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Again, no one sculpts at high resolution; we all sculpt at low resolution and add details to that. That low poly cage drives everything in genesis so you can't bypass it. This argument advocates for a beginning step that no one that works with genesis does or is able to do. I'm working on a project now and i'm only making those morphs using the low poly mesh because that's what Genesis will accept for morphs without triggering a vertex error.
WalkIt v2 is better you only seen V1 maybe, theres a gap left at top to fit a drop down box for animation which is not programmed, you may see what you ask for one day! there will be no rag doll simulation effect though..
I thought we had already pointed you in the diection of the change log noting that work is being done on the BVH importer http://docs.daz3d.com/doku.php/public/software/dazstudio/4/change_log#4_10_0_21 This isn't released yet, of course, but it is clearly ebing worked on.
Source maintenance Merged changes to Trunk (4.9.4.x) Added a “Limit Translations to Hip” option to the BVH Importer Options dialog BVH import now first attempts to match node names explicitly to seed the node map; if more than one name does not match (e.g., figure root), node map seeding reverts to the previous behavior Added a “Copy Weight From Figure…” action; Node Weight Map Brush tool Context Menu >
Hi this is very cryptic. I see no mention of the BVH import templates recognizing the additional twist bones of G3/G8 can you clarify the meaning of "reverts to previous behaviour" ???
There are, however, two chnages listed - one of which, bone mapping, seems clearly relevant to your concerns.
It remains to be seen if the changes are relevant
to the specific issue of the G3/G8 extra twist bone being properly
recognized.
The language seems intentionally vague so we shall see.
Until then I shall continue to warn aspiring animators
to avoid the G3/G8 figures if they have any plans to import
externally generated motion data into studio to use on G3/G8
Well, since the chnage is in the way that bones are mapped to the BVH file it does suggest that the curent system is different, so that may well account for why roun-dripping like this (where the bone names should carry over) is failing now and will hopefully work post-change.
its the same mesh without nailbeds and lashes.because this G8 have a few lower poligons. but no compatibility to G3.
The only thing from G3 that isn't compatible is the figure morphs; everything else either works without changes, like skin textures and shaders, or minor changes like clothing. And figure morphs have NEVER been directly compatible; that why the late Dimension3D created GenerationX in the first place. The only other thing that I know of that doesn't work with G8 that does with G3 is scripts, and that is because they haven't been updated yet to recognize it.
My goodness, that's a sweeping statement. "..no one.." I assume you have asked everyone on the planet then. "...we all.." who are we? Your argument seems to suggest that sculpting at low rez is always better than high rez, in any and all situations. Do you recommend sculpting a cube to get the most realistic figure shape? I fully understand that sculpting the base rez character is where to start, but apparently you fail to understand that sculpting at higher rez is useful for adding details and getting subtle curves and shapes not possible at base rez. I understand that details may also be added via displacement maps but you seem to be unable to accept that not everyone prefers that workflow. Are you suggesting that art and creativity must always follow the same fixed route, that there is only one way to produce art? I would say that was a recipe for stagnation.
It should be obvious who he means, but it seems to have gone right over your head; no PA (or whatever term is used by a particular store for those that broker there) works exclusively with high subdivision meshes when creating content for the Genesis figures. Those with access to the HD Tool know that they need the base mesh to have a foundation for the rest of the work they do on an HD character, since even that tool needs to have an idea of how the mesh has been altered compared to the default mesh before the added details (which don't have to be sculpted at super high subdivision levels) can be considered.
My statement comes for the topic at hand: Sculpting morphs for genesis. And that's exactly what the PAs and DAZ3D does. You're talking about sculpting details in high poly, but that comes AFTER you make your base morph in LOW poly because that's the steps to do it in genesis. You may not prefer to do that, but that's the ONLY way it's done in genesis. There is no scuplting high poly first in Genesis, there is only a detail step afterwards, so your learning starts there. Most zbrush tutorials on making characters always start with a low poly mesh to get the base done then they switch to high poly for the details afterwards yet their creativity stays intact. Even artists in traditional mediums have a followed workflow to translate their creativity into a desired result. This is no different, except for this is software and it requires specific steps to get started otherwise you get errors, not creativity.
"..but that's the ONLY way it's done in genesis. There is no scuplting high poly first in Genesis.." That is a business model choice not an artistic one or even primarily a technical one.
Even the best zBrush artists I've seen on YouTube almost without exception start with a very basic model before making it more detailed; most times they add polygons without adding subdivision and if they do apply that, it's usually only long enough to see how the mesh looks and they go back to a lower poly-count to work. It's only once they are satisfied with everything at low poly that they move up.
Sorry that's incorrect, feel free to look at the hundreds of videos and tutorials and professionals doing this very same method. Claiming otherwise is terribly misinformed, but if you want to believe otherwise that's your choice. You simply can't complain when your efforts don't work when you could have spent that time doing it as it's supposed to be done. To think about it, what do you think everyone was doing when Genesis 1 and 2 were released? There was not a high poly sculpt to be found in figures and the characters and creatures that were released with displacement maps, yet the store was filled with products and the poly counts are about 1K more. There was no HD tool back then.
Good luck again with it.
Of course there is G4... It's the shorthand for The Girl 4. And also can be an alias for Generation 4 or 4th Generation in general (V4, M4, &c.). This could have been one of the main reasons -- which was a smart one IMHO -- Daz jumped from Genesis 3 to Genesis 8... Genesis 4 would be confusing since they were already using G4 as a shorthand for The Girl 4. I only think they should have rebaptized the older Genesis to match their Victorias and we don't have all this confusion about Victoria 7 being Genesis 3 and so on...
The last post in this thread was over five years ago.