Surveyed my hair pieces today. Yes, I meant the conformers.
Almost all the hairs that failed were ones that had their morphs on a nested bone instead of the root asset.
Here's an example of such. Diahme has its morphs under Neck, which the converted file doesn't have.
Huh. I will ask Sickleyield what she thinks.
After talking to Sickleyield, unfortunately, the answer is there is not much we can do. This is a problem that occurs with some cr2 conformers, but the transfer process is inherently only able to read morphs from the root asset.
This is my first V4 hair conversion using the V4 to Genesis 8 converter using the hair from V4 Ranger. I haven't converted any more yet but I really should set some time aside to work my way through all the V4 products I now own (and mostly have never used!). I love the results of this first converstion.
So how is it that I've been heavily browsing the Daz store for over 3 years now, and somehow missed the world of Iray Hair shaders?!?
I did grab one product a while back that involves skin & hair shaders, but haven't really used it. Must have been on sale for cheap or something...
All these years, I've been browsing hair texture maps and swapping those around when they've been 'close enough' to work on other hairs.
Alas, most of the hair shader products aren't on sale today, but my wishlist just grew by a few more items...
I mean, sure, OF COURSE there are baseline Iray Hair shaders, we have shaders for a bunch of other stuff, just don't know how I kept missing the hair related ones... Sure, they won't look nice all the time if a texture map layout or something is too different, but still...
Anyways, thanks for sharing! Just had to share my 'how did I miss that' moment... Your hair conversion looks quite nice!
Having similar issues with the V4 hair converter, as well as problems with the G2F to G8F figure converter....but I'll look for another thread to address that one in.
I'm having a hard time. I picked up G3 to G8, and M4V4 to G8 converters. I also picked up the ZippityDo hair, and its not working.
First, with the G3 hair, it works, but its inside the skull just a little bit which needs to be tweaked. (Honestly wish you guys tossed in a few extra clean up morphs like 'Expand All' at minimum.) This issue is a concern for me since I use Octane, and intersecting planes cause black lines everywhere.
If I attempt to convert the V4 ZippityDo Hair I get empty files that don't do anything.
I can send you the duf file, I do suspect that Octane may be interfering, but the G3F conversion worked so I'm curious to know why and what I can do about it.
I'm having a hard time. I picked up G3 to G8, and M4V4 to G8 converters. I also picked up the ZippityDo hair, and its not working.
First, with the G3 hair, it works, but its inside the skull just a little bit which needs to be tweaked. (Honestly wish you guys tossed in a few extra clean up morphs like 'Expand All' at minimum.) This issue is a concern for me since I use Octane, and intersecting planes cause black lines everywhere.
Is this only for the G3 hair or for M4Vr hair. From the manual: Hair Shrinkage error on certain Prop or HR2 Hairs. On some, but not all prop or .hr2 hairs, such as the Cuffed Tail 2, an error in Daz Studio's Prop to Figure process can occur. Sometimes when the prop is converted to a figure, the hair shrinks down suddenly and does not fit even after conversion. If this happens, a morph has been included to fix it. Your converter hair contains a morph called "Head Size Correction." After conforming your hair to Genesis 8, dial in the Head Size Correction morph from the Actor/Converter Morphs group in your Parameters tab until the hair is the correct size and in the correct position again.
I can send you the duf file, I do suspect that Octane may be interfering, but the G3F conversion worked so I'm curious to know why and what I can do about it.
Could you post the Daz Log with extra information? Perhaps that will tell me what is happening.
The reason is that the script finds the wrong item when the hair is loaded. It is finding OctaneRender Scene Data instead. When the script loads a hair, it deselects everything and then loads the preset. Normally, when a preset is loaded, the new item will be selected. I am guessing that somehow OctaneRender is selected.
Octane Scene data is hidden in a scene. I suspect Reality must do something similar.
While your script is converting, it pops up a message saying nothing in the scene is selected, but it continues running anyways.
I ran a lot of your other scripts, M4 clothing converter, and the V4 clothing converter, and niether has issues with this. I haven't fired up the M4 hair converter yet...
Hmmm... Zippity Do... 'Z' is after 'O'... Could the name be an issue?
While your script is converting, it pops up a message saying nothing in the scene is selected, but it continues running anyways.
I ran a lot of your other scripts, M4 clothing converter, and the V4 clothing converter, and niether has issues with this. I haven't fired up the M4 hair converter yet...
Hmmm... Zippity Do... 'Z' is after 'O'... Could the name be an issue?
