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TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
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I haven't stopped for long, I admit. But for what little I've seen, I'm not impressed at all. I mean. Take for example this product listed there:



View attachment 4717826

You see, this same product is sold at the Daz Store, here:

Although the name varies a bit, curious.

View attachment 4717834

Why on Earth would the same item cost almost four times as much in that store than in the Daz Store. I don't get it. (Yes, as you can see I already purchased that item at the Daz Store some time ago).
My assumption would be that they have minimum pricing, and take a bigger cut, though I haven't looked into that one yet myself.
 
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Jumbi

With my good eye closed
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Feb 17, 2020
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^ not sure what their exact terms are, but those 36 bucks are for a "personal license for personal projects" so you could hover over that (?) button and see what that means.
My assumption would be that they have minimum pricing, and take a bigger cut, though I haven't looked into that one yet myself.
From that site:

Untitled.jpg

I am no expert and English is not my language. But apparently I don't see anything in there that sets that 'personal license' apart from the standard license at the Daz Store, for example. With the normal license you get by buying products at the Daz Store you can even make profit from your renders, which apparently you can't with this other site's personal (standard/cheaper) license. Unless I'm mistaken, you can use your purchased assets with Daz's standard license in the AVNs that we can enjoy here, for example. Am I missing something?
 
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Xeni88

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Dec 28, 2022
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I haven't stopped for long, I admit. But for what little I've seen, I'm not impressed at all. I mean. Take for example this product listed there:



View attachment 4717826

You see, this same product is sold at the Daz Store, here:

Although the name varies a bit, curious.

View attachment 4717834

Why on Earth would the same item cost almost four times as much in that store than in the Daz Store. I don't get it. (Yes, as you can see I already purchased that item at the Daz Store some time ago).
That's a good analysis. I haven't looked into that so astutely but you are right. Some items have ridiculous price. There are some vendors that are exclusively on RH or Rendo, have started launching their assets on Flippednormals at slightly lower price. It is not a massive difference but small savings do matter. I guess we will just have to do a complete scan of all three websites to see which one offers the best price outside Daz store. The good thing for us buyers is that the more the people know about this website, the more competitive pressure it puts on all stores to price their items competitively
 
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TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
15,037
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From that site:

View attachment 4717990

I am no expert and English is not my language. But apparently I don't see anything in there that sets that 'personal license' apart from the standard license at the Daz Store, for example. With the normal license you get by buying products at the Daz Store you can even make profit from your renders, which apparently you can't with this other site's personal (standard/cheaper) license. Unless I'm mistaken, you can use your purchased assets with Daz's standard license in the AVNs that we can enjoy here, for example. Am I missing something?
I was talking about selling assets. Some of the sites have minimum prices for certain things, as in, if it is this type of asset, you are required by the site to charge at least $X for it. And some of those stores also can charge 50% or more, before other fees, just right off the top, then charge you again to take the money you did earn out of the store.

Some of the stores also have exclusivity clauses in their contract as well, in that if you sell something on their shop, you can't also put the same item on other stores.

Pretty much why I stick to Renderhub. No exclusivity, no min prices, and you can get up to 70%, depending on how big your store is. Also, you can team up with another creator, and split the money for every sale.
 

n00bi

Active Member
Nov 24, 2022
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643
Hmm, Personal License..
That does not look much personal to me but pretty much dictated terms for non commercial usage.
"Non Commercial License " would be a better word.

One thing people forget, Direct contact to the creator if possible.
If you see the email to the creator of the content or other methods,
you can try and contact him for a Truly Personal License for your project.
 

tretch95

Well-Known Member
Nov 5, 2022
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I am no expert and English is not my language. But apparently I don't see anything in there that sets that 'personal license' apart from the standard license at the Daz Store, for example. With the normal license you get by buying products at the Daz Store you can even make profit from your renders, which apparently you can't with this other site's personal (standard/cheaper) license. Unless I'm mistaken, you can use your purchased assets with Daz's standard license in the AVNs that we can enjoy here, for example. Am I missing something?
Yeah the DAZ terms are very explicit that you can create any 2D images or animations with the standard license as you see fit. The interactive license is for putting the 3D assets directly into a game. Another one is for sharing assets when working as a team.

