Wed, Nov 13, 12:20 PM CST

Renderosity Forums / DAZ|Studio



Welcome to the DAZ|Studio Forum

Forum Moderators: wheatpenny Forum Coordinators: Guardian_Angel_671, Daddyo3d

DAZ|Studio F.A.Q (Last Updated: 2024 Nov 12 7:17 pm)



Subject: Transferring Genesis morphs to G3F


PI-SQRT ( ) posted Wed, 24 June 2015 at 6:02 PM · edited Wed, 13 November 2024 at 12:20 PM

I experimented to transfer a morph of genesis to G3F and yes it does seem to work :). Though the process does seem to be pretty straightforward but I have not yet tested it on many characters. I will try to experiment with some more characters tomorrow (its already early morning here). If it works indeed then I will post all the required steps here. And yes, if it does work then there is a very good chance that this method will even work for Victoria 4 figures also.

file_eecca5b6365d9607ee5a9d336962c534.jpfile_f899139df5e1059396431415e770c6dd.jpfile_a0a080f42e6f13b3a2df133f073095dd.jpThe character in pink outfit is genesis while the one in black is G3F.


lululee ( ) posted Sat, 27 June 2015 at 1:09 PM

Hi PI-SQRT,

   Did you get the morphs to transfer properly.

luv to see the tutorial if you did.

Cheerio

lululee


Hallowed_Sylph ( ) posted Sun, 28 June 2015 at 1:22 PM

This is a tut I am dying to see !!! Please do share your method ...I have high hopes !!!


LaurieA ( ) posted Sun, 28 June 2015 at 3:06 PM

Can't wait to find out your results :)

Laurie



Zev0 ( ) posted Sun, 28 June 2015 at 7:38 PM · edited Sun, 28 June 2015 at 7:40 PM

Faces have to be manually corrected in a modeller. They do not transfer over correctly. Issues you will get is in the eye and eyelid area and possibly inside the mouth, specially on more extreme characters such as toons. Body morphs are more forgiving.

My Renderosity Store


PI-SQRT ( ) posted Mon, 29 June 2015 at 7:21 AM

Thank you for your patience guys. This past weekend was a bit of an emotional and physical ride for me. But I recovered and  am better now.

I am going to post here the detailed workflow, how you can transfer your previous generation characters to G3F manually. Good news is, using this method you can also create your free clones of Genesis, V4 etc for G3F, so that you can use their outfits/hair on G3F using autofit.  And lastly, once you get the hang of it and understand what you are doing, it won't take much longer. You can transfer a V4 character to G3F in just 2-3 minutes :)

Here are the detailed steps-

  1. Load G3F base model, go to parameters>general>mesh resolution, set it to base with 0 subdivision. Click the display options (top left of the parameters pane) and turn on "show hidden properties". Now go to Hidden>Genesis 2 Female and dial it to 100%. This will give your G3F model the shape of G2F. If there are other objects in your scene like camera, lights, delete them. Export your G3F as a wavefront object, for simplicity use daz studio scale. You need to do this step just once for all future uses, so its better to create a separate folder and store these objs there with relevant names (I created a folder named genesis 3 and saved this obj as simply g2f inside it).

  2. Create a new scene, now this time load Genesis 2 Female base model in your scene. Import the obj you saved in step 1 to your scene. You can see their identical geometries in the viewport. 

The concept is really easy to grasp what you are doing. Simply think of your obj as some kind of bodysuit, with transfer utility we will fit this bodysuit (or your imported obj) to our Genesis 2 Female figure. What transfer utility will do is it will transfer morphs from Genesis 2 Female figure to your imported obj. By dialing those morphs, you will be able to give your obj the desired shape. But your obj is still a G3F mesh and hence, you can then import this obj, modified with desired shape, as a morph for Genesis 3 Female figure.

Click on a blank spot in your scene tab to deselect everything, in the menubar go to Edit>Figure>Tranfer Utility. Select your Genesis 2 Female figure as the source and your imported obj as  target. Leave "item shape" to default. Click "Show Options", select "Use Near Vertices" with nearness to 1000%. Leave other options as it is and click accept. 