No idea. It theoretically shouldn't be, but who knows.
I hope it is okay to revive this thread. I have been using the V4 to G8F hair converter and really like it. I have some questions and issues though I would like to put out there.
First of all, I am encountering problems with V4 hair models where all the morphs are located in 'Neck'. I have no idea why the content creators decided to put all the morphs there, but it is causing a huge balagan. The hair converts just fine, but to view the morphs I have to enable 'see hidden properties'. Which would not be such an issue in itself if the morphs were not all labeled '1_neck, 2_neck, etc... Instead of their usual names. This makes it incredibly difficult to find the shaping parameters I want - especially if the hair model has close to a hundred different morphs.
Is there a workaround or fix for this issue? I think the reason why morphs located in 'neck' in V4 hair models is causing such problems is because there's no 'neck' in either G3 or G8. There's just upper neck and lower neck, so I assume the converter cannot transfer the morphs properly with names preserved. I do not mind the shaping parameters being hidden, just so long as they are correctly named.
I also have a question. I would like to convert V4 hair to Genesis 3, since I am using G3 a lot more than G8 recently. Though you do not have a V4 to G3 converter, I did notice you sell a G8 to G3. Am I right in assuming that if I purchase the G8 to G3 hair converter, all I have to do is convert the already converted V4-G8 hair? That is, point G8 to G3 to the folder all my V4-G8 converted hairs are located?
I hope it is okay to revive this thread. I have been using the V4 to G8F hair converter and really like it. I have some questions and issues though I would like to put out there.
First of all, I am encountering problems with V4 hair models where all the morphs are located in 'Neck'. I have no idea why the content creators decided to put all the morphs there, but it is causing a huge balagan. The hair converts just fine, but to view the morphs I have to enable 'see hidden properties'. Which would not be such an issue in itself if the morphs were not all labeled '1_neck, 2_neck, etc... Instead of their usual names. This makes it incredibly difficult to find the shaping parameters I want - especially if the hair model has close to a hundred different morphs.
Is there a workaround or fix for this issue? I think the reason why morphs located in 'neck' in V4 hair models is causing such problems is because there's no 'neck' in either G3 or G8. There's just upper neck and lower neck, so I assume the converter cannot transfer the morphs properly with names preserved. I do not mind the shaping parameters being hidden, just so long as they are correctly named.
Hmm. The names should be coming from the V4 morphs. I don't believe they would be changed.
I also have a question. I would like to convert V4 hair to Genesis 3, since I am using G3 a lot more than G8 recently. Though you do not have a V4 to G3 converter, I did notice you sell a G8 to G3. Am I right in assuming that if I purchase the G8 to G3 hair converter, all I have to do is convert the already converted V4-G8 hair? That is, point G8 to G3 to the folder all my V4-G8 converted hairs are located?
It might not work. I remember Sickleyield telling me that we could not chain the conversions for some reason, but I don't remember if it was for clothing or hair.
Hm. For V4 to G8 and then G8-G3 you might be able to, I don't think we overwrite the whole rig in that case. As long as the V4-G8 morph is intact, changing the bone positions and updating the rigging space shouldn't ruin it. I'm not sure how good the fit would be with two layers of transference, but it's doable.
Hm. For V4 to G8 and then G8-G3 you might be able to, I don't think we overwrite the whole rig in that case. As long as the V4-G8 morph is intact, changing the bone positions and updating the rigging space shouldn't ruin it. I'm not sure how good the fit would be with two layers of transference, but it's doable.
Thank you for replying. Sounds like there's not much to lose by trying things out. If it works, great. If it doesn't, well, at least I tried. x.D The G8 to G3 hair converter is in my wishlist, so I'll add it to my cart on my next Daz shopping spree. :)
At least 80% of my renders feature children that I have dialled in using the Growing Up Youth Morph bundles. Finding hair that I feel is right for my characters is difficult. First I have to find a hairstyle, then I have to hope it fits the figure without distorting too much. Being able to properly convert hairs between figure generations is a really great asset for me. I use G3 figures as much, and possibly more, than G8, so the extra functionality of converting hair from any generation into G3 and G8, and between G3 and G8 is a must.
I find a lot of hairstyles for sale here at Daz and other places such as Renderosity tend to look too supermodel for my tastes. I generally prefer simple, everyday styles - especially for my child characters. Again, the ability to convert between generations widens my search.