This Flippednormals site doesn't even specify what it considers "commercial use". Instead there are a million other restrictions. So this seems to be garbage, like that tourist trap shit when you pay 30 bucks for three slices of bread while waiting for your pizza in Rome.
 
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Ir0n Ma1den

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Jun 15, 2021
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Select the character, go to edit/object/geometry add smoothing modifier, then go into the setting for that mod (parameters), and add the stool as the thing you need to smooth around.
You were speaking about blender or daz3d, does daz has this option??
 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
15,037
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You were speaking about blender or daz3d, does daz has this option??
There are two kinds of smoothing in Daz, one is in the surface tab, this should be on by default for most items (this is also the one that Blender does as well).

The other was what I was talking about there. A smoothing modifier is something that Daz adds to an item (Edit/Object/Geometry/Smoothing Modifier), like clothing or a blanket, that will try to help wrap the item around the person or whatever. It will automatically deform the geometry to try to match the item it was set to 'smooth' around. For example, a shirt would want the smoothing mod to be set to the model it is on (usually done by default), this will help prevent clipping from the shirt and the character.

Another example, say you are laying someone in a field of grass, and that grass is clipping through your character's legs or something, you select the grass, add the smoothing mod, set it to work on the character, and no more clipping. Or maybe you might want to have it affect the blanket they are laying on, so that pushes down the grass instead. There are many uses for this trick.

The down side of this is that it will deform the geometry of the object, and this not only needs that item to have enough geometry to work, but also if you are not careful, it can clip the wrong way. Like if you have pants with the smoothing mod, and you try to rest their hand on their hip, the pants might try to wrap around the hand if it gets too close.

If that fails, the only other options would be to use Mesh Grabber (addon), or to use the geometry editor to hide or delete the clipping parts. Well, unless you want to get really technical and export the item into Blender and make a morph or something.
 
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n00bi

Active Member
Nov 24, 2022
560
643
Hi..
So i got a noob question for Daz, as i am a Daz noob.

How do you turn off auto keying? This annoys the crap out of me.
Whenever i press play on the timeline and move any sliders its starts to auto key the changes.
Is there a way to disable this behavior?

I am trying to port my visme script i made for c4d to Daz, but the behavior of Daz isn't making it easy.
in C4d I can move sliders around in the timeline without it getting recorded.
In fact i explicitly have to tell it to record frames, so its kind of the opposite behavior
c4d:

Thanks.
 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
15,037
35,415
Hi..
So i got a noob question for Daz, as i am a Daz noob.

How do you turn off auto keying? This annoys the crap out of me.
Whenever i press play on the timeline and move any sliders its starts to auto key the changes.
Is there a way to disable this behavior?

I am trying to port my visme script i made for c4d to Daz, but the behavior of Daz isn't making it easy.
in C4d I can move sliders around in the timeline without it getting recorded.
In fact i explicitly have to tell it to record frames, so its kind of the opposite behavior
c4d:

Thanks.
The only way I know is to undo it, or delete the key frame once it is made.
If you move the sliders on the timeline, it assumes you meant it.
Daz was not made for animations, and it's has one of the worst setups for it, barely an afterthought. If you have another option, use it.
 

n00bi

Active Member
Nov 24, 2022
560
643
Oh good lord.
What a nightmare it must be to make animation in Daz.
Yea i can truly believe Daz was not made for animation after just playing a little with it.

I made a tool (2 parts), one that creates a visme-track.json file after analyzing a speech audio,
and 2nd is a script the 3d app uses to loads the track to simulate a speech
Its not perfect, but it get the bulk of the job done.
It saves time as you only need to tweak parts of the animation and not create the hole speech animation from scratch.

So i just wanted to see how Daz could handle something like this.
I got a script that is somewhat working after hours of swearing at the damn scripting language and the doc's.
But problem is the damn auto keying on the timeline. it annoys the shit out of me.
Each time i run my script to check my changes. i end up having to go delete the damn keys all the time..
Oh well i'll just stop porting the script to Daz any further for now.

Ofc i have other options. C4D is my main got to program.
 