(You "may" need to convert your obj to a figure with a TriAx Weight Mapping (though I have successfully done without using this part, but sometimes DS did weird things). If needed then before using transfer utility do this- select your obj in the scene tab, in the menubar go to Edit>Object>Rigging>Convert Prop to Figure. A dialog box will pop up, use TriAx Weight Mapping. Then use transfer utility as described above)

Now we can give our bodysuit (our imported obj) any shape using Genesis 2 Female morphs. Lets say you want to transfer 2 morphs- one is a your own self created named Paula, and other one is Genesis. In the scene tab, select Genesis 2 Female figure, dial these morphs to full and back to zero one by one (you will find Genesis in Hidden>Clones). Delete Genesis 2 Female figure from your scene. Select your obj, you will find the 2 morph dials (Genesis and Paula) in the parameters. Make sure the mesh resolution is set to base with 0 subdivision level. One by one, dial your morphs to full and export them as wavefront objects (also make sure there are no other objects in your scene like camera or lights).

  1. Create a new scene and load Genesis 3. Import those objs one by one as morphs for your G3F :). (In case if you don't know how to import obj as a morph see my next post). 

  2. However, we are still not done (try dialing one of these morph and give her a pose :)).Zero the pose and your imported morphs. In the menubar go to Tools>Joint Editor. You can see now the detailed bone structure of G3F mesh.

Now dial 1 of your morhps to full. You can see the bone structure is not following the mesh (and that was the reason for that weird pose. Don't play with those bones unless you know what you are doing!). Right click in your viewport and select Edit>Adjust Rigging to Shape. A dialog box will pop up, select all 3 checkboxes. Click accept.

Right click on your morph dial in the parameters and click edit mode. With your morph still dialed to full, right click on it and select ERC freeze. A dialog box will pop up, select all 3 checkboxes in the Additional Options. Click accept. Now the bone structure will always follow your morph to whatever strength you dial it to.

To save your morph, go to File>Save as>Support Asset>Morph Asset(s). In the vendor name, give your name (or pseudoname) and give a name to your morph in the product name. Select your morph from the properties. Repeat this part for your other imported morphs from G2F. And thats it, everytime you load Genesis 3 Female you will find your morphs there :).

  1. If you want to export your characters from Genesis 1 to G3F, method is similar. Just that, in step 2, your G3F's obj must have Genesis base model's shape and you use Genesis figure instead of G2F. To give G3F, the shape of Genesis, it is explained how you can achieve that in step 2 :).

  2. Same goes for Victoria 4 models. However getting V4 shape for your G3F obj can be tricky. If you have purchased "Victoria 4 shape for G2F" or similar for genesis, you can then use step 2 or 5 accordingly to get V4 shape for Genesis 3. I think Genesis base already comes with a clone of Victoria 4 installed in it, but it doesn't transfer. What you can do is dial that clone to full, set mesh resolution to base with 0 subdivision and export figure as an obj. Import it back as a morph for genesis. You can transfer this morph then to G3F as explained in step 5 to give G3F obj, Victoria 4 shape (remember you need to do this just once).

Once you get that, you can then use step 2. Import your G3F obj matching V4 shape and load V4. Note that, when you load a V4 base, her feet are not at 0 pose. Convert her to triax weight mapping from "Edit>Figures>Rigging>Convert Figure to Weight Mapping" . Use transfer utility then as explained earlier.

  1. There is a free "dawn clone for genesis" available in sharecg. Installing it means Dawn can behave as a Genesis Morph. So my guess is you can transfer your Dawn morphs to G3F too from step 5, though I haven't tested. If somebody does, please post results.  

Note:

  1. If you have a character which you have made using many morph dials, say a V4 character using too many morphs++ dials, then you need to combine all those morph dials in one. To do this, set your character's mesh resolution to base with 0 subdivision (for V4, subdivision can be set to 0 if "show hidden properties" in the parameter pane settings is ON). Zero the pose (very important for V4 characters). Make sure there are no other objects in your scene and export your character now as a wavefront object, for simplicity use DS's scale.

Create a new scene and load the base model of your character. From here, if you are using a V4 character, zero her pose then convert her to triax weight mapping from "Edit>Figures>Rigging>Convert Figure to Weight Mapping" first . Now import that obj back as a morph. (In case if you don't know how to import obj as a morph see my next post). 

  1. For some reason, I found injecting a morph (or importing an obj as a morph) first and then converting Victoria 4 to triax weight mapping doesn't work. Doing this in reverse order works fine.

