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The first version of this workflow came from Kattey on the DAZ forum, for which I acknowledge credit. 

Here is that (lengthy) thread: www.daz3d.com/forums/viewthrea…

Here's another thread with a method that might be better on eye distortion, I haven't tried yet: www.daz3d.com/forums/discussio…

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 clicking the eye next to them in the Scene tab.

Go to Parameters-General-Mesh Resolution.  You should always have a Parameters tab.  If you don't, you aren't ready for this tutorial because you are still stuck in the mental mode of only using clicky presets.  I still like you, because you're going to be giving me and my fellow PA's a lot of your money at some point, but you sure don't have to. ;)  You can create the tab in Windows--Panes (tabs)--Parameters.

Set Mesh Resolution to Base and Subdivision Level to 0. 

Set the scale of Genesis to 100% for this first try.

File--export--wavefront obj.  Export to a folder you will use for your transferred morphs.  Mine is in my Blender files G2 directory and is called Transferred Morphs.

Delete Genesis and reload from the library to get an unmorphed figure.

Now start the Morph Loader Pro.  Its icon looks like a flexing arm with a P on it.  Click on the button that says "Choose Morph Files."  Navigate to your obj and select it.  It should appear as NameYouChose.obj with options under it that you can click to expand.

Next, create a NEW property group.  You must do this by right-clicking on the words "Morphs/Morph Loader" and choosing "create" AFTER you load the obj file into Morph Loader Pro.  I suggest Actor/Female (or Universal or, at a future point, Male)/G1/MyCharacters or the like.  This will save you a lot of trouble later.

Click Accept. 

Navigate to the property group you put your morph in and dial it to 100% to check that it works.  This probably cannot be redistributed because it probably contains other people's commercial morphs incorporated into one, but you can definitely use it as a shortcut for your own rendering.

File--Support Assets--Morph Asset.  The Vendor Name and Product Name tell DS where to save the morph under data/DAZ 3D/Genesis/Base/Morphs.  For e.g., if the Vendor name is Bob and the Product is BobsMorph, it will be saved to data/DAZ 3D/Genesis/Base/Morphs/Bob/Bobsmorph.  Expand the properties under Genesis below that and check just your morph. Having put it in its own properties group  makes it much easier to find here.

Now delete Genesis 1 and reload from library.

PART 2: TRANSFER TO G2 AND ADJUST (WITH NOTES FOR G3 and G8)

Now it's time to load Genesis 2 as well.

Go to Genesis 1 and find your new morph, or the morphs you want to transfer, in the Parameters tab.  Right-click and choose "Favorites" and "Add Selected Properties to Favorites."  This will tell Transfer Utility which morphs to transfer so you don't have to wait while it processes all 500 or whatever of the G1 morphs.

Start Transfer Utility.  Use G1 as the SOURCE and G2 as the TARGET. 

If converting from Genesis 2 to Genesis 3, under the Target dropdown choose "Clone" and "Genesis 2" either Male or Female depending which you are converting from.  Leave the left dropdown blank.  If converting from Genesis 3 to Genesis 8, pose Genesis 3's arms at 45 degrees down and legs at 6 degrees out, and use "Current" rather than a clone.  This helps prevent wrist distortion.

Now when you start Transfer Utility, uncheck everything but the "Morph Targets" option.  You need to have the "Show Options" button checked to expand that part of TU.  Make sure you also uncheck "Fit To Source Figure!"

When you click on Morph Targets to highlight it, on the Extended Options panel to the right, you have new options.  Uncheck "From Projection Template" and "Override Existing" and then click on the dropdown.

Transferutilitymorph by SickleYield



Now you have these options:

None
Favorites
Favorites and Sub-Components
Shaping And Pose
All


If you choose "Favorites," then TU will only transfer those morphs that you marked as Favorites in the previous step.  This gives you an easy way to transfer only one or two morphs in a figure with many.  No more waiting fifteen minutes for all of Genesis' morphs to go over when you only need a few!


Accept.  This will take a moment to run as morphs are transferred.  When that is done you can delete G1 from the scene.

Now go to the property group you created on G2F and dial in your morph to 100%.  Most morphs work pretty well, but you will have to adjust the bones to fit the morph properly with bigger or more stylized morphs.  Here's how.