I have since tried converting several V4 hairs to G8 and all those with morphs in 'neck' are immediately hidden. Unhiding them lists the morphs as either '1_Neck, 2_Neck, ...' etc without any kind of identification. Or the morphs are listed something like 1_Neck_All_Back ...., so at least they are identifiable. However, due to the name changes, shaping presets that come with the hair model no longer work. As an example: I bought Sensual Hair when it was recently on sale, and that hair exhibited this behavior.
I did notice some V4 hairstyles were originally designed for Poser. Could that be a factor in why the shaping morph names are lost?
For now, I have to write down the morphs in number order so I can find them after conversion.
However, I also encountered a couple of additional issues:
Long hair does not always follow the breast shapes - particularly with the Youth Morph. A flat chested character has hair that bulges out as if following large breasts.
Some converted hairstyles are not properly following the character's pose. No amount of morph shaping fixes it. In this situation, the hair tends to act as one solid object - like a hair-shaped hat - that only follows the position of the head. Unfortunately as of yet I do not know enough about DForce to convert them to DForce hair.
Hm. For V4 to G8 and then G8-G3 you might be able to, I don't think we overwrite the whole rig in that case. As long as the V4-G8 morph is intact, changing the bone positions and updating the rigging space shouldn't ruin it. I'm not sure how good the fit would be with two layers of transference, but it's doable.
Thank you for replying. Sounds like there's not much to lose by trying things out. If it works, great. If it doesn't, well, at least I tried. x.D The G8 to G3 hair converter is in my wishlist, so I'll add it to my cart on my next Daz shopping spree. :)
At least 80% of my renders feature children that I have dialled in using the Growing Up Youth Morph bundles. Finding hair that I feel is right for my characters is difficult. First I have to find a hairstyle, then I have to hope it fits the figure without distorting too much. Being able to properly convert hairs between figure generations is a really great asset for me. I use G3 figures as much, and possibly more, than G8, so the extra functionality of converting hair from any generation into G3 and G8, and between G3 and G8 is a must.
I find a lot of hairstyles for sale here at Daz and other places such as Renderosity tend to look too supermodel for my tastes. I generally prefer simple, everyday styles - especially for my child characters. Again, the ability to convert between generations widens my search.
I have since tried converting several V4 hairs to G8 and all those with morphs in 'neck' are immediately hidden. Unhiding them lists the morphs as either '1_Neck, 2_Neck, ...' etc without any kind of identification. Or the morphs are listed something like 1_Neck_All_Back ...., so at least they are identifiable. However, due to the name changes, shaping presets that come with the hair model no longer work. As an example: I bought Sensual Hair when it was recently on sale, and that hair exhibited this behavior.
I did notice some V4 hairstyles were originally designed for Poser. Could that be a factor in why the shaping morph names are lost?
For now, I have to write down the morphs in number order so I can find them after conversion.
However, I also encountered a couple of additional issues:
Long hair does not always follow the breast shapes - particularly with the Youth Morph. A flat chested character has hair that bulges out as if following large breasts.
Some converted hairstyles are not properly following the character's pose. No amount of morph shaping fixes it. In this situation, the hair tends to act as one solid object - like a hair-shaped hat - that only follows the position of the head. Unfortunately as of yet I do not know enough about DForce to convert them to DForce hair.
I am not sure why the names are being lost but coming from poser might be the problem.
I would change the conformer used and see if that helps with your additional issues. Double-Click on the conformer value you want to change and use the dialog to change.
Sorry, I cannot seem to find anything labeled 'conformer' or 'conformer value' in the converted hair, even when I show hidden properties. Where do I find it?
Sorry, I cannot seem to find anything labeled 'conformer' or 'conformer value' in the converted hair, even when I show hidden properties. Where do I find it?
It is not in the converted hair but the conversion dialog:
Ah, I understand now. I just tried that by changing the conformer from Regular Hair to Extra Long Hair and no luck sorry to say. All the V4 hairs I converted to G8 exhibit the same problem: they're behaving as one solid object and only follow the head movements and not the pose.
I just had a crazy thought. Forgive me if I am being stupid, but could the problems with morphs located in 'Neck' and the hair not following a pose be related?
I noticed the V4 'skeleton' from the head down has joints labeled Head, Neck, Chest, Abdomen, Hip ....
G3 and G8 both have Head, Neck Upper, Neck Lower, Chest Upper, Chest Lower, Abdomen Upper, Abdomen Lower ...