  2. For base models like V4, Genesis, Dawn its better to save them as clones rather than as morphs for G3F. This way you can also fit that character's clothing, hair etc to G3F using autofit tool. To save a clone, see my next post.

  3. If you are not able to dial a hidden clone/morph (some hidden clones/morphs have min and max set at 0), then do this- click the small gear at the top right of your morph dial and click parameter settings. Set max to 100, select "as percent" and click accept.

  4. Lastly, if for some reason you mess up and want to delete a saved morph of yours to start again, there will be a folder saved with your name (or the name you gave as vendor name while saving it) in "DocumentsMy DAZ 3D LibrarydataDAZ 3DGenesis 3FemaleMorphs". Delete the morphs you want from that folder only, dont mess with any other folders. Its better to save that as a backup somewhere else before deleting it.

This method is also useful if you want to transfer your previous generation characters to G2F/Genesis :).

In my testing, I found what Zevo said is true, face doesn't transfer too well but only for V4 (Genesis/G2F transferred well and I haven't tested Dawn). But still imo it gives you a good initial base to start from. You may want to tweak the cheeks a bit and especially eyelids as those 2 areas are where there is a major mismatch. 

And yes, face transfers a lot better from V4 to Genesis/G2F. Maybe it has to do with the fact that we cannot transfer our textures from previous generation to G3F as of now. Textures play a lot of role in how your characters look, even if 90% of geometry matches, textures can give a lot different looks.


PI-SQRT ( ) posted Mon, 29 June 2015 at 7:25 AM

How to load an obj as a morph-

  1. Create a new scene and load your base figure. Select your figure and in the menubar go to Edit>Figures>Morph Loader Pro. 

  2. Morph Loader will open up. If you exported your obj with daz studio scale, choose Daz Studio settings in "From:". Else choose the relevant settings as you exported the wavefront object. Select your .obj file from "choose morph files".

  3. In the item list, your morph will be showed. Double click it and additional options will open. You can change the name of your morph here, double click the name it is showing in the value and type the name of your morph. You can change the property group, your morph will be showed in parameters in that property, I always leave them as it is. Right click the "no" for Reverse Deformations and change it to yes (I don't exactly know what it is, but my process didn't work a few times when I left it to "no", for Victoria 4 leave it to "no"). Click accept. If things worked correctly, then Morph Loader will give you the message "Created Morph successfully".

  4. If you want this morph to just transfer it to G3F then skip this step. 

If you want to save this morph permanently for other uses too then you have to adjust the bone structure. Find and dial your morph to full. Perform step 4 of my previous post to adjust the rigging (this doesn't work for V4).

Note:

  1. To save your imported obj as a clone instead, do this- in the step 3 above, change the property group to "hidden/clones". Reverse Deformations should be left to "no". Find your morph in the parameters pane, it will be in the "hidden/clones" group.. Click the small gear at the top right of the morph dial and click "parameter settings".  Change the "type" to "Modifier/Clone". If you want, you can set min and max both to 0, so as not to accidently dial it and also make it hidden and locked. Now go to File>Save as>Support Assets>Morph Assets and save it just like you save other morphs :).


PI-SQRT ( ) posted Mon, 29 June 2015 at 7:28 AM

Here is G3F model with V4 bikini, Genesis pants and V4 hair :). I haven't adjusted the surfaces for Iray, but this was just to demonstrate they fit and look well.

file_8f85517967795eeef66c225f7883bdcb.jp


Razor42 ( ) posted Mon, 29 June 2015 at 10:08 AM

Great tut, very detailed, thankyou!



LaurieA ( ) posted Mon, 29 June 2015 at 6:19 PM

Fantastic! Thanks so much!! :)

Laurie



Kerya ( ) posted Wed, 01 July 2015 at 4:41 AM

Thank you very, very much!


PI-SQRT ( ) posted Thu, 02 July 2015 at 3:23 AM

Glad to have helped :)


Joltrast ( ) posted Thu, 09 July 2015 at 2:10 AM · edited Thu, 09 July 2015 at 2:13 AM

I'm not sure what I did wrong my G3F.obj does not quite match G2F (the grey G2F doesn't match the flesh base of G3F) even with G2F parameters dialed to 100% and mesh set to base and 0. (I left Render Sub D as 1 as you didn't mention it). When I try to load the objs as morphs it says the geometries don't match.