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Ir0n Ma1den

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Jun 15, 2021
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1744580510061.png
I will hopefully soon have this model in daz, how can I replicate the detail on the model, espcially her skin and around the hips and legs. With this one that is on daz 1744580607187.png
 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
15,037
35,415
View attachment 4742165
I will hopefully soon have this model in daz, how can I replicate the detail on the model, espcially her skin and around the hips and legs. With this one that is on daz View attachment 4742172
Not tried it on a person, but you would need to load her as a morph, I assume. Though, to do that, she will need to have exactly the same geometry (vert/face number and placement), and the same UV maps (as the figure you are trying to morph).

The other option would be to rig her yourself as a new figure.
 

Shaggy46

Newbie
Mar 2, 2023
26
19
Asset from Z Tipsy and Hungover for Genesis 9 and 8 thread cannot be opened by 7-zip. QUOTE: "Could not open file Z-Tipsy-and-Hungover-for-Genesis-9-and-8.rar as archive" and "Can not Extract files from Z-Tipsy-and-Hungover-for-Genesis-9-and-8.rar".
I tried to extract the files after a ** restart and my laptop nearly bricked before erasing the files and doing a system restart. Any Ideas of the 'issues'?
 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
15,037
35,415
Asset from Z Tipsy and Hungover for Genesis 9 and 8 thread cannot be opened by 7-zip. QUOTE: "Could not open file Z-Tipsy-and-Hungover-for-Genesis-9-and-8.rar as archive" and "Can not Extract files from Z-Tipsy-and-Hungover-for-Genesis-9-and-8.rar".
I tried to extract the files after a ** restart and my laptop nearly bricked before erasing the files and doing a system restart. Any Ideas of the 'issues'?
Sounds like you had a fail in the download, and didn't get the full file. (or you need to update 7Zip)
I would suggest using a downloader program, such as Jdownloader2.
 
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Ir0n Ma1den

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Jun 15, 2021
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Not tried it on a person, but you would need to load her as a morph, I assume. Though, to do that, she will need to have exactly the same geometry (vert/face number and placement), and the same UV maps (as the figure you are trying to morph).

The other option would be to rig her yourself as a new figure.
Yes, I looked at diffrent skin detail available , maybe it will do the trick??

Also, I remember seeing a tutorial on morphs but forgot the name of creator and the video, in it he showed how to apply full body morphs so it only effects a specific area of the body. Do you know how to do it or share a tutorial.

Thank you very much for the past comment and in advance for the new one.
 

TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
15,037
35,415
Yes, I looked at diffrent skin detail available , maybe it will do the trick??

Also, I remember seeing a tutorial on morphs but forgot the name of creator and the video, in it he showed how to apply full body morphs so it only effects a specific area of the body. Do you know how to do it or share a tutorial.

Thank you very much for the past comment and in advance for the new one.
Any skin is fine, as long as it fits the UV map (it needs to have the parts in the right place for the model).

I only know how to do it to the full figure, I would think that would would need to export each part to separate them out.
The tool I use is under Edit/Objects/Morph Loader Pro.

Here is an example of one I made, I exported two versions of the model, one with the mouth open, and one closed. I loaded the open one into Daz, opened Morph Loader Pro, selected the closed mouth version, and then selected it.
If everything works, it will add the morph slider to the object/figure. You can then edit that slider and customize it.
Huitie-Mouth---Ani.gif

The figures both need to have the same geometry and texture placement (UV maps) in order to work. They also need to be all one part (so remove the hair, and do that separately).
I also remember reading that if you do this on a character, make sure both are in the base mesh state (not high resolution).

Like I said, I don't know much about doing this with a figure, I just know that bones will not move with the figure. I once made a stool with some rigged parts on the seat, my plan was to make a morph to allow it to shrink and grow, so that it would fit a table, counter, or a bar, but while the morph worked fine, the bones for the rigged portion did not move with it, so when you tried to move those parts, it would break horribly. I ended up just having to make three sizes instead, and rig each one separately.
I assume there has to be a way to do it, as there is a height morph, but they might have done that another way.

