Deviation Actions
6K Views
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!
-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!
Color Differences in DS 4.20.1.38
This was introduced by my notice by Snarl, and verified by my own render testing. I will show my results in the following discussion. There is a visible color difference in Iray render results in Daz Studio 4.20.1.38 vs. the pre-VDB, pre-ghost light fix 4.16.1.21 build I was able to test against. I rendered out to pngs and looked at both pngs on the same monitor to account for that type of differences. Here shown is G8F up close in default lighting on both builds. I checked all of the render settings to make sure they were the same, too, because if we could just change a render setting it would be an easy fix. This difference is relatively subtle. Let me show those separately so you can download them separately to compare. Here's 4.20: And here's 4.16: You might have to zoom in and set them overlapping so you see top part and top part or right and right, etc., but it's there. I don't know how or why this change has happened. Maybe it's because Daz decided the default was too
Babbling About Fluid Simulation
I have some feelings about sims right now. I have a lot of them, and I've just had caffeine. So I'm going to share them with you all. So, I recently submitted a water set for Daz Studio. Three times. You see, Daz3d didn't like either of my first two interpretations of the slosh pieces and pouring pieces that were simulated in Blender, so I ended up having to hand-sculpt parts of it and combine that with parts of the simmed pieces. The sloshes are entirely hand-sculpted from me staring at photo references, except for bits of the flying droplets I salvaged from the original simmed meshes. I wouldn't even have gotten that far if not for the very specific and detailed feedback they gave me, a privilege of working with the Review committee since 2011 and, I sincerely hope, demonstrating an eagerness to accept professional criticism when it gets me paid. I know for a fact that they have some artists where they just say an unvarnished yes or no because it's not worth getting yelled at
Interview with Matt Belshaw
Hi guys! I did a podcast with Matt Belshaw/Thundorn from Game Developer Training, which you can listen to here on YouTube. Matt was very kind and is, I have to say, much better at sound editing than I am. :D Be sure to give his channel a look if you can!
Dress Making and Rigging Tutorial Custom Bones 03
Link to Part 1 Link to Part 2 In this Part 03 of the tutorial, I will show you how to rig a dress with custom bones in Daz Studio. If you already have an obj or fbx or whatever format with a UV and material and vertex groups assigned, this is the part you could reasonably start on. Just make sure that you know what scale you used, so you can import to Daz Studio at the same scale, and make sure that you have a vertex group for every custom bone you want your garment to have. I usually assign the non-custom areas to the hip, since we want that bone to be generated, too. I will begin by importing my exported obj to Daz Studio, but I have a couple of notes here first. I recommend that you create a new directory for your project to keep all of its contents in one place. This is necessary if you are making something for sale, but a good idea if you are making something for yourself, too, just to keep things tidy. You can create a new directory by right-clicking on the top left of
© 2013 - 2022 SickleYield
Comments23
Join the community to add your comment. Already a deviant? Log In
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?