Deviation Actions
11K Views
I've done a previous pair of tutorials on keeping bones when converting items between figures, as for instance between Genesis and Genesis 2. That method takes a few steps and an obj export/import. This way is faster, although it doesn't work well with Generation 4 conversion. This will not work with converting to weight-mapped figures such as Genesis 3 and 8. At present there is no easy way to retain rigging in conversions from Gen 4 - G1 - G2 to G3-G8.
You will need:
-The figure you want to convert TO.
-The piece of clothing or hair you want to convert.
-Any relevant clones. For e.g., you will need to purchase the Michael 4 for Genesis 2 Male and/or Victoria 4 for Genesis 2 Female to convert items between Gen 4 and Genesis 2.
Instructions:
Load the figure.
Load the item of clothing. Cancel Autofit if it is triggered.
Start the Transfer Utility. Its icon looks like an arrow pointing up and right.
For Scene Item under Source, choose the figure.
For Scene Item under Target, choose the clothing or hair.
Under Source/Item Shape, choose a clone (e.g., the Victoria 4 clone if converting from a V4 item).
Under General Options below, click Weight Maps, and on the right click MERGE HIERARCHIES. This is what does the magic.
Check Reverse Source Shape from Target as well.
You can choose to add a smoothing/collision modifier or not. I usually do. Some Generation 4 items can handle it better than others, but any Genesis or G2 item should be okay.
Click Accept.
Now the item should refit to the figure while retaining not only its morphs, but its bones. I was able to convert the main pieces of the Dragon Braid in about five minutes this way, although it does still cause the same distortion in the lower shoulder area.
That one still works because it has morph-based movement. In general this doesn't work as well with Generation 4 as it does between G1 and either G2, or between the G2's, because with conversion from cr2 to weight mapping it will recreate the bones but not the maps.
Be sure to save back to library with its own folder names. I used "ConvertedHairsG2F" for all the Dragon Braid pieces.
You will need:
-The figure you want to convert TO.
-The piece of clothing or hair you want to convert.
-Any relevant clones. For e.g., you will need to purchase the Michael 4 for Genesis 2 Male and/or Victoria 4 for Genesis 2 Female to convert items between Gen 4 and Genesis 2.
Instructions:
Load the figure.
Load the item of clothing. Cancel Autofit if it is triggered.
Start the Transfer Utility. Its icon looks like an arrow pointing up and right.
For Scene Item under Source, choose the figure.
For Scene Item under Target, choose the clothing or hair.
Under Source/Item Shape, choose a clone (e.g., the Victoria 4 clone if converting from a V4 item).
Under General Options below, click Weight Maps, and on the right click MERGE HIERARCHIES. This is what does the magic.
Check Reverse Source Shape from Target as well.
You can choose to add a smoothing/collision modifier or not. I usually do. Some Generation 4 items can handle it better than others, but any Genesis or G2 item should be okay.
Click Accept.
Now the item should refit to the figure while retaining not only its morphs, but its bones. I was able to convert the main pieces of the Dragon Braid in about five minutes this way, although it does still cause the same distortion in the lower shoulder area.
That one still works because it has morph-based movement. In general this doesn't work as well with Generation 4 as it does between G1 and either G2, or between the G2's, because with conversion from cr2 to weight mapping it will recreate the bones but not the maps.
Be sure to save back to library with its own folder names. I used "ConvertedHairsG2F" for all the Dragon Braid pieces.
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
Featured in Groups
© 2014 - 2022 SickleYield
Comments38
Join the community to add your comment. Already a deviant? Log In
Okay, I have the relevant clones. I have the Rigging and Morphing system (thank you for that! I use it every frigging day). But when a cloak converted wonky, I searched and I found this tutorial.
A weird thing happened. When the option came to chose source/item shape, I chose "clone" and an empty box popped up. No clones to choose. Any idea of why that might be or how I might fix it?
A weird thing happened. When the option came to chose source/item shape, I chose "clone" and an empty box popped up. No clones to choose. Any idea of why that might be or how I might fix it?