Is it possible these different joint configurations are confusing the conversion process? The converter may find 'Neck' in V4 hair, so it does not know what to do in transfering it to G8. That might mean anything located below head is lost (or hidden). Instead, is there a way to tell the converter that if it finds a joint labeled 'Neck' then put anything it finds there in 'Neck Upper'? We could transfer Chest to Chest Upper and Abdomen to Abdomen Upper in the same way.
Just putting a thought out there anyway.
Editing to add: Checking the joint structures of the V4 hairs (converted and unconverted) they show: Head - opens to - Back01, FrontR01, SideL01, SideR01, FrontL01 .... these four branches open further to show 'FrontR02, FrontR03, etc...
Normal G8 (and G3) hairs have joints which match the figure. That is 'Head', Neck Upper,' Neck lower, etc etc, at least down to the hip. Additional joints for tails and such like are located in one of those bones (usually Neck Lower or Head)
So there's no matching bones for V4-G8 coversions below the head. So perhaps the converter should also transfer the G8 bone structure to the V4 hairs? Additionally, the 'Back, FrontR, SideL, SideR, FrontL joints can be transfered beneath the 'Head' branch as they are in V4. Or is there an option for this I've missed?
I just had a crazy thought. Forgive me if I am being stupid, but could the problems with morphs located in 'Neck' and the hair not following a pose be related?
I noticed the V4 'skeleton' from the head down has joints labeled Head, Neck, Chest, Abdomen, Hip ....
G3 and G8 both have Head, Neck Upper, Neck Lower, Chest Upper, Chest Lower, Abdomen Upper, Abdomen Lower ...
Is it possible these different joint configurations are confusing the conversion process? The converter may find 'Neck' in V4 hair, so it does not know what to do in transfering it to G8. That might mean anything located below head is lost (or hidden). Instead, is there a way to tell the converter that if it finds a joint labeled 'Neck' then put anything it finds there in 'Neck Upper'? We could transfer Chest to Chest Upper and Abdomen to Abdomen Upper in the same way.
Just putting a thought out there anyway.
Editing to add: Checking the joint structures of the V4 hairs (converted and unconverted) they show: Head - opens to - Back01, FrontR01, SideL01, SideR01, FrontL01 .... these four branches open further to show 'FrontR02, FrontR03, etc...
Normal G8 (and G3) hairs have joints which match the figure. That is 'Head', Neck Upper,' Neck lower, etc etc, at least down to the hip. Additional joints for tails and such like are located in one of those bones (usually Neck Lower or Head)
So there's no matching bones for V4-G8 coversions below the head. So perhaps the converter should also transfer the G8 bone structure to the V4 hairs? Additionally, the 'Back, FrontR, SideL, SideR, FrontL joints can be transfered beneath the 'Head' branch as they are in V4. Or is there an option for this I've missed?
The rigging is transferred from the figure to the hair as part of the conversion process, from what I remember. You've gone to the limits of my knowledge. I just script up Sickleyield's brilliant techniques
I just had a crazy thought. Forgive me if I am being stupid, but could the problems with morphs located in 'Neck' and the hair not following a pose be related?
I noticed the V4 'skeleton' from the head down has joints labeled Head, Neck, Chest, Abdomen, Hip ....
G3 and G8 both have Head, Neck Upper, Neck Lower, Chest Upper, Chest Lower, Abdomen Upper, Abdomen Lower ...
Is it possible these different joint configurations are confusing the conversion process? The converter may find 'Neck' in V4 hair, so it does not know what to do in transfering it to G8. That might mean anything located below head is lost (or hidden). Instead, is there a way to tell the converter that if it finds a joint labeled 'Neck' then put anything it finds there in 'Neck Upper'? We could transfer Chest to Chest Upper and Abdomen to Abdomen Upper in the same way.
Just putting a thought out there anyway.
Editing to add: Checking the joint structures of the V4 hairs (converted and unconverted) they show: Head - opens to - Back01, FrontR01, SideL01, SideR01, FrontL01 .... these four branches open further to show 'FrontR02, FrontR03, etc...
Normal G8 (and G3) hairs have joints which match the figure. That is 'Head', Neck Upper,' Neck lower, etc etc, at least down to the hip. Additional joints for tails and such like are located in one of those bones (usually Neck Lower or Head)
So there's no matching bones for V4-G8 coversions below the head. So perhaps the converter should also transfer the G8 bone structure to the V4 hairs? Additionally, the 'Back, FrontR, SideL, SideR, FrontL joints can be transfered beneath the 'Head' branch as they are in V4. Or is there an option for this I've missed?
