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marble51  
#1 Posted : Thursday, June 20, 2024 12:07:28 AM(UTC)
marble51

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Obviously this would not be supported but, like many of my clothing items, I would like to create my own morphs. However, when I export to Blender, I find this to be a difficult task.


Firstly I exported the complete XY anatomy (without the G8M host) and tried to manipulate the foreskin. I noticed that the glans beneath was being dragged along with the foreskin vertices. So I then exported again but with the penis head hidden and created a morph to extend and close the foreskin. However, exporting back to DAZ Studio using Morph Loader Pro resulted in a geometry mismatch.


I was trying to make something like the Dicktator Cover-Up foreskin shapes but now I'm out of ideas. By the way, that error is normally due to the object being exported from DAZ Studio at High Resolution but there is no HiRes on this product - in fact it is very low res, polygon wise.


dbxxx  
#2 Posted : Thursday, June 20, 2024 10:42:44 AM(UTC)
dbxxx

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Hi,
That means that geometry has changed. I use Zbrush but as far as I know you can do this in Blender too. Load everything (g8m + XY) set g8m to base resolution and 0 subdivision level and export g8m(XY will be on it. Then hide part or even better use vertex translation tools that manipulate just a single vertex. That way you won't move what you don't want to move. It's a bit slower for you have to move every vertex one by one but as you said XY is low poly video game friendly figure so it's not too many points to move.
I also must add that I'm working on a major XY update that will change the geometry and I could make such morph myself.
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marble51 on 6/21/2024(UTC)
marble51  
#3 Posted : Friday, June 21, 2024 1:22:37 AM(UTC)
marble51

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Thanks for your response.

I use Blender because it is free (very limited funds, I'm afraid) and it works fine for my clothing morphs. I basically do as you describe so I think the problem came about with me setting the head section to invisible before exporting. I was trying to avoid deforming the glans beneath the foreskin.

Great news that you are working on a morph update, yes, please add some foreskin morphs while you are about it.

On a different but related subject, I just bought the XX set and would suggest the same kind of update for that. Some Labia Majora morphs - shapes and movement - would be very welcome.

Lastly, I adore the way you get your skin to look realistic. Thatt was my main reason for these purchases. If you have any tips on how you achieve that - maybe a paid-for tutorial - I would be keen to see it.
dbxxx  
#4 Posted : Friday, June 21, 2024 7:34:01 AM(UTC)
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I will add more foreskin morphs and I'm just finishing "XX extended" which is exactly that. Also you can pose XX labia via bones to get different shapes.
I would appreciate if you could send me some images of what morphs would you like to see for both XX and XY. You can send them to my email from the ReadMe file.
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marble51 on 6/21/2024(UTC)
marble51  
#5 Posted : Friday, June 21, 2024 4:06:29 PM(UTC)
marble51

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I'll certainly grab a few images of morphs I would like to see and perhaps a suggestion of another product you might consider.

Thanks again.
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dbxxx on 6/21/2024(UTC)
thedeadjester  
#6 Posted : Saturday, June 22, 2024 4:27:46 PM(UTC)
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I’m curious about this myself (not for XY, since I am exclusively a Gen 9 user now) but I have other custom morphs I want to create and I am working on a geograft that I hope to eventually get to a release state so I thought I would ask you as a content creator a few things. I chose to ask here and not make my own topic since the information and the clarification I am seeking might help this person out with morphs for your product as well.

My questions are:
1. If you export Genesis out with the geograph attached, then it becomes one object. I get you can hide everything but the geograph and export just that and then morph loader pro can correctly map the changes and create the morph on the geograph but that does nothing to help the base figure should your changes affect that geometry correct? I say this because exporting the reverse of that (genesis with the geograph hidden) would have a giant hole and missing vertexes for the base mesh (in the case of the original poster here, genesis 8) right?
2. How do you create morphs for the base figure if changes are needed to the base figure in order for it to line up to the geograph properly
3. Can I apply a geograph on the geograph (like your product)?
4. Finally, all of the above questions have probably been answered elsewhere but I can’t find a tutorial that isn’t several years old or that covers advanced topics like vertex painting to help prevent the underlying mesh from being affect by figure morphs. Do you know of any paid or free (I don’t care which) that can answer some of these common questions folks seem to have on these topics. I.e. how did you learn enough to make a product like your fantastic offerings?

