brought into CC3 (which would require a morphed figure which this is not).
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By Kelleytoons - 6 Years Ago
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I understand.
I've had *some* success using the figure (brought in through XChange, which maps it automagically) and then scaling up a CC3 figure accordingly (that's the tricky part). You then dress the CC3 figure, bring it over to iClone and align the two, and hide the CC3 base (so the clothing is draped over the skeleton). With the same motion files the two will work together.
The problem with this approach is that you need to make the CC3 figure VERY skinny, otherwise the clothing looks like it's "floating" (if you can imagine). But it's definitely doable.
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By Kelleytoons - 6 Years Ago
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Glad it worked for you, although that begs the question as to why it doesn't work for TSL. Maybe he can provide a video showing the exact things he's doing from Daz start to finish and we can figure it out.
You don't always need to use an .ini file -- MOST of the time you shouldn't have to. But if you don't see the textures then you do have that tool at your disposal.
In related news I actually found a Daz avatar that even the .ini file couldn't work on. Really, really weird, but I found a very elaborate workaround so at least I was able to get the textures in (don't ask -- if you never need to do it you don't need to know :>).
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By Kelleytoons - 6 Years Ago
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It's weird. And, as I said above, I came across another weird issue with one. I think these sorts of things are edge cases and therefore don't need a lot of dev time to fix, but it would be nice if it were a *bit* better.
But glad you seem to have it more or less sorted out.
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By Kelleytoons - 6 Years Ago
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I know that's your directory -- what I mean is, show me the screenshot of where you entered that into CC3 (you may have entered it wrong).
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By Kelleytoons - 6 Years Ago
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Here's an example of applying two RL morphs to the base CC3 female:
If anyone wants to duplicate this is just Mei and Christy applied at 100%. Now, it isn't as extreme as the Paige example, but Paige is a very extreme morph to begin with, whereas these are two fairly benign RL females. What it demonstrates is there is no way to properly account for ALL the various morph combinations you could create, at least with the teeth being a separate morph. Again, that's an RL design decision and not something I can argue either for or against.
What it teaches you (along with a similar thread here about bringing in the Daz monstrosities) is that there are limitations to all morphs that just need to be accepted. Applying a morph at less than 100% often will solve many of those issues, but now always (in the other thread it was exporting from Daz at 50% that helped a great deal... but then you lose a lot of the original morph).
These are edge cases, though, and *most* folks shouldn't run into problems as long as they don't need or use extreme examples. Programmers love to work with such cases because if they perform properly then lesser ones will almost certainly work, but I just can't see how RL could account for all of these (again, with the teeth being separate).
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By Kelleytoons - 6 Years Ago
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Then that's just weird then. I really have no idea what's going on with your setup.
Let's see what the OP has to say when he tries this (we might spot a trend).
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By Kelleytoons - 6 Years Ago
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The easy way to get something to ALWAYS work is to just bring another standard Daz avatar into the scene using the same type as the one you're having trouble with. However, this approach really works best with clothing and/or difficult accessories.
With a nude figure it becomes a bit more complicated but I suspect in the case of Hotura it's the same as it is with Sakura (or whatever the heck these names are -- the eyes are the problem. Delete them and you should be okay.
Then, of course, you'll have no eyes so you'll need to adjust the ones CC3 can supply. It can be done, not perfectly, but it will work. CC3 really isn't set up to work well with Anime characters but you can get something acceptable.
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By Kelleytoons - 6 Years Ago
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As a rule I don't reduce polygons -- I think I did it once just to see. So I'm not sure how much help I can be, particularly since it's a CC3 issue rather than a Transformer issue (which is what I deal with in this thread).
But if I get the chance tomorrow I'll at least give it a try and see the crash. I suspect you'll need to report it to RL.
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By Kelleytoons - 6 Years Ago
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Yeah, crashes for me but, as I said, I never do polygon reduction so it may just be a thing that happens often. You might want to open up a trouble ticket (again, this thread is for bringing the clothes IN via Transformer, and this works just fine to do that. The other functions in CC3 often crash not only with Daz stuff but with almost anything, so I'm pretty sure this has nothing to do with Daz).
The outfit isn't that all intensive anyway -- I wouldn't have even thought of trying to reduce it (since you'll need all those polys for it to properly move when you weight it).
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By Kelleytoons - 6 Years Ago
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You most likely need to apply some weight maps but if you provide a link to the Daz site for this clothing (so I know exactly what outfit it is) I can help you further.
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By Kelleytoons - 6 Years Ago
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You can do this fairly easily if you don't need to see the end of the arm (which is to say you don't need to see that it is hollow).
If that's the case, just turn all the textures on the avatar EXCEPT for the arms to 0 opacity. Then you have the arms. Now -- if you have need of only ONE of those arms you will need to do a bit more work. In that case you'll need to create an opacity map that hides the arm you don't want.
If none of that makes sense (even after reading the manual) I'd be glad to make a video or I'm sure others here might help.
Now -- if you need to see the ends of the arms then you need some kind of "stopper" (think of it like a cork). Daz actually makes those, for those folks who want amputated arms (and I used one in my Halloween zombie video which you might check out). You can use them and change the texture so it isn't blood red. But it's a bit more complicated and if you need that I can walk you through that as well.
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By Kelleytoons - 6 Years Ago
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You should still be okay -- you can unload all the textures you don't need which should get you there and, if not, you can use the LOD in CC3 to reduce the polygons.
I doubt whether it will be an issue at all.
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By Kelleytoons - 6 Years Ago
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Okay, you won't get this to work properly.
In general, dForce cloth doesn't work well inside of CC3, and my suggestion is to avoid anything with it. Sometimes you can create a good weight map for it, and it *might* have been possible in this case, but that costume is a hot mess -- the creator (whom I tend to stay away from) has divided it up into so many zones that even bringing it into 3DCoat to try and weight it properly was a disaster (in general you need a piece of clothing to have a single UV across it to make it possible to paint the map properly -- this one is split into many different UVs none of which share any commonality. I gave it a shot but it eventually crashed 3DCoat which is NOT a good sign).
If you are good at modeling and other such you might be able to reconstruct the UV in 3DCoat -- if it can be done anywhere it has to be there -- but it's WAY above my pay grade. Even the interior tunic has so many different UVs you'd be lucky to get it functioning properly. My advice is to use another costume.
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By Kelleytoons - 6 Years Ago
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That hair is fibermesh and as such will never look very good in the RL world. The only times I've ever found FM hair to be useful is for some VERY specific African-American folks.
Unfortunately, there isn't a lot you can do to get very short hair. Hair I've found useful (but not perfect):
Zombie Hair (it's more unkempt than most folks with short hair would wear) VMH Bald (it's the most useful short hair there is, but it's strictly the kind of balding look many folks have, with nothing on top) Santa Hair (from the Daz Santa and beard combo) - this is surprising useful as it's kind of a combover look AND you can hide parts of it to cover up the unkepmtness of it). Miles Hair - (This is most likely the closest to what you are looking for -- very "clumpy" and balding. I'm not crazy about the uneveness of it, but it works under a lot of occasions.) Bald CombOver and Bald, both from RL -- not great because the sides of the hair flair out, which is why VHM bald is superior. But sometimes you need that look. Hat Hair (also from RL -- this isn't very useful on its own, but can be combined -- see below).
You can also combine these in various combos -- to do so, put one on and convert to accessory. Do for each additional one you add, and when you are through, select them all, chose Merge and merge them, and then apply the Hair weight map to make one big hair. Doing this and hiding various parts can help.
But, frankly, we are still missing some major thinning hair looks. I'm going to experiment with the hair generation thingee Rampa posted about (and posted again recently). As you have noted, hair is very important in getting the right look. I actually think hair is about 60% of how we identify people, and if you can't get it close you can't get a resemblance (this is more of a factor for men, though, as women change their hair -- and color -- all the time).
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By Kelleytoons - 6 Years Ago
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Yes, VMH is Vintage Male Hair.
Those "hairs" in the marketplace don't look to be anything other than a textured skullcap, which really is something you could easily do yourself using the Daz products you already have. Although -- that gives me an idea about that. I need to take the time but it's possible that those Daz skullcaps (some of which are very nice) could be easily altered in Blender.
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By Kelleytoons - 6 Years Ago
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As I said in your other thread (as a rule you don't need to post more than once for the same problem, as we see ALL the posts).
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By Kelleytoons - 6 Years Ago
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I've talked about this some and Mr. G also on here has mentioned that CC3 has some issues with shoes. You will nearly always have to hide some or all of the foot in order to get it working properly, and he has a workaround for the weird shoe not fitting right which I'm too intoxicated to remember right now (but you can do a search for shoes and his username. Which is something like 2Uegs or some such. Sorry, WAY too much alcohol right now).
If you can't find it send me a message and in the morning I'll try and track it down (IIRC it was something like you had to apply a morph, ANY morph to the character and then the shoes would suddenly fit. It was really weird, but I'll be far better capable of remembering in the morning).
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By Kelleytoons - 6 Years Ago
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anthony_054844 (12/3/2019) Hi Mike, Do you know if DAZ's Trading Floor Outfit for Genesis 3 Male imports easily to CC3?
