Adding to Cart…
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.You currently have no notifications.
Licensing Agreement | Terms of Service | Privacy Policy | EULA
© 2024 Daz Productions Inc. All Rights Reserved.
Comments
Based on my experience, I say they will be in Genesis 8/Male/Morphs/Vertuous/Glorious Morphs.
@barbult: Ah, thank you. I'll try them out. I was hoping that would be the case. I tried to make them as generic for Genesis 8 Males as I possibly could. They are maily for the torso, not for the face.
Voldemonique.
Give me a minute or two, and I'll come up with a path for you. (I have to go look up morphs I've already done…)
ETA: It took longer than I was expecting, but here is a real url from my computer, modifed as the previous one was:
or using your example vendor and product name:
I hope this helps.
@L'Adair: Oh, it helps completely! That's what I was wondering about and hoping for. That means, if I later decide the morphs I've done are not what I really want, I can delete any of them. They should be easily accessible. Thanks a million and, MORE! I really appreciate your doing this. And, by the way, I don't think you've done this just for me. I think others who want to get started with doing such morphs will be glad to know that if the morphs are done for a figure, they should be easy to access.
As much as I'm loving the product, I'm also intrigued by some of the other possibilities ManFriday may be contemplating, judging from his comments at the end of the pdf manual. (Screen shot included.)
Smoothing is the big one for me. A quick way to fix the awful crinkles in clothing and hair when they are autofitted or saddled with auto-generated morph-following? Yes, please.
2 Questions about morphing:
(1) If I make a long tube morph, and I find too much of an object it's attached to is affected, is there a way to freeze part of the object so that it is excluded from the pulling to make a tube?
(2) If I wish to reduce the size of the opening of a tube, on one end, or even to close one end of the tube, is there a way to do this with Mesh Grabber, or maybe with the Geometry Editor?
So I see there's a Mac version now, great!! Anyone knows if it works in DS 4.9?
The Windows version works in 4.8.
@Sven Dullah: I'm using the Mac version in DS 4.12.1.118. Have not tried it in 4.14.x. I'm running Mac OS Catalina 10.15.7. Have not yet tried Big Sur. So, it works in Catalina 10.15.7 and in DS 4.12.1.118. Don't know about DS 4.9. Hope this helps. We Mac users have to stick together.
I have no way to test that, unfortunately. It *should* work since Daz's software tools that I'm using to make plugins haven't really changed since then, but it's really untested, and I can't vouch for it.
I haven't tested it myself but Daz themselves are saying that Daz Studio altogether does not run on Big Sur. https://www.daz3d.com/forums/discussion/449316/daz-studio-4-14-pro-general-release (initial post under "Known issues").
@ManFriday, are you going to have a vote for the next module?
I vote for Smoothing and/or Push/Pull.
Actually all of them would be cool, but those two seem like they would help me the most!
I'm not sure what you mean by "Push/Pull." With polys, edges, or vertices selected, I can use the widget to move the mesh forward or back, left or right, up or down, and any combination of those transforms. (And with the Rotations Add-On, I can rotate those as well.)
Does "Push/Pull" have a specific meaning from another software? (I'm only familar with DS.) If so, that would explain my confusion.
I'd love to Smoothing next, along with, (together or shortly thereafter,) the ability to Scale.
Wasn't there a scaling function back in beta? Whatever happened to that?
I don't remember a scaling function being implemented in Mesh Grabber betas.
Tks @Fixmypcmike @Inquire and @ManFriday, will grab it!
Well, then, it probably does not run in Big Sur. Thanks for that note. Yes, I think I need to hold off on Big Sur. It's just a new-born babe at this moment.
By the way, no one has responded to these two questions. Does anyone know? If these things are not possible, then this is what I would like at some future point in the development of Mesh Grabber. (I'm not suggesting that I'm in the least disappointed; just adding on to the wish list.)
Mesh Grabber cannot add to the existing mesh. I'm trying to visualize how you would add a long tube using MG, and it seems to me it could be done, but would really stretch the polys. Regardless, the best way to reduce the effect on surrounding mesh is to hide that mesh with the Geometry Editor. Some effect is inevitable, and with a tube, that's going to mean stretching.
The Geometry Editor doesn't actually move polys, (edges, or vertices, either,) but the dFormers can. You can use a dForm to scale mesh. To get the best control over the dForm, you'll need to set Influence to Weight Map in the parameters for the dForm field. Then you use the Geometry Editor and the Weight Map Node Editor to remove all influence from the weight map, then paint influence where you need it, smoothing, etc. With the tip of your tube red in the Weight Map, gradually changing to blue, you can use the Transform > Scale parameters of the dFormer to adjust the scale.
To do the same thing with Mesh Grabber at this time would require a lot of trial and error, using translate and rotate, and a lot of small incremental changes on all sides.
This would be a nice feature to add to Mesh Grabber, but until then, dForms will get the job done.
OK. I guess you really know your stuff.
I never wrote one so I doubt it. :-D Scaling is still on the list of things but I got distracted with a lot of non-3D stuff lately so it won't come out very soon I'm afraid.
Thank you. I suspect I really know my stuff for about 10% of what Daz Studio is capable of doing. Maybe 20%. Beyond that, I'm as clueless as any newbie who downloaded and installed the program the day before!
I'll admit I didn't fully understand the questions at first...
If I understand you correctly, 1) is about something that's normally called "masking". Right now the Mesh Grabber will influcence all parts of the selected geometry that are within the influence sphere, and it takes some hoops with hiding vertices in Geometry Editor and switching back to Mesh Grabber to stop it from affecting those vertices. With masking one could have something like a soft selection, and it would make that a lot easier. I'm currently playing some code that might lead to that but it's not really in a releaseable state yet. I'm aware of the deficiencies though and would like to see something better myself.
2) was already answered, I guess, and scaling is still on the list too.
Thank you for posting, and sorry for the late reply. :-)
I'm really glad people care about Mesh Grabber. The problem with a vote though is that voting alone doesn't get the code written :-)
Nonsense! I vote for scaling!
One thing I would like to see, as an add-on, or a separate product (Thickifier!), would be a tool that would turn the selected polygons on the edge of a garment and let you reduce their width lengthwise and then turn them inside, i.e., opposite the normal by the number of degrees specified in an interface. This would be to give an edge simulating thickness to garments, while using the original UV. Peache's garments, along with a few others, stand out because they already have such an edge. I'm sure it's fiddly work to do manually, so few PAs bother. I think that a tool that would simplify this procedure within Daz Studio would likely be used by end users on existing garments and PAs in their workflow to avoid especially garments, especially supposedly thick, knitted ones and outerwear, looking paper-thin when viewed from the wrong angle.
I've tried doing this, without the scaling, with Mesh Grabber, and it didn't work.
Great tool. Unfortunately, it is conflicted with other stuffs from renderotica such as breastacular... I think the geoshell problem.