Thanks!
dbxxx  
#7 Posted : Sunday, June 23, 2024 10:59:08 AM(UTC)
dbxxx

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Hi,

As I said I'm mostly using Zbrush with Blender for precise UV mapping. I'm a game developer and use Blender for other things like alembic meshes... but I model in Zbrush because of Zmodeler tool which make precise mesh editing easy.

1. You shouldn't do that. Export separated and edit geograft and genesis separately. If you need to have genesis geometry changed outside of your geograft make one morph for genesis and one for geograft and ERC link them. Deleting polys will leave a hole and change the mesh(UV's) and if you edit the merged figure you won't be able to load morph into Daz for it sees genesis and your geograft as separate meshes and merged one won't fit.
2.Same as above, edit separated meshes one by one. Make genesis morph, make geograft morph, ERC link them.
3. Never tried. I think I read somewhere it is possible but not sure.
4. Sorry but I don't. I learned everything from outdated and more often then not incomplete tutorials, forum posts... and my favorite approach trial and error. I know that's not what you want to hear but that's how I did it including video game development. As for 3D editing it very much depends on which 3D software you use. Some are well documented some not so well. Blender is great tool but a bit hard to learn for there were a lot of changes and it's not very intuitive but there are tons of tutorials. If you are starting out learn Blender, it has everything you need. Zbrush is well documented and for me at least intuitive but not free. Others are much more expensive.

Hope that helps you.

Edited by user Sunday, June 23, 2024 11:07:11 AM(UTC)  | Reason: Not specified

marble51  
#8 Posted : Sunday, June 23, 2024 6:18:29 PM(UTC)
marble51

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I did send an email to the address in the readme. It included a zip file with images. Hope it found you. I'm looking forward to your updates.
thedeadjester  
#9 Posted : Sunday, June 23, 2024 7:01:26 PM(UTC)
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Originally Posted by: dbxxx Go to Quoted Post


Hi,

As I said I'm mostly using Zbrush with Blender for precise UV mapping. I'm a game developer and use Blender for other things like alembic meshes... but I model in Zbrush because of Zmodeler tool which make precise mesh editing easy.

1. You shouldn't do that. Export separated and edit geograft and genesis separately. If you need to have genesis geometry changed outside of your geograft make one morph for genesis and one for geograft and ERC link them. Deleting polys will leave a hole and change the mesh(UV's) and if you edit the merged figure you won't be able to load morph into Daz for it sees genesis and your geograft as separate meshes and merged one won't fit.
2.Same as above, edit separated meshes one by one. Make genesis morph, make geograft morph, ERC link them.
3. Never tried. I think I read somewhere it is possible but not sure.
4. Sorry but I don't. I learned everything from outdated and more often then not incomplete tutorials, forum posts... and my favorite approach trial and error. I know that's not what you want to hear but that's how I did it including video game development. As for 3D editing it very much depends on which 3D software you use. Some are well documented some not so well. Blender is great tool but a bit hard to learn for there were a lot of changes and it's not very intuitive but there are tons of tutorials. If you are starting out learn Blender, it has everything you need. Zbrush is well documented and for me at least intuitive but not free. Others are much more expensive.

Hope that helps you.



Thanks for the responses, most of those answers are what I expected but I wanted to check my assumptions. I appreciate you taking the time to respond, have a good upcoming week!


dbxxx  
#10 Posted : Sunday, June 23, 2024 7:41:40 PM(UTC)
dbxxx

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Thank you.
I got the email. I'm just finishing XX extended and it has two morphs that look very similar to those images and I will do something like that on XY next with XY extended.
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marble51 on 6/23/2024(UTC)
marble51  
#11 Posted : Friday, June 28, 2024 2:16:12 AM(UTC)
marble51

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Originally Posted by: dbxxx Go to Quoted Post
Thank you.
I got the email. I'm just finishing XX extended and it has two morphs that look very similar to those images and I will do something like that on XY next with XY extended.


 


I just noticed that XX Extended Is in the store now so it is also in my cart. Any ETA on the XY extended add-on?


dbxxx  
#12 Posted : Friday, June 28, 2024 8:11:56 AM(UTC)
dbxxx

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Hard to be precise but I have the new base geometry done already and are working on new morphs and JCM-s. Let's say in a week or two.
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marble51 on 6/30/2024(UTC), Korentin on 6/30/2024(UTC)
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