dForce experimentsdForce Experiments
(Wow! This sounds like a sci-fi thriller title!)
Hi users of DAZ Studio,
I don't know about you, but for me dForce was by far the most awaited feature in DAZ Studio. So I have played with it for a while, and now it's time to share the tips I discovered. But first of all, if not yet, please read carefully this post in DAZ forums. This article is for those who are already a bit familiar with DAZ Studio, who have a minimum understanding of dFotce and know where to find its settings. If you're an expert, please keep on reading, perhaps you will find information that will surprise you anyway.
How to prevent dForce from exploding your mesh?
This is a frustrating and very discouraging disadvantage when working with dForce: you spend hours polishing your garment model, dressing your character with it and tweaking a wonderful material ... but
[Tutorial] Morphs from Genesis 3 to 8 accurate wayI've decided to try Genesis 8 for my gamedev project (more about it in subsequent entries) so I had to transfer my characters (original figures, but based on Genesis 3 mesh) to it. After some googling I've found two tutorials on the matter and even one half-baked vaporware script. The approach used in tutorials was more or less the same so I've followed the excelent explanations of SickleYield and got my Olga as Genesis 8 in minutes. But... it wasn't her - this new girl surely had rickets in her childhood, her arms were curved and didn't bend correctly. There were another inaccuracies too. So it became apparent to me that easy way is not an option here
Actually the idea of process is simple - first make G8 look as much as G3 as possible, then use transfer utility (essentially it makes the skin-titght cloth item of the whole G8 mesh , and finally quite opposite - make G3 into G8 stance. The problem that each of these steps brings new errors and those do accumulate. Thus w
[Tutorial] Transferring Character Morphs G1G2G3G8The first version of this workflow came from Kattey on the DAZ forum, for which I acknowledge credit.
Here is that (lengthy) thread: http://www.daz3d.com/forums/viewthread/24093/
Here's another thread with a method that might be better on eye distortion, I haven't tried yet: https://www.daz3d.com/forums/discussion/comment/2539831/#Comment_2539831
Here's what I've been doing myself.
First of all, however: there are two ways to recreate a character. There is the easy way, which is not redistributable, and the hard way, which is. We'll discuss the easy way first. I'm sorry, but I can't do anything for those of you who absolutely can't learn from text. This is what I have time for right now.
PART 1: CREATE A SINGLE DIAL
Load Genesis 1. Dial in your character morph. There cannot be anything in the scene except the single figure while we do this. No hair, no clothes, no props. Or if they are there, you must hide them by c
[Tutorial] Indenting Skin Where It Touches Objects(I will link a YouTube version when I have one. Hopefully I can fix my mic's current issues soon.)
Today I'm going to show you how to force a figure in Daz Studio to indent when in contact with clothes, ropes, or other objects. This is not a feature of the program at the moment (figures having physics is still a long way out, I suspect). We can use a kludge to make it happen.
I was asked about this via PM, and I realized I hadn't actually tried it on the assumption that it would not work. When I did try it, it actually DID work. It's very unstable and somewhat crash-prone in my testing, and the higher poly the colliding object is the more unstable it is, but it works.
Here is the workflow I used.
1. Load a figure into the scene. I don't know if the geometry of Generation 4 is too different or not, but it might still work. Definitely any Genesis figure will.
2. Set up everything else in your scene: the clothes, the props, the lightin
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