Start the bone tool.  Its icon looks like a bone with a bandaid across it, and it causes all of the figure's bones to appear.  Depending on how much your morph changes the figure's shape, the bones may not line up with the mesh, which means they won't be posed properly.

Right-click in the viewport and choose edit--adjust rigging to shape.  Check all three boxes including Orientation at the bottom, and click Accept.  Now the bones are adjusted to fit the new shape.  We need to freeze the ERC so that the adjustment "sticks" to this morph.

Go to the Property Hierarchy.  In the new version of DS this is instantaneous.  In the top search box, type the name of the new morph to find it easily.  Expand the "Parameters" entry to see it.  Now you can right-click on just that morph and choose "ERC Freeze."  When the box pops up, just click Accept.  Again, very fast.

Now go back to the Parameters tab and dial your morph to 0 and back a few times to see the skeleton adjusting with it.  Good.  Now set it to 0.

Now file--save as--support assets--morph asset again.  Check just your new morph and click Accept after you have entered a Vendor name and product name to choose where DS will save the morph under data/daz 3d/genesis 2/female/morphs/base.

Delete G2F and reload from the library.  Only the one you saved to library before you deleted her is retained, and you now have a nice neat dial for your character. 

You can save several characters by checking multiple morphs while saving, provided you don't mind they all get put in the same Vendor Name/Product Name folder in data/daz 3d/genesis 2/base/morphs.  I don't recommend just checking everything because some morphs won't transfer as well (male ones to the female and vice versa, especially).

PART 3: THE HARD WAY (REDISTRIBUTABLE)

In order to do this, you need to:

1.  Apply your dialed character to G1.  Write down each and every morph you used and its dial value.

2.  Delete and reload to get an unmorphed G1.

3.  Load the G2 figure.

4.  Use Transfer Utility to transfer all morphs again.

5.  Delete G1.

6.  Adjust the bones and freeze the ERC on each component dial morph separately.  This is why you wrote it down.

7.  Will all the morph dials zeroed, file--save as--support assets--morph assets.  Now check just the component morphs of your full dial after you put in the Vendor Name and Product Name.  Click Accept.

8.  Delete and reload.

9.  Redial your character onto G2F from component morphs.

10.  Navigate to the People--Genesis 2 Female--Characters folder in your Content Library.  Right-click and choose Create Subfolder.  Name it after your character.

11.  In this folder, click the little plus sign at the bottom of the Content Library screen.  Choose Shaping Preset.  Click Accept.

Now you've created a dialed preset from transferred morphs.  This can be redistributed, but it will only work for people who have also transferred those same morphs, of course.


PART 04: A NOTE ON EYE AREA DISTORTION (MORE ADVANCED)

It's not uncommon that I need to move the eyeballs around to compensate for differences in the eye areas of different figures.  This will be even more the case with figures with extra-big eyes, like the Aiko series.

To make the distortion less to begin with, create a pair of eye mover morphs before you start transfer, one for your source figure and one for your target figure.

Select the right and left eyeballs from the Scene Tab.

Go to the Parameters tab and the X Translate of both eyes.  Right-click and choose Edit Mode.

Right-click again and choose Limits--Disable Limits on Selected Properties.

Now translate the eyeballs far to the left or right on the X axis, so they are far from the main body and head.

Repeat for all of the figures you want to use for transfer.  Move the eyeballs in opposite directions on the different figures so they don't overlap each other.

This helps with eye distortion on some morphs.  I have found it still ineffective on bigger heads like Josie, the Girl, and the Aikos, and especially with G8 as the target because her eye geometry has changed compared to G2/G3.
  • Listening to: They Might Be Giants
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Add a Comment:
 
:iconyagaki:
Yagaki Featured By Owner Edited 14 hours ago
It didn't work.
Loaded G2F, applied the character morph (Miu Zen) I want to convert to G8F.
Set Resolution Level to Base, SubDivision Level to 0; Scale is already 100%.
Exported as .obj in a folder (no options changed).
Deleted the morphed figure and loaded a new base G2F.
Opened Edit>Object>Morph Loader Pro, choosed my file .obj; I created my new group and clicked Accept. "created morph successfully".

Now if I try to dial my new morph the base G2F just... scales up or down. No morphs at all, just scaling.
What I'm doing wrong?

