3D-Daz Daz3d Art - Show Us Your DazSkill

5.00 star(s) 12 Votes

Night Hacker

Forum Fanatic
Jul 3, 2021
4,426
21,917
NH, there was an error when creating G3 that DAZ silently fixed in G8 concerning the eye movements and a lot of conversions fell into the trap. I believe the issue was that G3 and G8 eyes move in opposite directions when the sliders are moved the same way. This F'ed up a lot of converted poses as well as converted characters. For me the key was not to Align All Nodes before doing any ERC freezing. You can align the Pectoral nodes if you are converting a character with large breasts to keep the nipples in alignment. By not aligning all nodes you get the alignment that your base character (either G8 or G8.1) has for all the unaligned nodes. I hope that makes sense.

The other issue is that we have to do all conversion work on Base Resolution models. The DAZ PAs have tools that remove that restriction and work on models in High Resolution. But the reality is that you can come out with completely acceptable conversions if you know some of this information in advance.

I have also tried all manner of conversion scripts, and so far for me, the one that has caused the least amount of issues is XTransfer. Of course I hack and edit the resulting .DSF files and now routinely use XTools Shape Splitter to separate head and body morphs into separate dials.

I am also hoping that there will be a real G8 to G9 character converter before really jumping onto the G9 bandwagon. Personally I don't give a shite about pose conversions.
Yeah, XTransfer was the script I was thinking of (just forgot the name of it) which I heard done a good job.
 

0ier 3D

Member
Aug 2, 2021
211
1,830
The Nihil Prophet Art Exchange: Detention

Velma has just been sentenced to detention by her favorite teacher.

"That's just an excuse for Ms. Rose to hang out with her favorite student though, right? ...Right? :D"- Velma :giggle:
dfxes09-55c6e9ad-1af3-46ba-9b3d-91802e8b7ab7.png
dfxerzu-03e3f553-6871-4c0a-9bca-c0bec600f911.png dfxes0t-4c263db0-1bda-4b4c-9a7f-40aeff637497.png dfxes1f-d04cbf5f-8ac3-485f-a253-ad23e1edd097.png dfxes2j-17692c7c-d511-4ed0-9dae-7f4e331f4573.png dfxes09-55c6e9ad-1af3-46ba-9b3d-91802e8b7ab7.png dfxes17-53d0c41b-b1a0-41cf-9e44-fcc5c5cd16f4.png dfxes25-7331528e-f984-445d-811c-708c0c8a5f13.png

Renders were part of an art exchange with TheNihilProphet

Check out more of his renders here:
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-game development info

Hope you enjoy, was fun working with him on this. You can find my half of the exchange on his deviantart page.
 

wd1111

Active Member
Sep 26, 2021
529
6,754
NH, there was an error when creating G3 that DAZ silently fixed in G8 concerning the eye movements and a lot of conversions fell into the trap. I believe the issue was that G3 and G8 eyes move in opposite directions when the sliders are moved the same way. This F'ed up a lot of converted poses as well as converted characters. For me the key was not to Align All Nodes before doing any ERC freezing. You can align the Pectoral nodes if you are converting a character with large breasts to keep the nipples in alignment. By not aligning all nodes you get the alignment that your base character (either G8 or G8.1) has for all the unaligned nodes. I hope that makes sense.
eye and eyelid bone rotations are inverted, one of the axis most likely, I had this problem when doing "adjust rigging to shape" with "adjust rotation" checked (by default it is off), just click the bone and in the tool tab alt-left click on them to see which ones do the 180 degree flip, an easy fix

problems start to arise when the mesh geometry is wonky, eyes too deep (even after adjusting rigging to shape), or eye sockets aren't the right shape so the tear lines up with the eyelid etc, not really noticeable if you do full or half body shots, but face closeups look off, can be fixed in Blender, just a PIA...
 
5.00 star(s) 12 Votes