The rigging is transferred from the figure to the hair as part of the conversion process, from what I remember. You've gone to the limits of my knowledge. I just script up Sickleyield's brilliant techniques
I do not think the G8 rigging is transferred to the hair during the conversion process. I could be totally wrong.
Here's a screen capture of the issues I'm describing. As you can see, the hair does not follow the pose and behaves like a solid object. The G8 rigging is also not visible in the hair. It just shows Head, followed by the Back, Front and Side branches. Like always, the morphs are also hidden and renamed ''Morph Name_neck...'
The hair I attempted here is Ibby hair for V4. All V4 hairs behave the same way after conversion. For the pose, I just bent G8's head forward and twisted it a little to demonstrate the effect.
I do not think the G8 rigging is transferred to the hair during the conversion process. I could be totally wrong.
Here's a screen capture of the issues I'm describing. As you can see, the hair does not follow the pose and behaves like a solid object. The G8 rigging is also not visible in the hair. It just shows Head, followed by the Back, Front and Side branches. Like always, the morphs are also hidden and renamed ''Morph Name_neck...'
The hair I attempted here is Ibby hair for V4. All V4 hairs behave the same way after conversion. For the pose, I just bent G8's head forward and twisted it a little to demonstrate the effect.
If you post a log of the conversion process, I understand better what is happening
15:00:42 GMT+0200 (Jerusalem Standard Time): Adding Files...
15:00:42 GMT+0200 (Jerusalem Standard Time): Adding "Follower/Hair" file: C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2
15:00:49 GMT+0200 (Jerusalem Standard Time): Executing Script
15:00:49 GMT+0200 (Jerusalem Standard Time): Selecting Preset: C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2
15:00:49 GMT+0200 (Jerusalem Standard Time): Converting hair from C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2 to C:/Users/Me/Documents/Daz 3D/Studio/My Library/People/Genesis 8 Female/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.duf
15:00:59 GMT+0200 (Jerusalem Standard Time): Copy Icons from C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2 to C:/Users/Me/Documents/Daz 3D/Studio/My Library/People/Genesis 8 Female/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.duf
15:00:59 GMT+0200 (Jerusalem Standard Time): Copy Categories from C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2 to C:/Users/Me/Documents/Daz 3D/Studio/My Library/People/Genesis 8 Female/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.duf
15:01:03 GMT+0200 (Jerusalem Standard Time): Execution Complete.
And here's the entries relating to the conversion process from my Daz Studio log file. I attached the appropriate log entries as a text file due to its length.
15:00:42 GMT+0200 (Jerusalem Standard Time): Adding Files...
15:00:42 GMT+0200 (Jerusalem Standard Time): Adding "Follower/Hair" file: C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2
15:00:49 GMT+0200 (Jerusalem Standard Time): Executing Script
15:00:49 GMT+0200 (Jerusalem Standard Time): Selecting Preset: C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2
15:00:49 GMT+0200 (Jerusalem Standard Time): Converting hair from C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2 to C:/Users/Me/Documents/Daz 3D/Studio/My Library/People/Genesis 8 Female/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.duf
15:00:59 GMT+0200 (Jerusalem Standard Time): Copy Icons from C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2 to C:/Users/Me/Documents/Daz 3D/Studio/My Library/People/Genesis 8 Female/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.duf
15:00:59 GMT+0200 (Jerusalem Standard Time): Copy Categories from C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2 to C:/Users/Me/Documents/Daz 3D/Studio/My Library/People/Genesis 8 Female/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.duf
15:01:03 GMT+0200 (Jerusalem Standard Time): Execution Complete.
And here's the entries relating to the conversion process from my Daz Studio log file. I attached the appropriate log entries as a text file due to its length.
Since this one worked it won't tell me much, but in the log you can see the rigging was transferred:
Comments
Surveyed my hair pieces today. Yes, I meant the conformers.
Almost all the hairs that failed were ones that had their morphs on a nested bone instead of the root asset.
Here's an example of such. Diahme has its morphs under Neck, which the converted file doesn't have.
Huh. I will ask Sickleyield what she thinks.
After talking to Sickleyield, unfortunately, the answer is there is not much we can do. This is a problem that occurs with some cr2 conformers, but the transfer process is inherently only able to read morphs from the root asset.
Ok. I've still got a lot of hair pieces that went through fine, so I'm happy enough with the product despite its limitations.
Just had a 'duh' moment...
So how is it that I've been heavily browsing the Daz store for over 3 years now, and somehow missed the world of Iray Hair shaders?!?
