[Tutorial] Custom Bone Rigs G2F to Genesis Convert

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I'll be using Esha's lovely Triton mertails, which are only for G2F, and which I wanted to use on Genesis.  For this tutorial you need:

-A G2F item with custom bones
-The G2F clone for Genesis, here: www.daz3d.com/genesis-2-female…
(Or one of the free ones; you can try this without one, but it will work poorly.)
-DAZ Studio 4.6
-An external folder to export geometries

And that's it.

Import Genesis and the Triton tail into your scene.

Start the Transfer Utility.

Transfer from Genesis to the tails (don't worry about rigging yet, we just want the shape reversion on this pass).  Choose Clone--Genesis 2 Female from the left dropdown, and make sure "reverse source shape from target" is checked.

When the process is done, delete or hide Genesis (it's important that the tails are not conformed to it).  Export the converted tails as an .obj to the folder of your choice.  Make sure you add a G in the name or some other indicator that it's different.

Delete this first conversion from your scene.

Now, leaving Genesis gone or hidden, load the original G2F Triton Tail again.

Re-import the .obj.

Run Transfer Utility again, this time from the original to the imported .obj.  On the Morphs option, make sure Source Morphs is checked, so that we get any fixits etc. from the original.  This time do NOT check reverse source shape or a clone (that second shouldn't be possible anyway).

When that is finished, delete the old G2F version.  Save the new one to library with a name that will not overwrite the original, such as artist Esha/item TritonTailsG/.

Now load Genesis, hide the legs or morph them away with the Mermaid Genesis preset, and conform the triton tails to Genesis.  If they don't fit just right at the top, go to the Scene Tab.

Select Genesis and shift-click the tails.  Now right-click and choose edit--rigging--transfer rigging (figure space).  This is a GREAT option because it updates only the rigging that is shared with Genesis and doesn't mess with the custom bones.  The item should now snap into place.

Save to library again.

Now your custom-boned item is ready to use!
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avmorgan's avatar
This sounds like a solution to a problem I meant to ask you about. I'm working on a hair model with custom rigging for the bangs and ponytail, and I know I'm making versions for G3 and G8 males and females. I was afraid I'd have to redo the weightmaps and rigging for each version, seeing how the autofit/transfer utility tends to wipe those out normally. I'll have to reread this a couple of times to make sure I'm clear on the procedure. I just wanted to make sure, first, that I should be able to use it to transfer the custom bones and weight maps to the conformed models for each figure. Is that correct?