And another question: is it possible to convert an original character like (G2F) Ninive to G8F?
Because the character itself is the morph...
Reply
:iconsickleyield:
SickleYield Featured By Owner 14 hours ago  Professional Digital Artist
It sounds like it is applying the morph at a different scale on import than on export.  Make sure your obj export dialogue is using the same scaling preset as your Morph Loader Pro.  A difference in these settings can produce a morph that does apply but makes the figure huge or tiny at the same time.

And yes; in fact, I have Lee 6 and 7 both on my Genesis 8 Male (and a few others).  You have to copy the head and body morphs separately (they are found under the Head or Head/People and Full Body groupings) and not the main CTRL dial from the Actor/People folder.  It's not going to work at all well on most big-eyed toon characters without manual cleanup in a modeling software, but on Ninive and similar shapes it *should* work.
Reply
:iconyagaki:
Yagaki Featured By Owner 12 hours ago
Oh, thank you for the reply, you're right, I had the scaling set differently...
But even though I corrected this, when I apply the new morph to a base G8F it just deforms.
I followed your tutorial step by step, but it's not very clear which settings I should use for a direct conversion from G2F to G8F.
Thank you!
Reply
:iconsickleyield:
SickleYield Featured By Owner 9 hours ago  Professional Digital Artist
It deforms how?
Reply
:iconfibyken:
fibyken Featured By Owner Feb 28, 2019
Thank you for this.  Not only are you a great artist and creator but you're a fantastic teacher.  I was able to transfer a G3 character morph to G8 in less than 10 mins by following your instructions!  
Reply
:iconsickleyield:
SickleYield Featured By Owner Feb 28, 2019  Professional Digital Artist
Glad it's working for you :)
Reply
:iconoleg-pluton:
Oleg-Pluton Featured By Owner Feb 27, 2019  Professional General Artist
Totally doesn't work. More than half of what you describe doesn't even exist in the program.

>> Make sure you also uncheck "Fit To Selected Figure!"
There is no 
"Fit To Selected Figure", there is "Fit To SOURCE Figure"

>> When you click on Morph Targets to highlight it, on the Extended Options panel to the right, you have new options.
There are no such things. 

After this sense was totally lost.
Reply
:iconsickleyield:
SickleYield Featured By Owner Feb 27, 2019  Professional Digital Artist
You're right, it's Fit to Source Figure.  I will fix it.  Sorry about that!

There is a Morph Targets line option in the General Options panel.  Here is a pic, which I also will add to the article.

Transferutilitymorph by SickleYield  
Reply
:iconi-am-madbat:
I-Am-Madbat Featured By Owner Feb 10, 2019
Thank you for this, I may need it.
Still, so far G3 seems very versatile since it accepts G8 texture maps and clothes.
Reply
:iconkmcbriarty:
kmcbriarty Featured By Owner Feb 1, 2019  Hobbyist Digital Artist
The tutorial is great and functionally works great...however the does not appear to transfer the 'shape' from version to version. (at least for me)

The morphs transferred from GEN1 to GEN2(F) but the resulting shape is not the same.


...virtually every proportion is...off.

Have I 'missed' a step in the process that would 'warp' the shape?
Reply
:iconsickleyield:
SickleYield Featured By Owner Feb 2, 2019  Professional Digital Artist
Did you use the G1 clone in Transfer Utility from the left dropdown?

If so, then I'm afraid it may just be a result of the shapes of G1 and G2 being so different that the clone can't fix it.
Reply
:iconkmcbriarty:
kmcbriarty Featured By Owner Feb 2, 2019  Hobbyist Digital Artist
I will have to give it another run thru later this evening and make sure I use the 'clone' option...might have missed that, fingers crossed!
Reply
:icondireworks:
DireWorks Featured By Owner Dec 2, 2018  Hobbyist Artist
You rule! :)
Reply
:iconragnarokeotw:
RagnarokEOTW Featured By Owner Nov 22, 2018  Hobbyist General Artist
I've been trying to use this guide in order to move some of my more used characters over from G3F to G8F, but I'm experiencing issues where after I've used the Transfer Utility, some vertices are moving too far or even entirely in the wrong direction in the new G8F morph - here, parts of the fingers are moving completely in the wrong direction, completely wrecking the hands, and vertices around the elbow are moving too far, creating a ridge:

imgur.com/WwbBNIo.jpg
imgur.com/xpcD6y0.jpg

I think I've followed the instructions correctly (zeroing the scale of the initial model, using the suggested approach of posing G3F to match G8F, ticking check boxes as instructed), and I've got the G3F merged morph working beautifully (even got the rigging fixed) - but even after several attempts of trying to toggle various settings, this still keeps happening. (Posing G8F to G3F before transferring causes a less obnoxious problem, but still a problem, so I don't think it's just I've managed to interpret those instructions badly).

The body shape I'm using is mostly Victoria 7, albeit with some additional morphs layered on top, and I'm experiencing pretty much exactly the same problem if I try to transfer just the basic V7 shape.

Where have I managed to mess up here? I thought this was a common method for transferring characters nearly seamlessly between these two very similar generations, but I can't work out what I'm personally doing wrong.
Reply
:iconsickleyield:
SickleYield Featured By Owner Nov 23, 2018  Professional Digital Artist
Have you tried the RedZ method yet?  I understand it sometimes gets better results on the hands/eyes/nails?
Reply
:iconragnarokeotw:
RagnarokEOTW Featured By Owner Dec 4, 2018  Hobbyist General Artist
Sorry for a slow response, but it's taken me some time to wrestle with this to make sure I've got things right.

I'm having issues with the RedZ method too (assuming there's not a more up-to-date version than the one you've linked in the guide) - these are less extreme, but the shoulders are distorting, which is blatantly obvious when trying to transfer head morphs, and it gets worse the more morphs you try and transfer, as the inaccuracies stack.

After fitting the G8F_G3FMorphs mesh to G3, I've re-exported that with with no morphs after it's been fitted to the G3F figure, but comparing the meshes in Blender, the shape is considerably different to G8F; part of that seems to be down to active JCMs on the G3F (which isn't my fault, it's that way in the transfer file in the download), but even after turning those off, I cannot get the G8F_G3F mesh to shapes to fit very well onto the G3F mesh when following those instructions as is, or even trying to recreate them from first principles. The fitted transfer mesh always has slightly narrower shoulders than either G3F or G8F, which aside from creating imperfect transfers on the arms, means that trying to transfer separate head morphs is messing with the shape of the body.

The best idea I've now got is whether I can create a corrective shape in Blender that I can then import into Daz to correct for the difference so that my morph OBJs are exporting with a shape more accurate to the shape of G8F's arms, but that's now really starting to sound really convoluted, particularly as I think that shape would actually have to be based on the default pose of the transfer mesh rather than the shape when it's fitted to G3F.
Reply
:iconsickleyield:
SickleYield Featured By Owner Dec 4, 2018  Professional Digital Artist
So far for me, any method that's truly effective is convoluted, and no method works well on larger heads and eyes. It's why I don't actually do it much. The only ones I've really converted and use are the 7 series males (small heads, small eyes). And on some of those I manually corrected the eye shapes with Blender.
Reply
:iconragnarokeotw:
RagnarokEOTW Featured By Owner Dec 4, 2018  Hobbyist General Artist
I've had some fairly remarkable results out of GenX (although that's obviously not going to enjoy any update to become G8 compatible) - even with heavily stylised characters with weird proportions, the shape of the transferred character is practically indistinguishable (although with more extreme shapes, occasionally joints don't deform quite right).

That makes it particularly frustrating that the nuisance is with two generations where the base shape is so similar other than the pose.

But anyway, it's starting to sound like I'm off the edge of the map here. I guess I throw Blender at the problem until I find something that works.
Reply
:iconsickleyield:
SickleYield Featured By Owner Dec 4, 2018  Professional Digital Artist
I wish I could help more, but I've only ever gotten very mixed results myself.  I've talked to Riversoft Art about maybe attempting some kind of automation, but we're going to have to get more in depth with the process than I ever have to this point to make anything like that work.
Reply
:iconandolaurina:
andolaurina Featured By Owner Oct 29, 2018  Professional Digital Artist
"If converting from Genesis 3 to Genesis 8, pose Genesis 3's arms at 45 degrees down and legs at 6 degrees out, and use "Current" rather than a clone.  This helps prevent wrist distortion."

If I'm converting from Genesis 1 to Genesis 8, do I also need to pose Genesis 1's arms and legs at these same angles? Thank you! <3
Reply
:iconsickleyield:
SickleYield Featured By Owner Oct 29, 2018  Professional Digital Artist
No, it won't really help. The reason it helps between G3 and G8 is that they're basically the same shape in different poses.
Reply
:iconheroineadventures:
HeroineAdventures Featured By Owner Edited Sep 5, 2018   Digital Artist
It seems to be stuck in Building Projection Map
I want to convert a G8F morph to G3F. Any idea what the problem here might be?

Edit: NVM I forgot to uncheck everything but Morph Target
Reply
:iconsickleyield:
SickleYield Featured By Owner Sep 5, 2018  Professional Digital Artist
Awesome, I didn't even have to do anything. :D
Reply
:iconpruiz:
pruiz Featured By Owner Sep 1, 2018
Apologies. I got you mixed up with Genesis3 to Gen8 morph converter 1.1.
Reply
:iconsickleyield:
SickleYield Featured By Owner Sep 1, 2018  Professional Digital Artist
Well hey, the thing I said in my other comment is inaccurate, then!  I didn't know this existed.  Good to know!
Reply
:iconpruiz:
pruiz Featured By Owner Sep 1, 2018
I just want to be able to get a G3F and a G*F that are pretty much the same - morphs - so I can run animations in iclone on G3F and then use the exported BVH from iclone on G8F. Do I misunderstand the utility you describe or is it just a laborious workflow that needs to be followed?
Reply
:iconsickleyield:
SickleYield Featured By Owner Sep 1, 2018  Professional Digital Artist
It's just a laborious workflow.  That's what most of my tutorials are, difficult ways to do something that's otherwise impossible.
Reply
:iconpruiz:
pruiz Featured By Owner Sep 1, 2018
Sorry, I don't get the joke. (is that what LOL means?) I want to pay for the script. How do I do that?
Reply
:iconsickleyield:
SickleYield Featured By Owner Sep 1, 2018  Professional Digital Artist
LOL is short for "laughing out loud" (and it dates me a bit, I don't think the kids use it much now).  I was indicating amusement because there is no script, nor has there ever been.  Some day there may be one, but that will depend on whether Riversoft Art and I can figure out how to make it work.

The last thing resembling an automated version of this was Gen X2:


And that author will not be creating a G8 version because he has died (he was a great loss to the community - a very clever scripter).
Reply
:iconpruiz:
pruiz Featured By Owner Sep 1, 2018
SickleYield, What do I need to do or provide you with (re Paypal) to get the transferring morphs script, please?
Reply
:iconsickleyield:
SickleYield Featured By Owner Sep 1, 2018  Professional Digital Artist
LOL

There isn't a script for this yet.  Riversoft Art and I are in early discussions on how to do one.
Reply
:icon09810981:
09810981 Featured By Owner Jun 18, 2018
Hello. Can I use genesis 3 morphs on genesis 1 model whit this tutorial ?
Reply
:iconsickleyield:
SickleYield Featured By Owner Jun 18, 2018  Professional Digital Artist
Should work!
Reply
:icon09810981:
09810981 Featured By Owner Edited Jun 18, 2018
Thanks! Just another question please... To do this, I have to follow exactly your tutorial or I have to invert model or process. Thanks.
Reply
:iconsickleyield:
SickleYield Featured By Owner Jun 18, 2018  Professional Digital Artist
You would need to have the Genesis 3 clones for Genesis because you will need to select the Genesis 3 clone on transfer.  Otherwise it should be the same.
Reply
:iconfallenboy84:
fallenboy84 Featured By Owner May 21, 2018
Ok I think I must have done something wrong here. I get all the way to using the transfer utility tool to transfer my character from Gen2 to Gen3 and when I delete gen2 out of the scene it takes gen3 with him, like they're connected somehow. Heeeeeeelp! lol
Reply
:iconsickleyield:
SickleYield Featured By Owner May 21, 2018  Professional Digital Artist
It sounds like you left fit to on.  You'll need to unfit Gen 3 from Gen 2 before deletion.
Reply
:icondevduck01:
devduck01 Featured By Owner May 18, 2018  Hobbyist Writer
Thank you for posting this...

Do you know of any good tutorials for the gen x converter available on Daz 3d? A friend bought it and the G2 add on pack to try convert her V4 characters to more uptodate Generations over time, but she cant get it to work???

Any help appreciated
Reply
:iconsickleyield:
SickleYield Featured By Owner May 18, 2018  Professional Digital Artist
I couldn't get it to work either, unfortunately.  Sorry :(
Reply
:icondevduck01:
devduck01 Featured By Owner May 28, 2018  Hobbyist Writer
Sorry....a follow on question....but would either of these methods work for V4?
Reply
:iconsickleyield:
SickleYield Featured By Owner May 28, 2018  Professional Digital Artist
I'm afraid not.  V4 is .cr2, a different rigging system that is not compatible with anything that came after it.  While G3 and G8 are a different form of weight mapping than G1/G2, they are still all weight mapped, not the old parametric system used in Generations 3 and 4.
Reply
:icondevduck01:
devduck01 Featured By Owner May 29, 2018  Hobbyist Writer
Well fudge

Thanks anyway :)
Reply
:icondevduck01:
devduck01 Featured By Owner May 18, 2018  Hobbyist Writer
Well....if you couldn't then we are probably doomed. Thank you anyway :)
Reply
:iconthulsadoom-3d:
ThulsaDoom-3D Featured By Owner Apr 19, 2018  Hobbyist
Follow up to fixing the eyes:
1.  Select your new figure in the Scene menu, set it's resolution to base and mark your new morph (created from above) as a favorite.
2.  Using Geometry editor and using 'Vertex Selection' instead of 'Polygon Selection' click on the eyes.  Hold " CTRL + " to expand selection to include all of the eyes. 
3.  Anywhere in the view... right click and select 'Morph Editing -> Clear selected Deltas from favorites.  Your eyes will fly away ... don't panic. 
       You may need to repeat the selection and clear deltas from favorites again if any parts of the eyes got missed.  (There may be multiple layers/cornea)
     What you'll end up with is the original figures eyes back into their original position and shape as if they were on the default G2/3/8 model.
4.  Expand Scene and locate the left eye ... or right if you prefer.  Using X, Y, & Z translate & Scale move the now fixed eyes back into the eye socket where they should be.
     Note:  you may need to uncheck 'Use Limits' from any of those X,Y,Z parameters
5.  With the eye selected in the parameters pane select 'Copy selected item'.  Now select the other eye and click 'paste to selected item.  Then change the x Value from minus to plus or plus to minus. 
       Basically, you want to move the 2nd eye to the opposite side.  So if Left eye X Translate is -.5 then the right eye  X translate should be .5 .
6.  With the now fixed eyes back in the figures head where they should be, export the figure as an obj.  Load a new base figure and import your new morph just as above. 
     Viola ... eyes fixed.
Reply
:iconchristenlydiaart:
ChristenLydiaArt Featured By Owner Apr 20, 2018   General Artist
Is this "new figure" your morph that you put into Gen8? If so I did the directions you gave but my lids are screwy. How do I fix them?
Reply
:iconthulsadoom-3d:
ThulsaDoom-3D Featured By Owner Edited Apr 24, 2018  Hobbyist
That one's a little tougher.  I'd suggest going back to the original figure (say g3) then reduce the 'Eyes Size' in either the shaping or parameters pane.  Remembering how much you reduced them by (say 50%).  Then repeat all of the above and when you get the morph onto the G8 figure with the smaller eyes, you should be able to increase the eye size by 50% or so to get them back to the size on the original figure.  It may also help to adjust the character morph's scale if the character is shorter or taller than the original G3 figure by a head or so.  In other words.. get the head and shoulders as close to the original figure as possible. 

The other option is to port it all over into mudbox or hexagon or zbrush, freeze the eyeballs, then smooth the lower lids manually.  You could also import the original morph (from G3 or G2) as a reference. 

Many thanks to SY for the tutorial above.
Reply
:iconsickleyield:
SickleYield Featured By Owner Apr 20, 2018  Professional Digital Artist
Good to know, thank you!
Reply
:icongreymom:
Greymom Featured By Owner Mar 30, 2018
Oh, this is incredibly useful - many thanks!!!!!
Reply
:iconzestylimey:
ZestyLimey Featured By Owner Mar 16, 2018
Thank you very much for this. Can it work for G3M to G8M? I did try it a few times and failed miserably, so I thought I should check if there's a fundamental reason it wouldn't work before trying some more.
Reply
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