I did grab one product a while back that involves skin & hair shaders, but haven't really used it. Must have been on sale for cheap or something...
All these years, I've been browsing hair texture maps and swapping those around when they've been 'close enough' to work on other hairs.
Alas, most of the hair shader products aren't on sale today, but my wishlist just grew by a few more items...
I mean, sure, OF COURSE there are baseline Iray Hair shaders, we have shaders for a bunch of other stuff, just don't know how I kept missing the hair related ones... Sure, they won't look nice all the time if a texture map layout or something is too different, but still...
Anyways, thanks for sharing! Just had to share my 'how did I miss that' moment... Your hair conversion looks quite nice!
Having similar issues with the V4 hair converter, as well as problems with the G2F to G8F figure converter....but I'll look for another thread to address that one in.
I'm having a hard time. I picked up G3 to G8, and M4V4 to G8 converters. I also picked up the ZippityDo hair, and its not working.
First, with the G3 hair, it works, but its inside the skull just a little bit which needs to be tweaked. (Honestly wish you guys tossed in a few extra clean up morphs like 'Expand All' at minimum.) This issue is a concern for me since I use Octane, and intersecting planes cause black lines everywhere.
If I attempt to convert the V4 ZippityDo Hair I get empty files that don't do anything.
18:19:25 GMT-0600 (Mountain Daylight Time): WARNING: Forcing Conversion of Hair Items
18:19:25 GMT-0600 (Mountain Daylight Time): Executing Script
18:19:25 GMT-0600 (Mountain Daylight Time): Selecting Preset: D:/Daz 3D/My Library/Runtime/libraries/Hair/V4 - ZippityDo Hair/ZippityDo Hair.hr2
18:19:25 GMT-0600 (Mountain Daylight Time): Converting hair from D:/Daz 3D/My Library/Runtime/libraries/Hair/V4 - ZippityDo Hair/ZippityDo Hair.hr2 to D:/Daz 3D/My Library/People/Genesis 8 Female/Hair/!Victoria 4/V4 - ZippityDo Hair/ZippityDo Hair.duf
18:19:40 GMT-0600 (Mountain Daylight Time): Copy Icons from D:/Daz 3D/My Library/Runtime/libraries/Hair/V4 - ZippityDo Hair/ZippityDo Hair.hr2 to D:/Daz 3D/My Library/People/Genesis 8 Female/Hair/!Victoria 4/V4 - ZippityDo Hair/ZippityDo Hair.duf
18:19:40 GMT-0600 (Mountain Daylight Time): Copy Categories from D:/Daz 3D/My Library/Runtime/libraries/Hair/V4 - ZippityDo Hair/ZippityDo Hair.hr2 to D:/Daz 3D/My Library/People/Genesis 8 Female/Hair/!Victoria 4/V4 - ZippityDo Hair/ZippityDo Hair.duf
18:19:40 GMT-0600 (Mountain Daylight Time): Cannot find assets for old preset /Runtime/libraries/Hair/V4 - ZippityDo Hair/ZippityDo Hair.hr2
18:19:46 GMT-0600 (Mountain Daylight Time): Execution Complete.
I can send you the duf file, I do suspect that Octane may be interfering, but the G3F conversion worked so I'm curious to know why and what I can do about it.
Yeah... Nothing converts.
Is this only for the G3 hair or for M4Vr hair. From the manual: Hair Shrinkage error on certain Prop or HR2 Hairs. On some, but not all prop or .hr2 hairs, such as the Cuffed Tail 2, an error in Daz Studio's Prop to Figure process can occur. Sometimes when the prop is converted to a figure, the hair shrinks down suddenly and does not fit even after conversion. If this happens, a morph has been included to fix it. Your converter hair contains a morph called "Head Size Correction." After conforming your hair to Genesis 8, dial in the Head Size Correction morph from the Actor/Converter Morphs group in your Parameters tab until the hair is the correct size and in the correct position again.
Could you post the Daz Log with extra information? Perhaps that will tell me what is happening.
Here's the log from when I started the script.
The reason is that the script finds the wrong item when the hair is loaded. It is finding OctaneRender Scene Data instead. When the script loads a hair, it deselects everything and then loads the preset. Normally, when a preset is loaded, the new item will be selected. I am guessing that somehow OctaneRender is selected.
Octane Scene data is hidden in a scene. I suspect Reality must do something similar.
While your script is converting, it pops up a message saying nothing in the scene is selected, but it continues running anyways.