The other problem with morphs is that they will take the shortest route between the two states. For example, I tried to make a paper lid curl up, and while the beginning and end poses were fine, rather than curling, the geometry just slid into place. The end result not being animate-able at all. I ended up having to rig it, and make a slider manually for it.
You can see the difference here.
Noodle-Cup-Fail.gif Noodles3.gif
 
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n00bi

Active Member
Nov 24, 2022
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the bones for the rigged portion did not move with it
You have to remember morphs are basically PLA. Point level animations. and bones/joints gets ignored.
The Visme poses on the Genesis8.1 is a good example of that.
You can ofc "morph" by moving positions of bones. make longer legs etc and or combine it.


I am not doing much Daz stuff so i don't know what modifiers Daz has.
A bit outside the scope of the question you replied to..
But that lid,, if it has something like a Bend modifier, it could be easier to use. i wouldn't know tho.
but in C4D, it would be quicker to just use the Bend modifier and just animate its strength.


Cinema_4D_3Yr8kkyYd1.gif

Using a pose morph on something like a lid doesn't make much sense to me.while possible i would avoid it as there are faster and simpler solutions. at least in my 3d tool.
Anywho. i cant chip in with any knowledge as morphing in Daz is a foreign as chines to me.
 
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TheDevian

Svengali Productions
Game Developer
Mar 8, 2018
15,037
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You have to remember morphs are basically PLA. Point level animations. and bones/joints gets ignored.
The Visme poses on the Genesis8.1 is a good example of that.
You can ofc "morph" by moving positions of bones. make longer legs etc and or combine it.


I am not doing much Daz stuff so i don't know what modifiers Daz has.
A bit outside the scope of the question you replied to..
But that lid,, if it has something like a Bend modifier, it could be easier to use. i wouldn't know tho.
but in C4D, it would be quicker to just use the Bend modifier and just animate its strength.


View attachment 4745233

Using a pose morph on something like a lid doesn't make much sense to me.while possible i would avoid it as there are faster and simpler solutions. at least in my 3d tool.
Anywho. i cant chip in with any knowledge as morphing in Daz is a foreign as chines to me.
With the stool, I was quite careful to only stretch things that would not affect/deform the overall shape, just make the legs taller/shorter, by stretching the straight parts, and only moving the carved/curved parts, and trying to simulate that with bones would have taken far more time than I was willing to put into it. lol
But, since I chose the morph, and it failed, I ended up doing both anyway.... =/
Dildo Stool 02b.jpg

As for the lid, I could only think of two options, the morph or rigging the lid in Daz, with a bone for each section. The morph was far easier to do, since Blender is a lot easier to work with. Setting up bones and selecting geometry in Daz is time consuming at best.
While I am far from an expert, AFAIK, Daz doesn't do things like a bend mod, you would need another program, like Blender or Hexagon. The closest thing in Daz has that I know of is the mesh grabber/rotator, I can't imagine it working well for that.
To be perfectly frank, Daz a a red hot mess, and not really designed for anything too complex. It wasn't made for animations, and they seem to have gotten rid of their best programmers. They seem far more focused on their asset store than making the program work better.

You can make pretty good characters, and you can do pretty renders, anything after that is a pain in the ass at best, and not worth the effort at worst. I will be glad when I don't need it any more. lol
 
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dreamy3DX

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May 14, 2019
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Like I said, I don't know much about doing this with a figure, I just know that bones will not move with the figure. I once made a stool with some rigged parts on the seat, my plan was to make a morph to allow it to shrink and grow, so that it would fit a table, counter, or a bar, but while the morph worked fine, the bones for the rigged portion did not move with it, so when you tried to move those parts, it would break horribly. I ended up just having to make three sizes instead, and rig each one separately.
I assume there has to be a way to do it, as there is a height morph, but they might have done that another way.
1. Joint editor -> right click -> memorize rigging
2. With the morph at 100% right click -> adjust rigging to shape
3. Right click the morph slider (in edit mode), ERC Freeze, select your bones and click accept.

The other problem with morphs is that they will take the shortest route between the two states. For example, I tried to make a paper lid curl up, and while the beginning and end poses were fine, rather than curling, the geometry just slid into place. The end result not being animate-able at all. I ended up having to rig it, and make a slider manually for it.
You can see the difference here.
You can use ERC Controllers to set up multi-stage morphs. Many popular geografts use them
 
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