Seems fine. Here I imported and put standard pose on my favorite standard avatar in CC3, Kevin. And I brought it over with all the morphs, so you can open and adjust the jacket in various ways (you can do this with the tie and shirt as well, but although I have those morphs in CC3 I didn't play around any with them).
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By Kelleytoons - 6 Years Ago
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Is it anything like this?
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By Kelleytoons - 6 Years Ago
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That dress is a hot mess.
It's WAY too heavy -- something like 60K polys for something that ought to have 5K -- and thus can't use a physics weight map (which is what you should be using for the lower portion). It wouldn't even load into 3DCoat properly, and trying to reduce the polys inside of CC3 made an avatar I couldn't save. In general older clothing (like for Gen 2 and earlier) isn't nearly as good or as well designed as later stuff, which is why I stick to Gen 3 stuff (although I did have this dress). My advice is to use something newer (that particular style is available in a dozen other configurations).
I always advise anyone thinking of buying something to check with me first and I'll let you know it it works properly or not.
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By Kelleytoons - 6 Years Ago
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Just be aware that fibermesh does not work at all well in CC3 (nor does it look very well).
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By Kelleytoons - 6 Years Ago
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Can you provide a link to the Daz page where that plugin is sold?
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By Kelleytoons - 6 Years Ago
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Yeah, as a very general rule I would stay away from any DForce hair (I have not found it to work very well even when you can bring it over).
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By Kelleytoons - 6 Years Ago
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I think your basic problem is your lack of understanding of how Daz and CC3 work together (or even how things work in Daz).
Those horns are not part of the anatomy. They are best thought of as props, the same way a gun or handbag would be. They only attach to the character just the way, in CC3, an accessory does. And that is how you would bring them into CC3, as an accessory (I have the female horn package and have used them on both male and female characters -- the beauty of CC3 is that anything for a female will fit the male and vice versa).
I'm not sure what "morphs" you have in mind, or how you intend to make them, but at least bringing them into CC3 is no issue (and, as accessories, you can mod them outside in any program you want and still reimport them).
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By Kelleytoons - 6 Years Ago
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Ah, okay then we are out of my pay grade (I know nothing about UE).
Inside of iClone you could do this -- you could weight them as, say, hair and then when you applied a head morph they would change to match (more or less -- you might have to adjust them further but as hair you can do this). If I had to do this in, say, Max I'd create two separate figures and then just do a cross dissolve between them but, as I said, I'm WAY outta my depth here.
Perhaps asking on the UE forums you'd get some answers that would be helpful.
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By Kelleytoons - 6 Years Ago
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It's really up to you how thick or realistic you want this hair to look (you can't do both -- the default alpha maps loaded in make it look very realistic, but thickening the hair tends to make it look less so -- no such thing in life as a free lunch, and there are tradeoffs everywhere).
The developer, OOT, uses a set of 10 alpha maps on her hair to control this, and you can do the same. So, for example, if I select all the hair except for the hair cap (leave that alone) and put in the opacity marked 10OOTNekoHairAlpha, I get this thickness:
Which is as thick as anyone would want. Personally, I'd leave it with the default maps, but you are welcome to mix and match and play -- Transformer can only bring in automagically the default maps.
The OOT alphas are located in Runtime/Textures/outoftouch/!hair/OOTHairBlending2/NekoAlpha. Have fun playing!
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By Kelleytoons - 6 Years Ago
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One more thing you might try (I did it after I fooled around some more with that hair) is adjust the default makes brightness on the two "Bangs" (those are the ones covering the front of the head and perhaps the most troublesome with it comes to thickness).
If you select both of them and go to the alpha and just the brightness on it by around 10+ or so you'll see it covers the head better. You can also load in those other maps I mention above, but it seems like it's just these two hair pieces that need playing around with.
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By Kelleytoons - 6 Years Ago
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One of the ways you can help with dresses is to pose in Daz with the legs far apart (VERY far apart) -- btw, it doesn't matter how you pose in Daz, it will always come into CC3 using Transformer in a t-pose. No worries -- the important thing is the weight will be set when in the right pose of Daz.
Something else that helps with any particular item of clothing is to find another item that is weighted correctly and use THAT item's weighting (you can select it via the weight list). So if you have a dress that works that is very similar to what you are trying to bring in use that weight.
That dress is a hot mess -- in particular very hard to get the physics weight right (and the trim is a separate UV map). If you are handy with Blender you could bring the dress in and then perhaps use 3DCoat to remap the UVs but... I wouldn't bother. There are better dresses out there.
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By Kelleytoons - 6 Years Ago
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The only way I've found to solve this is to correct it in a 3D editing program (such as Blender).
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By Kelleytoons - 5 Years Ago
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Yeah, I don't have that (I see it's not quite *new* but still new enough I haven't gotten around to it).
If I end up with it I'll give it a look but if it's the weight mapping I would suggest you bring it in as an accessory -- you don't want this as cloth, for sure. Then worse comes to worst you can weight it as hair (see my tutorials on combining hair so you can have multiple hairs in your character) and put your own custom physics maps on it (which you'll need to do). Try it that way first and see what happens (IOW, bring in weighted as hair and see if it moves appropriately for you, and if so, I can walk you through combining it with other hair).
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By Kelleytoons - 5 Years Ago
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In this case, you should try bringing it in unweighted. Then once inside try weighting it as a cape and see if it helps.
But I'll give you a clue -- probably not doable. These things are usually poorly constructed (generally overall body coverings). You CAN make them properly, but most Daz Devs don't. Just always let me know what you are going to buy from Daz and I can tell you in advance how well it will work and whether it's worth buying (some good robes exist out there).
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By Kelleytoons - 5 Years Ago
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Yeah, I can already tell you without looking that it just not properly constructed (there's a reason it's on Renderosity rather than Daz's site -- the less accomplished devs post there and some even accomplished devs dump their less polished stuff there due to the lack of standards on that stie).
It's never going to look right, unfortunately -- just badly made (in cases like these it always comes down to the verts. You could TRY bringing into Blender and then perhaps put it into quads but it's above my pay grade to fix that mess).
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By Kelleytoons - 5 Years Ago
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You don't mean "Original" you mean "Default"?
That might help. I guess I can try this outfit. In general, though, I kind of hate Renderosity stuff. But perhaps after I do my exercises this morning I'll see what happens here.
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By Kelleytoons - 5 Years Ago
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Nah, it's kind of as I suspected.
Look, the issue here is that there is a seam directly between the legs, which isn't a real issue EXCEPT when your UVs are across that seam AND you are using textures that make it apparent. Now, factr is somewhat correct in that you can try editing the weight maps to avoid this kind of distortion but it's almost impossible to get it right (because you need SOME kind of stretching to occur along that seam and so the pattern WILL be distorted -- no way you could possibly have it otherwise).
Patterns like these are just something you need to avoid between the legs when you are using a dress or skirt. Think of a checkerboard pattern in a very tight material -- you stretch it and what happens? It distorts. And that's in Real Life. Same thing happening here. You can hide it somewhat with wrinkles and darts, but in the case of a very tight item like this you can't disguise it much (so use a non-patterned material here).
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By Kelleytoons - 5 Years Ago
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Right, the fur will not translate.
That said, the cat itself doesn't look bad even without it:
And this is the cat that you can have talk as well:
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By Kelleytoons - 5 Years Ago
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You don't need to do what Rampa suggests. Just use the t-pose (supplied by RL with CC3) to pose your Gen 8 male and THEN apply the outfit. Export and when you use transformer he will come in properly:
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By Kelleytoons - 5 Years Ago
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facr73 (3/28/2020)
Kelleytoons (3/28/2020) The cape is actually pretty easy. Remember that in these circumstances it's all about the weight map, NOT the cloth weighting (I know that sounds confusing and it's too bad they didn't have two separate terms). For the cape you can use the cloak weight, but if you paint a decent physics map (I did mine in about 10 seconds) the cape moves beautifully on the figure.
Now -- I didn't see how his "skirt" (sigh -- male skirt) would work with a physics map, but I did weight it as a dress and it seemed to be okay without such a map. But perhaps in concert it will be an issue. If you need to see what I've done with this I'll be glad to make a short tutorial.Hi Mike. Thanks. I've tried the cloak too. If you don't mind to show how you did the cloth weighting it would be great.:-) facr
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By Kelleytoons - 5 Years Ago
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By Kelleytoons - 5 Years Ago
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Here's a trick whenever you have things which get hidden like this -- just drag and drop ANOTHER avatar into the project. What will happen is that when you import via Transformer it will see one of them as an "accessory" (which you can just uncheck and not even import). I think I have a tutorial on this -- let me look:
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By Kelleytoons - 5 Years Ago
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I'm not having that problem, so you might want to describe (or shot a video) showing the problem.
Now, you can always take an accessory and reweight it as any particular item you want, but in the case of the TG Gen 8 you shouldn't have to do this as they are correctly recognized. So it might be the way you are bringing them in. You DID put two of the characters in there, right? And only put the clothing on one of them, and when it came in you unchecked the other figure? (That should just bring the clothing in separately).
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By Kelleytoons - 5 Years Ago
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So -- this is a bit of a weird one. The only real problem is that all the diffuse maps are coming in at less than 100%. Just bump them up to 100% and all will be well. (The bump/normal maps are also off -- adjust any normals to 100%, and any bump to around 30).
However -- it does beg the question as to why. Remember -- I'm no Daz expert (I'm so far from one it isn't funny). My thinking is that somehow in Daz these are adjusted weirdly, because I've never seen this before (really -- and I have thousands of Daz items. Never even seen this once). Usually when textures are wonky it's because they are named wrong, but here the textures ARE coming in, just not at 100%. So I don't know but at least you can fix this easily.
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By Kelleytoons - 5 Years Ago
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If you are talking about Toon Generations 2 (based on Gen 3 characters -- so a *bit* confusing) they will come in via Transformer just fine. https://www.daz3d.com/toon-generations-2-essentials-for-genesis-3
The current "Toon Generations" is based on the Gen 8 figure: https://www.daz3d.com/toon-generations-essentials-for-genesis-8-males
Again, they come in via Transformer and work just fine.
You could try the earlier generations but I wouldn't recommend them (stick with CC3 compatible and you can then use all the clothing and accessories just fine).
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By Kelleytoons - 6 Years Ago
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Fit is where the tools inside of Edit Mesh are your best friends. Learn to use the push/pull/smooth tools to get the exact fit you need for any clothing on a particular figure.
You can, if you are adventurous, mess around with the weights as well, but it's pretty easy to fit things using those tools I mention above. With practice you can get things looking great no matter what avatar you are using.
(BTW, it always helps to export clothing on a very base Gen figure, one without ANY morphs on it. Make sure your figure is thus in Daz and it will go a long ways towards fitting properly once it's brought in via transformer).
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By Kelleytoons - 6 Years Ago
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I'm just about out the door for my wife's PT after which we are going to do some shopping in Orlando but I should be back this afternoon and I'll take a look at it then (so in another five or six hours).
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By Kelleytoons - 6 Years Ago
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Okay, played with this and the fur is INCREDIBLY detailed -- it will crash CC3 (as it should -- it's a bit like fibermesh, which I strongly recommend not using).
To get it in (if you want to try) export the fur (and fur only -- hide the body) as an OBJ and bring in as an accessory on the figure. I crashed CC3 several times but finally managed to get it in (I couldn't even get Decimator to work on the fur prior).
As a very general rule there ain't no such thing as a free lunch. We don't have fur in CC3/iClone for good reason. The best you can do is fake it with normals/displacement/roughness maps.
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By Kelleytoons - 5 Years Ago
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What specific hair? (A link to the Daz page would be helpful).
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By Kelleytoons - 5 Years Ago
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Okay, a couple of things about this.
First, before I forget, make sure you turn subdivision on this hair, so it flows better. However, to start with, bring it in using Transformer as an accessory. Then when you weight it, apply "Other" as the cloth weight. Now with the right maps on it it will work perfectly.
(I may make a video showing this process, as I think it might help others).
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By Kelleytoons - 5 Years Ago
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By Kelleytoons - 5 Years Ago
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I can't find an "Any Age Bob" but there is a "Various Age Bob" and it works fine for me.
It tries to come in as cloth using Transformer, but just change it at the first screen (do NOT import as cloth and then change to hair, as this won't work well). But with either the default PBR or the Human Hair Shader it looks fine (do NOT apply the Hair shader to the cap, though, or you will have issues).
Also, while on the subject of different parts, note there are some parts to the hair that do NOT have opacity maps. Thus even though the hair uses the same base diffuse on all parts, you can't just apply the same hair to all of them (or some parts will not have the right opacity). This is typical of OOT hair -- she uses a ton of different opacity maps for each hair style and each piece should NOT be combined into one material.
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By Kelleytoons - 5 Years Ago
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The problem with bringing it in as cloth and changing to hair is that the weights will sometimes screw with how it lays on the figure. Hair weighting sometimes needs to be applied at the very beginning to avoid this (there isn't any good way I know to get around this -- you *can* bring hair in as an accessory, which is how to do it if you aren't using transformer, and then re-weight it as hair, and this will work because an accessory doesn't get any weighting applied to it so no problem).
Sometimes I forget myself but I can usually tell when that happens and then I just reimport.
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By Kelleytoons - 5 Years Ago
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Well, I don't see that when I bring it in as described. You might have to create a video showing exactly what you are doing, (and showing all the various details you end up with in CC3) or at least write in very careful and precise ways the exact steps you are following. But for me it works just fine.
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By Kelleytoons - 5 Years Ago
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You might want to show me each of the materials as they end up in CC3 for the hair -- all the maps (you might need screen shots for each one).
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By Kelleytoons - 5 Years Ago
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Yeah, the fur/hair is going to be an issue that may not be solvable.
The problem is trying to bring it in as, say, a fur coat (like you would a fur coat) is going to be very difficult -- the weighting just won't "stick". A coat would hide the underlying mesh (which you could do here as well, but it would be weird to just have fur hanging around :>). It's not beyond the realm of possibility to play around with the weights manually inside of CC3 but to do that for the entire body is way above my pay grade. (However, if someone COULD do this it would be usable for just about any fur/hair combo, since you can use weight maps from other clothing interchangeably -- if you get this working, please post one here :>)
The only other alternative I can see is to bring it into a 3D program, say Blender,, and then merge the fur with the body mesh and THEN bring the whole thing in using 3DXChange (you can't use Transformer because as soon as you merge the meshes it no longer has the same verts as a Daz figure and thus Transformer won't handle it). Now, once you go this route it can't come into CC3 (so that might not be a route you want -- it would be usable inside of iClone, though).
There are folks who have used FX Particle hair to get a similar look and that might be worth exploring. But, honestly, it just sounds like WAY too much work for me in any case (what we really need are fur/hair shaders and apparently we don't get those even in iClone 8).
But perhaps one of the experts here (while I may be a Daz->CC3 expert, I'm far from an iClone expert) can suggest other ways of doing this.
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By Kelleytoons - 5 Years Ago
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I spent an hour or two on this but I'm no closer to having any answers (for one thing I'm hardly a Blender nor Daz expert).
I think at this point my advice would be to try the Blender Hair tool (I have many tutorials for it on my channel). We know it works, and it generates hair fantastically, and there are even some fur tutorials for it out there. I did a very preliminary test to see what would happen with body hair and it seemed to be fine, although there will be a lot of tuning the parameters to get it right. If you go this route and buy the plugin (it's less than $40) let me know and I'll see if I can make a tutorial on doing body fur.
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By Kelleytoons - 5 Years Ago
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Unfortunately that item is too new for me to have (usually something needs to be out a few months before I get it).
But if it's just an opacity problem then remove the opacity map from the textures and you should be fine.
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By Kelleytoons - 5 Years Ago
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I'm not sure I've tried the Lycan hair option (definitely brought the figure in on its own) but maybe I'll do it someday just to see.
I never mind trying these things out -- I usually learn something from it. Not having good fur choices is a definite drawback, and it doesn't look like iClone 8 will solve that problem. But I guess you can't have everything (because if you did, where would you put it?).
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By Kelleytoons - 5 Years Ago
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The cape is actually pretty easy. Remember that in these circumstances it's all about the weight map, NOT the cloth weighting (I know that sounds confusing and it's too bad they didn't have two separate terms). For the cape you can use the cloak weight, but if you paint a decent physics map (I did mine in about 10 seconds) the cape moves beautifully on the figure.
Now -- I didn't see how his "skirt" (sigh -- male skirt) would work with a physics map, but I did weight it as a dress and it seemed to be okay without such a map. But perhaps in concert it will be an issue. If you need to see what I've done with this I'll be glad to make a short tutorial.
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By Kelleytoons - 5 Years Ago
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No, I wasn't complaining about needing a skirt, only that I don't understand men needing to wear one. The Daz outfit comes with a very fine men's skirt <g>.
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By Kelleytoons - 3 Years Ago
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Both the collar and the wrist are transparency controlled, so in some shots they might look a bit blurry. You can either remove that opacity map or turn it down if it doesn't look right to you.
As another very general rule I wouldn't recommend using hose of any sort. Better to rely upon mapping on the legs themselves as any other approach just asks for trouble.
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By Kelleytoons - 3 Years Ago
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As a very general rule anytime you have a flowing skirt like this you are importing from Daz (or, I guess, anywhere) you need to bring it in as an accessory and then weight it yourself by applying Transfer Skin Weights as a skirt.
To do this properly, you'll need to first edit the pose so it fits the skirt/dress properly -- first pose it using the Open_UE4 pose (which will get you most of the way there) and then adjust the upper and lower arms symmetrically slightly to fit (in this case you'll also need to unlock the feet and adjust the thighs so the legs also fit properly.
When you are finished you then transfer the weights and you are halfway there. Now, as with any skirt, you'll need to apply the PHYSICS weights. These unfortunately named weights are what causes material to flow due to the movement of gravity as well as the limbs (unlike the material weights, which move as the limbs move). Otherwise when you pose the character the legs will push through:
Once you are done adjusting the physics maps for the skirt (in this case easy-peasy as it's just a gradient) you can bring the girl into iClone and she will then walk properly:
If there is any part of this you don't understand or can't do easily let me know - I was able to do the whole thing in less time than it took to type this message (around 5 minutes starting from Daz export to iClone render).
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By Kelleytoons - 3 Years Ago
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Yeah, that figure is all kinds of screwed up - I don't know what it is, but it ain't either a Gen 8 or a Gen 8.1 figure (all you have to do is look at the UVs - it doesn't use either the Gen 8 or 8.1 maps).
I'd contact the dev and ask him what's wrong.
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By Kelleytoons - 3 Years Ago
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I assume what you are asking is why the jewels don't look like jewels and that really has nothing to do with Daz or even CC3 per se. That's a matter of understanding the shaders involved. In order to get them to look more jewel-like you need to play around with those settings (and even decide whether PBR is the right shader for you).
However, if you're going to export to another program it won't pay to spend TOO much time on this problem, as it's really the other program where the shaders need to be adjusted. I have zero knowledge of programs outside of RL's universe, but I'm sure there are folks on the Unreal Forum that can help you (or perhaps the Unreal section here). Learning how to use shaders in your renderer is one of the skills ever animator needs at least a passing acquaintance and familiarity with.
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By Kelleytoons - 4 Years Ago
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Probably not, as the "system" relies upon a geo-shell (which are VERY troublesome - I always advise anyone NOT to buy anything with geo-shells. There are some workarounds, but it never quite comes out as good as the Daz images show).
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By Kelleytoons - 4 Years Ago
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Yeah, not so sure you can use this (but it's not for the reasons you're showing).
The morphs work fine - make sure you export them from Daz properly - and you can get rid of that seam by importing as an accessory rather than clothing (which you should do for most things which involve the arms/upper body in any way - you can always reweight as cloth once they are in).
But THERE is the problem. As an accessory it won't conform properly when you pose the figure. But as clothing the upper pieces will conform (and distort). Now, you SHOULD be able to make those rigid but, honestly, I've never gotten that part of the Conform rollout to work properly (I suspect it's been broken a long time and folks just don't know it). So you're in a conundrum of what to do with this... um, thing.
But it's at least impressive looking:
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By Kelleytoons - 4 Years Ago
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Yeah, I should have mentioned you could weight map it instead but the Conform option of making those rigid should work (but it doesn't).
You did exactly what I did up to that weight map painting and, no there isn't any automatic way of getting morphs over. That's just how you have to do it (oh, I suppose you could put a rule like *.* but then EVERY morph would come over and it would take forever to export from Daz (been there, done that)).
And, honestly, I would NEVER spend two hours doing ANYTHING anymore (but at my age, two hours is worth more than a king's ransom).
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By Kelleytoons - 3 Years Ago
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The short story is you can't - when you get any non-poly hair small enough in size it looks like shit.
Stick with no Gforce or Fibermesh hair from Daz - if you ever have a question, just ask me here first and I'll tell you how well it will work.
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By Kelleytoons - 4 Years Ago
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I don't have any trouble with that outfit. When you brought it in using Transformer, did you select CC3+? And did you make sure the arm stuff was selected as gloves and the feet as shoes? (This happens automatically - I didn't have to change any settings).
I can make a video showing you but it was really as straightforward as it gets (the one and only thing I did was use a bit of conforming on various parts, but this is something you always need to do after you bring it in via Transformer).
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By Kelleytoons - 4 Years Ago
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Almost all of the time when you get this error it's become some of the mesh has been hidden (and therefore doesn't match up with the Transformer's table of mesh requirements). The link you provided doesn't work so I can't test for sure, but my hunch is that nail system is hiding some of the hand mesh.
To fix these issues the answer is to simply import another Genesis figure of the exact same type into the Daz scene. IOW, add your first Genesis figure in Daz, add the nail system to it, then add ANOTHER Genesis figure of the same type to the scene. Export the entire scene and bring in via Transformer. CC3 will give you the option to uncheck that "extra" figure and bring in both the figure and nail system (but at that point you may or may not have to hide part of the mesh of the hands to make it work. Again, if you provide a valid link I'll see if I can help specifically with this).
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By Kelleytoons - 4 Years Ago
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It's okay - glad you got it working and I could help.
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By Kelleytoons - 4 Years Ago
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Actually in the meantime I did find that system. But it worked for me without importing another figure.
It's a bit tricky, though. First of all, I used the Genesis 3 female (might as well -- loads faster and CC3 will convert anyway). Applied the nails and exported. CC3+ Transformer input worked fine without seeing a problem. Note that it will also show a Geo-shell - you can uncheck this as all you want is the nail system. But change the nail system to "Hair" (trust me, you will just need to do this).
Now import and then select the nail system and convert to accessory and THEN finally weight it as gloves. Whew. A lot of steps but now you will have nails that will work. However, a couple of caveats:
1) You might want to get rid of the nails that are the default on the figure. You can't delete them, but you CAN change the shading type to PBR and then turn opacity down to 0. This helps a tiney bit. 2) All the nails have separate maps - that's okay if you really want separate maps for each finger, but if not (like most women like all their nails to be the same) just select all the textures and comine to one. 3) You can load in the various transparency maps into the opacity slot - you'll find those in Runtime/Textures?Nikisatez/NailSystemTex. Note that if you want to color those nails the best way is to edit the maps yourself. Trying to use the "system" inside of Daz is unlikely to be transferred properly given how complicated these nails are setup.
If none or some of this is not making sense let me know and I'll make a video tutorial.
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By Kelleytoons - 4 Years Ago
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Okay, I've created a tutorial on how to do this. Note that you should only be bringing the nails in - bringing in too much stuff complicates the process. After you get the nails in you can save them out and apply them to any CC3 figure you want.
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By Kelleytoons - 4 Years Ago
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Make sure you have the latest version - go to the Reallusion Hub and just check for updates (updates are free).
I'm using 3.43.4315.1
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By Kelleytoons - 4 Years Ago
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jmontgom (10/29/2021) kelleytoons, are you dropping the G3 T-Pose or A-Pose DAZ resource settings on the model?
I never change the pose - I always just export using the default Daz pose and import without worrying.
I guess I can make a video going VERY slowly (so you can see if anything you're doing is different) but I'm not sure what it will show nor do I know of any reason you'd get those results. The arm stuff looks like it isn't coming in as gloves, and the feet stuff looks like it isn't coming in as shoes. What happens (perhaps a screen capture) when you get the screen that has the various pieces assigned?
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By Kelleytoons - 4 Years Ago
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As always I need to know which outfit you are trying (a link to the Daz page is best, but even just the proper name will help).
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By Kelleytoons - 4 Years Ago
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Right. The usual workaround (which I'm almost 100% will work for this) is to load in ANOTHER Gen 8 male in the same scene. What's happening is that suit is turning off part of the mesh (we would say "hiding the faces" in Reallusion) so it doesn't look like a proper figure to bring in. By loading up another figure (which will take the same exact stance) you fool CC3 and then you just uncheck that first figure upon import.
If this doesn't work or you can't figure it out let me know and I'll make a video using this particular costume.
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By Kelleytoons - 5 Years Ago
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I can look at it but since I don't have IRay for iClone I'm not sure how much I could tell if it will work for you or not. IOW, I'll be glad to see if it renders okay using native iClone renderer, but if that isn't what you want I wouldn't even have a clue if IRay will work.
However, after a second look I would NOT recommend it (given how heavy it is: 80K polys per a grass is HUGE. Much better off using Substance or if you need individual grass shapes use the Total Plants approach).
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By Kelleytoons - 5 Years Ago
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You actually need 3DXChange to make this work properly -- import into there, and export into iClone (after mapping the relative bones) and all will be well.
This isn't actually designed to come through CC -- the only things that came come through there are clothing/external items or the base mesh that is altered in some way. This is neither -- it's a completely separate figure (it's a *bit* confusing because a lot of these things say "Gen x" compatible but they don't really mean anything other than motions will work with them).
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By Kelleytoons - 5 Years Ago
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You're right, Mr. G, but the problem is that most Daz devs don't develop their stuff that way (some, but not most). As a result the stuff often is kind of a mess when it comes in via Transformer and sometimes (most?) there is little you can do to fix.
This is why I always suggest that if there is a particular Daz item someone wants to buy they let me know -- most of the time I can check it out in advance and tell them if it's worth it or not.
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By Kelleytoons - 5 Years Ago
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Can you provide a direct link on the Daz store to this item? There are a TON of things that fit that "Gentlemen" category.
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By Kelleytoons - 5 Years Ago
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Just take the T-Pose (in Daz) and move the legs apart. This is known as a modified T-pose and is, indeed, my standard import pose. There's no advantage using the regular T-pose and, as you have found, at times there is a disadvantage. The modified T-pose takes care of that.
About the only time it doesn't work well is if there is a very tight-fitting longer outfit -- perhaps a long trenchcoat, say, or maybe a very long but still tight-fitting dress. In those cases you will need to use the standard T-pose but don't import pants at the same time (you can do them separately).
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By Kelleytoons - 5 Years Ago
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No and it's not a Daz issue. If you bring in the sets and environments using Transformer you'll get all the correct assignments:
Good news is they are (supposedly) working on fixing this in iClone (so you can just drag and drop your FBX stuff into iClone and it will have the right materials as it does via Transformer). No ETA.
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By Kelleytoons - 5 Years Ago
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I'd have to know the specific hair/beard you are trying to get over -- do you have a link to it on the Daz site?
My guess is that beard is fibermesh, and as a rule this doesn't translate well. Beards, like hair, always look best as polygon opacity mapped. The good news is it's pretty easy to create your own beards and I have a whole set of tutorials on this if you are interested which I can link here. Otherwise let me know what hair you're trying to get over and I'll see what can be done.
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By Kelleytoons - 5 Years Ago
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Yeah, as a very general rule I have found little luck with any dForce rigged Daz hair and advise folks to stay away from buying it.
If I have time I'll take a look but I suspect that will be the problem. In the future if there is any Daz hair (or any object, really) that you have a question about, ask me BEFORE buying and I'll tell you if it will work in CC3 or not.
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By Kelleytoons - 5 Years Ago
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Here's the rule of thumb for ANY hair (Daz or not).
First of all, it needs to be polygonal. Daz hair which is not will almost always tell you so, although looking at the pre-vis photos of it without any shading also gives a clue. Your first one, the "Stranded Whiskers" is fibermesh hair and this will not work well in CC3/iClone (you can use *some* fibermesh hair but it's a PITA and will never be as good looking as it is in Daz).
The third one, Ashlan Beard, is also fibermesh. It's trickier to tell since it doesn't say it is, but that's why you have me <g>. So it also will not work.
Odin hair IS polygonal -- look at the very last photo in the Daz page and you can see it. It works well although it's a bit intensive in terms of polys. Here's the beard in CC3:
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By Kelleytoons - 5 Years Ago
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777ideas (7/13/2020)
Wow! Thanks a lot about your help!!! I really appreciate! If you don't mind I have one more question about long rope exporting from DAZ to iClone, because bottom part of it moving in fancy way. Here is video on that https://www.youtube.com/watch?v=i8mMo32D9qASorry again about for so many questions and thank you again!
If you mean "robe" instead of "rope" the problem is that, as you note, it's weighted as pants. You need to weight that as a skirt, so just take that particular clothing item, reweight it as a skirt or dress, and it should solve nearly all the problems (you still may need to apply some physics weight mapping to that to get it perfect, but I have a lot of tutorials on that process and it's difficult to describe them all here, particularly since my time on my desk is limited due to my surgical recovery -- hopefully tomorrow I'll have my laptop but in the meantime I try and steal a few minutes here and there).
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By Kelleytoons - 5 Years Ago
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sungod (7/13/2020) @Kellytoons Can you suggest any good Hair for Male formal looking.
I have most of the ones from reallusion store but I am looking for something Equivalent to SWAM hairs. I made mistake of not asking your opinion and bought a male DAZ hair which I had to eventually refund due to issues. I will try to find again but if you have any which works great will be deeply appreciated.
Regards Sun
You may need to be more specific -- there is a LOT of Daz hair which will work (and a lot which doesn't) and while I can advise you if something specific will or won't there are SO many styles it's hard to know what you are looking for. If you have an image of something you are seeking I might be able to find something equivalent.
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By Kelleytoons - 5 Years Ago
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As I said above, avoid any hair that has dForce in it (they just don't work well in CC3).
Lennie hair is okay, but very "heavy" hair (it's nearly 1 million polys). You can reduce the polys, but in general this is a losing proposition (you're using chasing your tail. If the hair needs that reduction it then won't look very good. And vice versa).
The short fade hair is a combination of poly and fiber. The poly part looks okay, but the fiber "short" part of the equation doesn't look good (looks like someone didn't shave very well). Again, stay away from fibermesh stuff.
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By Kelleytoons - 5 Years Ago
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General comments first.
HD characters will not import into CC with those HD details. They will come in "smoothed out" so don't be disappointed if you lose a lot. The new SkinGen will allow you to get *some* detail back with combining normals maps, but the modeling details will never be translated. As a very general rule I don't use any HD models from Daz unless they are so extreme (like a Boar man) losing detail won't be a problem.
And we always mention (but worth mentioning again) that fibermesh hair is a Bad Idea -- doesn't animate well, doesn't look well. I would stay away from anything with eyebrows made of it.
So -- pass on all four of these, due to fibermesh eyebrows/beard and HD details which will be lost. Honestly, with Headshot you can create a lot better characters yourself directly inside of CC3.
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By Kelleytoons - 5 Years Ago
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There are lots of nice hair out there, both from RL and from Daz. And if you can't find what you want, it's easy to create your own (I have a number of tutorials on this process). Indeed, if that is something you require (very particular hair styles) then by all means learn how to do it yourself.
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By Kelleytoons - 5 Years Ago
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As you surmise, the hair is the problem. The figure itself comes in fine (although, as we have been discussing here and elsewhere, HD details won't transfer over) but without the hair it isn't really all that convincing. There is no real substitute for it (there is a Popcorn FX that is... interesting) and overall I wouldn't recommend. If you want to see how it will look I can bring it over and create an image for you, but it will be disappointing.
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By Kelleytoons - 5 Years Ago
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Sorry, I don't do Forender models.
As a general rule when you put boots on legs and then can't import due to leg issues you can solve by dragging over ANOTHER Gen 8 of the same type and exporting both along with the accessory. Then do not import the second figure. I've done a few tutorials on this process you can find on my channel.
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By Kelleytoons - 5 Years Ago
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I have a couple of Forender models, but I really can't advise the way I can on Daz stuff (I have around 95% of all Daz stuff that isn't "new" -- I wait two or three months before getting things).
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By Kelleytoons - 5 Years Ago
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Is that misspelled? I can't find any hair named that on the Daz site (a direct link there would be helpful).
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By Kelleytoons - 5 Years Ago
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Ah, okay -- no need for me to even look at it, then.
It's fibermesh hair, and you should never try and use it in CC3/iClone. It just will never look right -- as you've discovered, it has WAY too many polygons when translated but even if you did remove 3/4 of them it wouldn't look good. Stick, always, with polygonal hair (and if you ever have any wonder -- because sometimes it won't say -- just ask me and I'll tell you in advance so you don't waste your money).
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By Kelleytoons - 5 Years Ago
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I have a video tutorial on making the Classic Taper into a balding hairstyle. I also have tutorials on making your own hair and making receding hairlines is pretty easy with that (I would highly recommend at least trying to make your own hair, as it's very liberating). Making sparse hair yourself is pretty easy -- it's more luxurious hair that takes some real talent.
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By Kelleytoons - 5 Years Ago
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Yeah, I can't help you with exporting, only with importing stuff from Daz to CC3.
You might want to post your message as a separate topic in the forums.
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By Kelleytoons - 5 Years Ago
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Hair will work fine -- coat requires some work with the physics maps and honestly I didn't want to spend more than five minutes with this (mapping would be far easier with 3DCoat but that requires more effort than I wanted to put in). But at least it shows this is possible (note: because I only spent five minutes I didn't adjust the actual posing -- this is a stock Heidi perform movement that intersects in places and should be adjusted).
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By Kelleytoons - 5 Years Ago
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Learn how to create physics maps (I have some tutorials on my channel) and if you get stuck just message me either here or email me (link on my channel) and I'll be glad to help further.
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By Kelleytoons - 5 Years Ago
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Yeah, this skirt is kind of a mess (it has separate maps for each "layer" on it -- the UVs are very odd.
I'd stay away from trying to fix this -- but if you are stubborn and have a lot more time than I do the first thing I'd do is bring this into 3DCoat and consolidate all the UVs into one. Then try and weight map it correctly and it *might* work (this, BTW, is why I never advise folks to buy Gen 2 clothes, as they were so much more primitive. Stick with 3 and above, and get dForce stuff for things like this and you'll be fine).
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By Kelleytoons - 5 Years Ago
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One thing Mr. G has suggested (although I've had ZERO time to test out) is to try weighting the hair as an accessory. Apparently if you do this the shoulder and neck weights won't then be an issue. You will still need the correct physics maps, but you'd need those anyway.
So you might give that a shot. If it doesn't work for you, post again here and I'll see if I can eek out the time to give it a try myself.
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By Kelleytoons - 5 Years Ago
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Yeah, I just put on a simple physics map (you need to put it on ALL the hair except for the skullcap) and it worked fine.
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By Kelleytoons - 5 Years Ago
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Well, we both owe a drink to Mr. G, who found this out.
(And, yes, Julie has a great purr -- she likes to help :>).
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By Kelleytoons - 5 Years Ago
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Hair this long is always going to be an issue -- it's much like capes (which we've discussed, even on this thread). Your luck will largely depend on how the hair is designed and how good you are with weight maps/collision shapes/etc.
What I would suggest is this -- start with MUCH shorter hair until you get to be an expert. Using this hair would require at least someone well versed in iClone (say at least six months -- I know *I* wouldn't try it and I've been doing iClone for years).
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By Kelleytoons - 5 Years Ago
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There are weight map tutorials, and I have at least two on my channel. Clothes and hair (and accessory) weight maps all work the same, with the same principles involved in each.
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By Kelleytoons - 5 Years Ago
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What I'm suggesting is you delete the eyes that come over and use CC3 eyes. You will need to use morphs on them to get them to fit and it's a long process. I can show a video that would help but I'm not going to take the time to get them perfect because I don't have the time right now. And you need the more advanced morphs sold by RL to make it easy.
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By rosuckmedia - 6 Years Ago
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@Kelleytoons, Hello, No I didn't find the Daz Hair plugin in the Daz Shop, That's why I asked. But I can give you the link for the Tutiral. Tutorial Daz Hair Plugin Greeting rosuckmedia :)
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By rosuckmedia - 6 Years Ago
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Hi, Vidi, Thanks a lot, but your answer won't help me now. How do I start the tool? Greeting rosuckmedia :)
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By rosuckmedia - 6 Years Ago
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@Kelleytoons Thank you. For the information. Hi, Vidi, Thank you very much, Greetings rosuckmedia:)
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By rosuckmedia - 6 Years Ago
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Hello, everyone, I saw a tutorial of Daz Hai Plugin yesterday. Anybody's had any experience with that? How about the export to Chracter Creator 3, and what about the quality?And there is already a tutorial here in the forum. Greetings rosuckmedia. :)
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By mtakerkart - 4 Years Ago
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Thank you Mike.
I also thought of importing it as an accessory but it's a lot of work. While watching your video on the "export of wing morphs" I did this: I created new export morph rule by manually writing the name of the morphs. Is this the right method or can it be done automatically? Although the coat works very well in Daz :It's a failure in CC3:So I created an accessory that contained the morphs well:But the automatic creation of wieghtmap is problematic, I chose the "default" option.On the one hand, the skin weight of the head influenced the costume and on the other hand the spine bone which should have the maximum influence did not act sufficiently I spent 2 hours repainting the weight map for the spine and erasing all the influences of the other bones ...I finally got a satisfactory result I hope the CC4 will have improved functions for weightmap transfer, for example the only way I found to hide the character was to make the texture transparent, or the player calibration is essential but it is way too fast and tiny ...
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By mtakerkart - 4 Years Ago
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Hi Mike ,
Can you point me out a tutorial from your channel ( "Exporting DAZ clothing Morphs into CC3 doesn't works in my case) For this item ? https://www.daz3d.com/bio-squad-blaster
There are 2 sliders
to open the Blasters :
As you can see there a bunch of morphs that doesn't works :
There are some artifact on the mesh :
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By fsilva - 3 Years Ago
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KT, Thanks! Kind regards, Frank
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By fsilva - 3 Years Ago
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Hi Mike: I've been having an issue with the Mick Character , Daz No. 80943. It says it's a GF8 compatible figure, but when I try to apply the G8MaleT_pose.duf, nothing happens. Any help with be greatly appreciated. Thanks, Frank
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By EvilGenius - 6 Years Ago
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Kelleytoons (10/31/2019) You can do this fairly easily if you don't need to see the end of the arm (which is to say you don't need to see that it is hollow).
If that's the case, just turn all the textures on the avatar EXCEPT for the arms to 0 opacity. Then you have the arms. Now -- if you have need of only ONE of those arms you will need to do a bit more work. In that case you'll need to create an opacity map that hides the arm you don't want.
If none of that makes sense (even after reading the manual) I'd be glad to make a video or I'm sure others here might help.
Now -- if you need to see the ends of the arms then you need some kind of "stopper" (think of it like a cork). Daz actually makes those, for those folks who want amputated arms (and I used one in my Halloween zombie video which you might check out). You can use them and change the texture so it isn't blood red. But it's a bit more complicated and if you need that I can walk you through that as well.
Thanks for the response. I have thought about that but it wont work for my situation. I make Snapchat AR lenses and the overall project file has to be under 4mb. If I add an entire character it will bring the filesize up. I thought about a 2D arm and hand but that wouldnt look right bringing in a 3d object into the scene.
EXAMPLE OF ONE OF MY SNAPCHAT LENSES:
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By EvilGenius - 6 Years Ago
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This is such a great thread. This community on this forum is really awesome.
I have a question that may fall under the umbrella that is this thread. I have a LOT of Daz content. What I am trying to do is have a male and also a female arm and hand (working normally) but nothing else. I could technically use a iAvatar character so whatever works.
My goal is try have the arm(s) bring in something into the scene. For example, lets say I have an empty scene and a hand/arm brings in a soda or a bag of chips, then wisk away out of the scene leaving the product behind.
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By theschemer - 6 Years Ago
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Mike, I always have the most trouble finding hair for my photo conversions. Everybody I know has hair that is short and balding etc and I can never find what I need. Do you happen to have the Ricardo hair from DAZ? I bought it and although I can import it into CC3 it doesn't look the same. Here is the link: https://www.daz3d.com/riccardo-hair-for-genesis-3-male-s Thanks, TS
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By theschemer - 6 Years Ago
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Thanks Mike. Well, at least I know I am not the only one that struggles with this. Most of the time I just make the thinning half-bald guys completely bald. :) I will hunt down all of those suggested hairs from your list from DAZ and see if I can use any to help with my problems. Thanks for taking the time to make that list and I will be looking forward to what you come up using that software Rampa posted. TS
edit: Where do I find the VMH Hair? Is it this one? https://www.daz3d.com/vintage-male-hair-for-genesis-3-and-8-males
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By theschemer - 6 Years Ago
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I found these that might help: https://marketplace.reallusion.com/agegen-sparse-hair-pack
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By John1950 - 5 Years Ago
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I am looking to purchase the DAZ Gentlemen Library but first explore the difficulties of importing to Iclone7. I am not so interested in the poser avatars as the scene and other furnishings. Do you think this is a rather cut and dry doable or am I opening up a can of worms? I have the 3dxchange Daz extention. I appreciate your time and look forward to your reply. Thank You
John A Tillard,
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By toystorylab - 6 Years Ago
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By toystorylab - 6 Years Ago
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Kelleytoons (10/21/2019) Glad it worked for you, although that begs the question as to why it doesn't work for TSL. Maybe he can provide a video showing the exact things he's doing from Daz start to finish and we can figure it out. Hey Mike... While trying again and recording, i noticed that the "Straw" had correct Bump Maps. After deleting the straw i got correct Bump Maps but weird Opacity Maps. As soon I added Straw, I got those "Whiteys"... So, whithout "Straw" and crank down those strange Opacity Maps it kinda works. And I can add "Straw" later... But it is WEIRD, have a look yourself:
Here results:
So, in this sense, T.H.A.N.X.;)
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By toystorylab - 6 Years Ago
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Hey Mike, though it's not what i wished to hear :pinch:; thanx for quick reply! ;)
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By toystorylab - 6 Years Ago
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Hey Mike,
do you know if the skeleton for Gen 8 works in CC3?
https://www.daz3d.com/midnight-skeleton-for-genesis-8-male
I do have a skeleton for iClone, but it would be cool to have one in CC3-Format, so i can use the CC3-clothing. And it's on sale today...
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By toystorylab - 6 Years Ago
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I used "Fit To", worked fine (Fit to M4 base character)...
Will try Rampas Method in the next days...
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By toystorylab - 6 Years Ago
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Rampa (5/26/2019) So I figured you could import the skeleton as clothing. Hey Rampa, as i already own that skeleton, i would give it a try... Before i do silly things, import "as clothing", how did you do that?
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By toystorylab - 6 Years Ago
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Kelleytoons (7/20/2019) But then I put Sensei on and, while it's not *great*, it's at least usable. Damn, one day i will HAVE TO give this a try :pinch:
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By toystorylab - 6 Years Ago
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Hm, the problem is, the "suit" is one single mesh, including the shoes... I tried transforming it twice, once as shoes, once as suit. Everything went well, got the suit nicely hidden, keeping a nice pair of shoes, saved as shoes. Reapplied, all the hidden parts are not hidden anymore :pinch: So, i will get it working to make her walk in the suit with the shoes, but i won't be able to reuse this on other characters, unless i do the accurate "hide mesh" again and again...
NOTE - All sliders are "overridable" (+100), adjust high heels not, that's sad. - Why does the scroll wheel to navigate to something behaves different to iClone? It would be cool if it takes the direction of your cursor, as in iClone, but it goes straightforward. Uncool...
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By toystorylab - 6 Years Ago
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I already had this once with "Pierrette" from DAZ, but she is a quite old character, so i thought, so what and i simply made the shoepart invisible, gave her new footware... https://www.daz3d.com/pierrette
BUT now i got the same problem with a new model https://www.daz3d.com/3rfd-suit-for-genesis-8-female I found the shoes cool so i went for it... Everything is packed into the suit, no possibility to unparent shoes :pinch:
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By toystorylab - 6 Years Ago
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Kelleytoons (10/20/2019) First make sure you're using the latest version of CC3 (3.11.2102.1). What is the exact path for your textures? Show me.
I have the latest CC3 version... Here is my directory:
Tried it again, but i still get those white bump maps :pinch:
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By toystorylab - 6 Years Ago
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Kelleytoons (10/20/2019) Okay, the Scarecrow needs a custom ini file to work properly, as it will not gather the textures correctly even with Advanced. Because I'm SUCH a nice guy I'm providing that file in this post. Note that you will still need to provide the folder the textures are located in (for everyone it's different but the last piece will be Runtime/textures/RawArt/G8MScarecrow). You'll also want to bump up the bump files to 100 (they come in at 10). Note that you can't simply drag and drop those textures from that folder -- they won't be correct. Plus you have transparency textures in there as well, which add more detail.
Thanx for providing that .ini file ;) I never did the "INI" thing... Tried to use your .ini file. In Transformer under "Texture Profile" i loaded your test.ini as is. In Transformer under "Texture Folder" i loaded the appropriate folder from my system. I get bump maps but they are completely white, only the head gets a little bit black around the mouth...
And the opacity around the mouth is not correct...
By the way, never trust a scarecrow!
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By toystorylab - 6 Years Ago
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iClone...
I simply used the bump Maps from DAZ, not correct but slightly better...
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By toystorylab - 6 Years Ago
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Yo, mike... As I still didn't start with Blender for Dummies, that's no option for me :blush: Using them all and having the top ones and the bottom ones right must be difficult in bendy positions. But the idea sounds reasonable... Thanx for checking! ;)
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By toystorylab - 6 Years Ago
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I converted the buttons to cloth... In most poses/motions this should suit well. In very bendy poses/motions the accessory variant is better so i can adjust the buttons. So, it's good to have the character in two variants ;)
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By toystorylab - 6 Years Ago
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Thanx for helping tips... Those buttons do not enter as cloth but accessory, enter all over the place and are placed far away from the coat. So, conforming is not the problem...
Is it "normal" they are spread that way? In DAZ everything is fine.
So, when i tell transformer they are cloth, i can't move them to where they should be... I made a double row of those 5, attached as described above. I am satisfied now and the floating is minimal. I shortened the coat with opacity cause i could not prevent it from penetrating pants...
Tomorrow i will check if i can make them cloth after putting them where they should be. And if that makes them float less...
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By toystorylab - 6 Years Ago
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By toystorylab - 6 Years Ago
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Is there a workaround for buttons?? Normally i simply delete them... In this case: https://www.daz3d.com/the-count-outfit-for-genesis-8-males
it would be cool to keep them... They come in totally weird/misplaced. You can rearrange them but not attach on the coat. So a soon avatar moves, they float... I used only 5 and attached both lowest to the hip, the one in the middle to the waist and both upper to spine01...
It works. But it would be cool to use them all... So i "printed" them on the coat with Photoshop...
Cooler would be the real buttons and a nice gold PBR... Any thoughts?
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By TonyDPrime - 6 Years Ago
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Mike, With CC3 Transformer Advanced, did you ever have the bump maps come out all weird? I have the converted Bump maps for the Arm, Leg, and Body, with the Daz face somehow ingrained in its respective CC3 Transformed Bump map. Like, somehow Transformer took the face Bump and mixed it into the other respective body parts' bump map, instead of using each parts own Daz-Bump texture map. (Note - I am using the CC3 Advanced method, not using you Texture Profile thingy.) -Tony
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By TonyDPrime - 6 Years Ago
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Mike, one such hair that can’t come in, as ‘Hair,, with hair morphs to CC3 is Leyton Hair for G2F/G3F. But it can come in as ‘Cloth,.
But then, you know what is also interesting and different about this hair, it comes in almost like a hood, where the part of the long hair that is resting on the shoulders actually stays on shoulders while the rest of the head hair moves with the head.
Which seems great, right?!.. BUT- No morphs show up in the morph animator for some strange reason, even though they, as Clith, showed up in CC3.
But other hairs and other cloths show up in iClobe’s morph animator animation section just fine.
So there is definitely something up with this hair!!
I wonder if it is the way it itself is rigged somehow.
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By TonyDPrime - 6 Years Ago
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Gotcha, thx. now that I’ve looked into this it appears it is the 4.2 model that needs to be used. What I had been hoping for was all the originals I had done with 4.0 could just be exported over to CC3. Trying to give some insights as to why some of the other earlier poser character sets are not compatible yet. Perhaps it is the lack of bone-rig and morph abilities for these earlier models in Daz itself.
Well, would be nice if they surprised us one day where any and all Daz-Poser models could be exported over, and given a rig in CC3.
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By TonyDPrime - 6 Years Ago
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Hey Mike, I actually have another one for you today- I have found some Daz Gen 2,3,8 hairs refuse to transfer in the properly-exported Daz-morphs, when brought into CC3 as 'Hair', but if I leave as 'Cloth', they come in with morphs.
Do you see any usage issues with such workaround, leaving a hair as 'cloth'? (I guess I could mention hairs with this issue in an FBT as well.)
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By TonyDPrime - 6 Years Ago
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Mike, I like the video you made with the Daz morphs where you do the .iAvatar as the source. You know what comes in handy too, because my eyes and teeth always get jacked up in extreme situations. You can save a custom teeth and eye while it's a Daz-transformed CC3 avatar, and then apply these to your later morphed character.
So like if the morph alone makes the teeth pop out, you can then load your custom teeth you had made, and it will go correct into place because the custom teeth was saved while in the max (100%) state of the 'morph'.
But this makes me wonder, what happens then if you apply a 25%, 50%, or 75% morph....not 0%, or 100% Then you kind of have this hybrid teeth and eye situation which is not quite CC3 base(0% morph), but not quite Daz (100% morph). I guess you have to trial either version (default CC3 version, or Daz morph-version) and see which works better. I guess if it was 25% you would go with CC3's version. Likewise if it was 75%, then you would probably want to use your Daz-Transformed version....
But what about that right down the middle - 50% - right? Maybe both versions work because 50% will allow for enough buffer before stuff 'pops out'? Because it can only be one or the other, and you can't 'morph' a CC3 eye to the Daz eye....
Or can you?! :alien:
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By TonyDPrime - 6 Years Ago
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Kelleytoons (7/21/2019) I still think you're trying to compare apples to oranges here.
Trying to apply Paige's morph to, let's say, something else that already has a morph can work more or less successfully depending on the morphs involved. In the case of the default CC3 (assuming you did it right) it will work perfectly. In the case of something that, say, already has a much smaller/lower mouth, the teeth may come through. But that's not unique to Daz morphs -- you can apply multiple RL morphs that do the same thing (not as frequently because the RL morphs are, by and large, not as extreme).
I don't know how you'd want it any other way. Your workaround is to reduce the teeth (let's say) but that isn't a "scientific" way of doing it (in reality you'd want to remove the mouth reductions of the morphs previously applied to the CC3 base before you applied Paige's head), it just happens to work. It won't work in all cases and there's no real method that could.
Or another way of putting it -- there are literally millions of morph combinations that can be applied to the CC3 character and not all of them will be good -- the more extreme they are, the more likely they will not combine well. But, frankly, you shouldn't be trying to combine Paige (once character) with another -- that's not really very good character design. In actual practice animations use specific morphs (so if you like Paige's small head, use THAT as a morph instead of the entire thing -- Paige is designed not to be morphed, just as nearly every other RL character supplied is designed that way).
Hopefully I've made myself clear -- I understand this topic may confuse folks who haven't done this stuff for a living.
KT - LOL...we are making this way too philosophical aren't we!
Okay, I made Paige morph like you showed in video. At this point, I create a custom teeth and name it "Daz-Paige Teeth"
1) I apply this morph 100% to CC3 default base female
2) I apply my Paige Teeth
Now, so the nose and mouth are weird.
3) So I next start with a G8F base CC3
And great, just teeth are weird.
4) I apply my Daz-Paige Teeth
Perfect!
But now the thing is when I scale back the morph, to 50% of the Paige morph, I now get this-
So I do al the same, but never add in the Paige teeth, and I get this:
But you see what I am saying? I needed the Paige teeth for the 100% of Paige morph, but then at 50, it didn't work. So the morphing system, when it comes to eyes and teeth, becomes choppy and may require intervention by a custom eye or teeth... Or, may not...depending on the %.
Using as you showed in video, I want it to truly morph the teeth, but it does not. What I would want is where one doesn't need to apply the teeth fixes. But the teeth are too extreme of a morph or something for the CC3 morphing system to handle, thus revealing the paradigm's imperfection.
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By TonyDPrime - 6 Years Ago
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Kelleytoons (7/21/2019) Well, you need to have an understanding of what is happening. There is no such thing as a "Daz eye" or "Daz teeth", for example. There isn't even a "Daz character". All we can ever do, when we use Transformer, is remap the Daz avatars to the CC3 ones.
This remapping just alters the verts to match, but the resultant change is still a CC3 avatar -- if it wasn't then the clothing wouldn't work, nor would you be able to reload it back into CC3 to do anything (like from iClone).
With that in mind any eye you've morphed is still just a CC3 eye, changed to whatever degree it was altered by the morph. If you apply the morph at 100% it will be the full transformation, but any smaller amount will take it back closer and closer to the default CC3 one (from which you applied the morph).
Your shouldn't, as a rule, have a problem with the eyes and teeth changing wrongly and if you do it's likely you didn't use a base morph in the first place. But I realize there are exceptions (early on Transformer had a terrible time with Gen 3 females, IIRC, not transforming the eyes and teeth correctly). If you give me a specific example you're having trouble with I can check it out.
YES...I have one for you then - 3D Universe Paige!
The eyes and teeth get warped up upon applying the morph, as you would have created in the video. Now, in theory this shouldn't be, right?...but this, as you said, would be one of those exceptions. And these are what I am talking about. Because it is easy to call something that falls outside of the paradigm an 'exception'. But I call it, rather, 'the original paradigm is good, only up to a point, because it is by rule imperfect'.
So...in case of 3DU Paige transformed into CC3, this can be remedied by first saving a custom Daz Paige Eye/Teeth when avatar is brought in initially. Then, after we create the morph via .iAvatar (as you did in video), and we get pop-out when we apply that morph to a CC3 character, we can then apply our saved Daz Paige Eye/Teeth to correct the issue.
But - what happens if you only apply 1/2 the morph - 50% - then, you can apply or not depending on what works better...however, it will not be 'perfectly morphed'. And, the reason even in the first place why you then need to trial both, is that you cannot create an exclusive Daz Paige Eye Morph, unless it first existed in Daz, I guess, right? Like, if you could create a morph for eye, and then one for body, out of Daz, separately and independently, then using just morphs it could work I guess, right, otherwise the 50% morph means imperfection, despite that the rest of the body got morphed perfectly.
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By TonyDPrime - 6 Years Ago
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I gotcha, it is the limitation I was interested in seeing whether there was further recourse for beyond my custom method. I guess the morpher is broken after all, maybe on purpose? ( although one couldn’t imagine why if this always necessitates workarounds.) I think this point is directly connected to this thread, and directly related to the video, which I recommend everybody look at because it is awesome. Just I wanted to understand how the paradigm’s imperfections in CC3 could be overcome. Thx again! -Tony
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By TonyDPrime - 6 Years Ago
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vidi (7/22/2019)
For eyes and theeths all what you need to do is, use the edith Mesh menue > use select as Element . Move all it in the right Position and then use the auto position in the adjust face bone menue . Save this as iAvatar and create a new morphslider, source is default and target is iAvatar . The theeth and the Eye will now move in every state of slider correcly
Hi Vidi, thanks for this workaround. I appreciate you showing how this can be arranged. What do you think it is about the Paige morph, for example, that over-stresses the CC3 morph creator from working correctly all by itself... Like, the mouth is too big, or the face-shape ratio exceeds some shape threshold maybe that CC3 has?
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By TonyDPrime - 6 Years Ago
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Kelleytoons (7/22/2019) Yeah, I'm not sure how brows (or, for that matter, mustaches that actually conform to lip movements) are ever going to work -- the technology is just completely different (with iClone using morphs and Daz using bones for facial animation). I don't think it's too big an issue when it comes to fibermesh (which I kind of hate the look of) but it would be nice if we could get even polygon hair to conform (for, say, mustaches).
Then again folks are always making breakthroughs so who knows what's in store for the future? I know *I* won't live long enough to see much of it, but you young people will have a lot of fun.
Please don't say that!! We want you here with us in the forums forever!! (Or, is that actually a Hell you would rather avoid :P)...
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By TonyDPrime - 6 Years Ago
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vidi (7/22/2019)
What do you think it is about the Paige morph, for example, that over-stresses the CC3 morph creator from working correctly all by itself... Like, the mouth is too big, or the face-shape ratio exceeds some shape threshold maybe that CC3 has?
Eyes and Teeth are separately and independently from the main Body Mesh. But you have all the tools in CCto make it perfect . There is nothing broken, then CC3 is the only Programm on this earth that retopolize a DAZ Figure shape in to another mesh with only a fingertip. Actually it is a revolution and not a defect. :cool:
Sentiments agreed! Thanks again Vidi!
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By TonyDPrime - 6 Years Ago
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Hey KT, thanks again so much. And the videos really rock! One last question, have you heard anything more about fibermesh brows, or is that just something that really won't ever work in CC3. Like the how the Daz anatomical parts ("gens") don't work as body-type morphable parts for the avatar in CC3.....similar kind of thing do you think?
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By TonyDPrime - 6 Years Ago
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Kelleytoons (5/27/2019) I never use V4 (seldom use M4). But is there a particular character you'd like me to try?
Hi Mike, thank you for asking. It's not really a major one, just I have old scene characters that I would like to bring into iClone and I find I have to remap them from V4 onto V4.2 in Daz. I noticed in the tutorials RL has they are using V4.2, maybe it i because the later "4.2" version that had more morph abilities and bone mapping., vs the original "4.0"
If I was to pick a character I am interested in, it would be the original stock out-of-box Poser-Daz V4 default. Not the V4.2 base, but the flat-original V4 base. I have both in Daz. Because I am wondering if there's something amiss, like as in the base original V4 should actually work upon import to CC3.
-Tony
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By TonyDPrime - 6 Years Ago
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I find that V4 characters never work coming in, even the V4 Base default. I noticed on Export it says "Figure (Legacy)" under Type. I wonder if yours shows that. Applying the T-Pose works fine, but CC3 never accepts in V4 default. The only way I can get in V4 is to use the 4.2 Base. You guys have the same?
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By TonyDPrime - 6 Years Ago
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Do you think its better to bring in garments into CC3 pre-fit to a character already having Daz morphs, or to bring in on a default Genesis/V4 and then save them for use on a later import of a morphed character. Or, will here be any difference assuming you bring in garment with all available Daz morphs as a part of the garment.
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By TonyDPrime - 6 Years Ago
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Kelleytoons (4/4/2019)
TonyDPrime (4/4/2019) KT!!! I got a gotcha-primavera for you!
Actually, it came up a while back, don't know if it was ever addressed further - the detached brow thing for some G8 figures.
Ever come across needing this yet? Because at worse you can just use add your own eyebrow to the face texture, most of these figures have that option instead of using the detached brows.
Detached brows do come in just fine, Tony. They don't deform the way a regular brow would, but that's a morph issue, not an import one (and, honestly, I hate the look of them anyway and never use them).
See!?? It's actually so Gotcha-Primavera that it is BOTH an import issue, and not an import issue, at the same time!
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By TonyDPrime - 6 Years Ago
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KT!!! I got a gotcha-primavera for you!
Actually, it came up a while back, don't know if it was ever addressed further - the detached brow thing for some G8 figures.
Ever come across needing this yet? Because at worse you can just use add your own eyebrow to the face texture, most of these figures have that option instead of using the detached brows.
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By TonyDPrime - 3 Years Ago
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4u2ges (6/23/2022)
I used TPose like she wanted....what'd I do wrong? Nothing really... Transformer in CC4 is a hot mess. Use CC3 if you still have it around.
Go back with my Ex? Okay, well if you have any words that work given I left CC3 for CC4, I'd love to hear. I guess I just say I still have feelings or something... Wait...nah...I'll say that CC3 drove me away but it can make it up to me now by importing Daz in right.... Yeah.... Cool - I appreciate this, thanks so much!
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By TonyDPrime - 3 Years Ago
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Damn...CC3 told me that it was done worrying about everyone else, and that it was now putting its own priorities first. So I asked it why it sounded so sad, and it got mad and told me to F off. Then it actually called me and said it was sorry but it's not ready to just act like nothing happened. I told CC3 that CC4 was just not importing like I thought it would and that it made me value things like 3DXchange, Blender, and Daz even more.. CC3 then starting crying, asking me to export to it from Daz, and it imported my file in, and now look....
Thanks again for the advice 4u2ges!
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By TonyDPrime - 3 Years Ago
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G8F default, Bardot Outfit (Renderosity)
In like a Lamb....
Out like a Lion
And she came in sticking her tongue out at me?
I used TPose like she wanted....what'd I do wrong?
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By dovletka - 4 Years Ago
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Ok, I upgraded CC3 version and even reinstalled the Nail System. Same thing BUT I think I got to the root of the problem! It fails to import when I change the shape in DAZ. The Bail System allows not only change the color but the shape of the nails. When I don't do anything after applying the nail system it worked just fine! Thank you again for your help. Do you think this little issue can be rectified somehow?
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By dovletka - 4 Years Ago
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Sorry for not getting back to you late about this. That's a very detailed tutorial you made. I really appreciate the time and effort you spent. Alas, I get the same good ol' error. You seem to be using a slightly more advanced version of CC3. My CC3 Pipeline doesn't give me import options under Transformer, it opens the directory under which the exported files was saved. .I only manage to get it into CC3 when I apply another G3F in DAZ before exporting. In that case I get nail system into the scene but off and and unmanageable There seems to either a step missing when exporting or my version of CC3 is not capable of doing it.
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By dovletka - 4 Years Ago
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Ok, I think I followed through what you suggested. The Nail System has imported but in a weird way (pls see the pic below). Additionally the corset has also changed it's shape and it is now off. All previous times everything exported just fine except the nails. I meant to ask you about the boots velvet shader not exporting, but I would like to focus on the nails this time.
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