I ran a lot of your other scripts, M4 clothing converter, and the V4 clothing converter, and niether has issues with this. I haven't fired up the M4 hair converter yet...
Hmmm... Zippity Do... 'Z' is after 'O'... Could the name be an issue?
The script expects a nice, empty scene. If a new scene is not really a nice, clean, new scene, the script will have problems.
No idea. It theoretically shouldn't be, but who knows.
I did not know that it was so easy to turn off a plugin.. So that solved the problem. Thanks for your time. (everything is working now.)
Awesome! I am glad you got it working.
I hope it is okay to revive this thread. I have been using the V4 to G8F hair converter and really like it. I have some questions and issues though I would like to put out there.
First of all, I am encountering problems with V4 hair models where all the morphs are located in 'Neck'. I have no idea why the content creators decided to put all the morphs there, but it is causing a huge balagan. The hair converts just fine, but to view the morphs I have to enable 'see hidden properties'. Which would not be such an issue in itself if the morphs were not all labeled '1_neck, 2_neck, etc... Instead of their usual names. This makes it incredibly difficult to find the shaping parameters I want - especially if the hair model has close to a hundred different morphs.
Is there a workaround or fix for this issue? I think the reason why morphs located in 'neck' in V4 hair models is causing such problems is because there's no 'neck' in either G3 or G8. There's just upper neck and lower neck, so I assume the converter cannot transfer the morphs properly with names preserved. I do not mind the shaping parameters being hidden, just so long as they are correctly named.
I also have a question. I would like to convert V4 hair to Genesis 3, since I am using G3 a lot more than G8 recently. Though you do not have a V4 to G3 converter, I did notice you sell a G8 to G3. Am I right in assuming that if I purchase the G8 to G3 hair converter, all I have to do is convert the already converted V4-G8 hair? That is, point G8 to G3 to the folder all my V4-G8 converted hairs are located?
Hmm. The names should be coming from the V4 morphs. I don't believe they would be changed.
It might not work. I remember Sickleyield telling me that we could not chain the conversions for some reason, but I don't remember if it was for clothing or hair.
Hm. For V4 to G8 and then G8-G3 you might be able to, I don't think we overwrite the whole rig in that case. As long as the V4-G8 morph is intact, changing the bone positions and updating the rigging space shouldn't ruin it. I'm not sure how good the fit would be with two layers of transference, but it's doable.
Thank you for replying. Sounds like there's not much to lose by trying things out. If it works, great. If it doesn't, well, at least I tried. x.D The G8 to G3 hair converter is in my wishlist, so I'll add it to my cart on my next Daz shopping spree. :)
At least 80% of my renders feature children that I have dialled in using the Growing Up Youth Morph bundles. Finding hair that I feel is right for my characters is difficult. First I have to find a hairstyle, then I have to hope it fits the figure without distorting too much. Being able to properly convert hairs between figure generations is a really great asset for me. I use G3 figures as much, and possibly more, than G8, so the extra functionality of converting hair from any generation into G3 and G8, and between G3 and G8 is a must.
I find a lot of hairstyles for sale here at Daz and other places such as Renderosity tend to look too supermodel for my tastes. I generally prefer simple, everyday styles - especially for my child characters. Again, the ability to convert between generations widens my search.
I have since tried converting several V4 hairs to G8 and all those with morphs in 'neck' are immediately hidden. Unhiding them lists the morphs as either '1_Neck, 2_Neck, ...' etc without any kind of identification. Or the morphs are listed something like 1_Neck_All_Back ...., so at least they are identifiable. However, due to the name changes, shaping presets that come with the hair model no longer work. As an example: I bought Sensual Hair when it was recently on sale, and that hair exhibited this behavior.
I did notice some V4 hairstyles were originally designed for Poser. Could that be a factor in why the shaping morph names are lost?
For now, I have to write down the morphs in number order so I can find them after conversion.
However, I also encountered a couple of additional issues:
Long hair does not always follow the breast shapes - particularly with the Youth Morph. A flat chested character has hair that bulges out as if following large breasts.
Some converted hairstyles are not properly following the character's pose. No amount of morph shaping fixes it. In this situation, the hair tends to act as one solid object - like a hair-shaped hat - that only follows the position of the head. Unfortunately as of yet I do not know enough about DForce to convert them to DForce hair.
I am not sure why the names are being lost but coming from poser might be the problem.
I would change the conformer used and see if that helps with your additional issues. Double-Click on the conformer value you want to change and use the dialog to change.