Many thanks in advance. I don't know how you worked out how to do this, but if I can get it to work it will be a godsend!

file_eb160de1de89d9058fcb0b968dbbbd68.pn


Joltrast ( ) posted Thu, 09 July 2015 at 2:27 AM

Sorry that was the wrong picture. That's my .obj on G3F mesh.

Here's my .obj on G2F mesh. (Apologies for the second post, I didn't realize there was a time limit to editing!)

file_47d1e990583c9c67424d369f3414728e.pn


PI-SQRT ( ) posted Thu, 09 July 2015 at 1:55 PM

Hello Joltrast, sorry but I couldnt understand the issue you are having, can you please elaborate more. 

"I'm not sure what I did wrong my G3F.obj does not quite match G2F (the grey G2F doesn't match the flesh base of G3F) even with G2F parameters dialed to 100% and mesh set to base and 0. (I left Render Sub D as 1 as you didn't mention it). When I try to load the objs as morphs it says the geometries don't match."

Render Sub D has no effect, so thats not part of the problem. After transferring your morph to your obj, make sure you once again export it with zero subdivision. One of your objs must have exported with subdivisions on or if you have exported your mesh to some modelling app like Blender, you might have unintentionally changed the vertex order. Those 2 are the only reasons I can think of why you are getting that error "geometry doesn't match". 

In your second post, though it is not a full snapshot but the G3F obj is matching well with G2F.


Joltrast ( ) posted Thu, 09 July 2015 at 3:07 PM

All my morphs load in GenX, could that be part of the problem? http://www.daz3d.com/genesis-generation-x2

When I delete my G2F figure from the scene, the obj (doesn't matter if I convert to figure or not) has no morphs, so I'm doing something wrong. Thanks for the quick reply. I'll try to go through your tutorial again and see where i'm failing.


PI-SQRT ( ) posted Fri, 10 July 2015 at 2:22 PM

Ok, just remember that after using transfer utility, you need to dial morph on the base figure first and then you "may" dial it back to zero. Only these morphs will be transferred to your obj.


Joltrast ( ) posted Fri, 10 July 2015 at 7:41 PM

Ok, just remember that after using transfer utility, you need to dial morph on the base figure first and then you "may" dial it back to zero. Only these morphs will be transferred to your obj.

I will try that. Thank you.


Yardie ( ) posted Fri, 23 September 2016 at 1:12 AM

Thank you heaps for this. This has made a process that seemed really complex into a 10 minute task. Your explanation is clear and works every time.


EM_Brianna ( ) posted Sun, 01 January 2017 at 3:09 PM

I have read your tutorial. But by the time I try to get my morph from a GF1 to a GF3 the model appears emaciated. 2017-01-01_154847.png2017-01-01_155107.png2017-01-01_155320.png I then export this to my OBJ file which I name GF3Object.

Next, in a new file, I insert a Genesis 2 Female model. 2017-01-01_155641.png I set my Resolution Level to Base and the SubDivision Level to 0... 2017-01-01_155828.png Import the GF3Object just created... 2017-01-01_160108.png I then use the transfer Morph as described to transfer the Genesis morph to GF3Object.2017-01-01_160157.png2017-01-01_160537.png Dial the Genesis Morph as described...then back to zero...


EM_Brianna ( ) posted Sun, 01 January 2017 at 4:07 PM · edited Sun, 01 January 2017 at 4:18 PM

Continuing.... 2017-01-01_160537.png This then gets the Morph into GF3Object2017-01-01_160709.png2017-01-01_161052.png2017-01-01_161217.png2017-01-01_161751.png This is my GF1 model I wish to transfer to GF2 2017-01-01_162308.png To be continued...


EM_Brianna ( ) posted Sun, 01 January 2017 at 4:31 PM

i have now created a new file, inserted a new GF3 and used the process you describe above to insert my new morph 2017-01-01_164142.png2017-01-01_170300.png I now import my GF1 model, this is my source, what I want to transfer to the GF3... 2017-01-01_172750.png Using the Transfer Utility...2017-01-01_172955.png


EM_Brianna ( ) posted Sun, 01 January 2017 at 4:37 PM

This is where I am going off the rails...do I need to transfer my GF1 to GF2 then to GF3?2017-01-01_173431.png

2017-01-01_173613.png2017-01-01_173640.png


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.