Sorry, I cannot seem to find anything labeled 'conformer' or 'conformer value' in the converted hair, even when I show hidden properties. Where do I find it?
It is not in the converted hair but the conversion dialog:
Ah, I understand now. I just tried that by changing the conformer from Regular Hair to Extra Long Hair and no luck sorry to say. All the V4 hairs I converted to G8 exhibit the same problem: they're behaving as one solid object and only follow the head movements and not the pose.
I just had a crazy thought. Forgive me if I am being stupid, but could the problems with morphs located in 'Neck' and the hair not following a pose be related?
I noticed the V4 'skeleton' from the head down has joints labeled Head, Neck, Chest, Abdomen, Hip ....
G3 and G8 both have Head, Neck Upper, Neck Lower, Chest Upper, Chest Lower, Abdomen Upper, Abdomen Lower ...
Is it possible these different joint configurations are confusing the conversion process? The converter may find 'Neck' in V4 hair, so it does not know what to do in transfering it to G8. That might mean anything located below head is lost (or hidden). Instead, is there a way to tell the converter that if it finds a joint labeled 'Neck' then put anything it finds there in 'Neck Upper'? We could transfer Chest to Chest Upper and Abdomen to Abdomen Upper in the same way.
Just putting a thought out there anyway.
Editing to add: Checking the joint structures of the V4 hairs (converted and unconverted) they show: Head - opens to - Back01, FrontR01, SideL01, SideR01, FrontL01 .... these four branches open further to show 'FrontR02, FrontR03, etc...
Normal G8 (and G3) hairs have joints which match the figure. That is 'Head', Neck Upper,' Neck lower, etc etc, at least down to the hip. Additional joints for tails and such like are located in one of those bones (usually Neck Lower or Head)
So there's no matching bones for V4-G8 coversions below the head. So perhaps the converter should also transfer the G8 bone structure to the V4 hairs? Additionally, the 'Back, FrontR, SideL, SideR, FrontL joints can be transfered beneath the 'Head' branch as they are in V4. Or is there an option for this I've missed?
The rigging is transferred from the figure to the hair as part of the conversion process, from what I remember. You've gone to the limits of my knowledge. I just script up Sickleyield's brilliant techniques
The rigging is transferred from the figure to the hair as part of the conversion process, from what I remember. You've gone to the limits of my knowledge. I just script up Sickleyield's brilliant techniques
I do not think the G8 rigging is transferred to the hair during the conversion process. I could be totally wrong.
Here's a screen capture of the issues I'm describing. As you can see, the hair does not follow the pose and behaves like a solid object. The G8 rigging is also not visible in the hair. It just shows Head, followed by the Back, Front and Side branches. Like always, the morphs are also hidden and renamed ''Morph Name_neck...'
The hair I attempted here is Ibby hair for V4. All V4 hairs behave the same way after conversion. For the pose, I just bent G8's head forward and twisted it a little to demonstrate the effect.
If you post a log of the conversion process, I understand better what is happening
Here's the log from the hair converter:
15:00:42 GMT+0200 (Jerusalem Standard Time): Adding Files...
15:00:42 GMT+0200 (Jerusalem Standard Time): Adding "Follower/Hair" file: C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2
15:00:49 GMT+0200 (Jerusalem Standard Time): Executing Script
15:00:49 GMT+0200 (Jerusalem Standard Time): Selecting Preset: C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2
15:00:49 GMT+0200 (Jerusalem Standard Time): Converting hair from C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2 to C:/Users/Me/Documents/Daz 3D/Studio/My Library/People/Genesis 8 Female/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.duf
15:00:59 GMT+0200 (Jerusalem Standard Time): Copy Icons from C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2 to C:/Users/Me/Documents/Daz 3D/Studio/My Library/People/Genesis 8 Female/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.duf
15:00:59 GMT+0200 (Jerusalem Standard Time): Copy Categories from C:/Users/Public/Documents/My DAZ 3D Library/Runtime/Libraries/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.cr2 to C:/Users/Me/Documents/Daz 3D/Studio/My Library/People/Genesis 8 Female/Hair/DAZ Victoria 4/SWAM/Ibby Hair/Ibby Hair.duf
15:01:03 GMT+0200 (Jerusalem Standard Time): Execution Complete.
And here's the entries relating to the conversion process from my Daz Studio log file. I attached the appropriate log entries as a text file due to its length.
Since this one worked it won't tell me much, but in the log you can see the rigging was transferred: