[Released] RSSY Character And Material Conversion Bundle Genesis 8 to Genesis 9 [Commercial]

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Comments

  • RiverSoft ArtRiverSoft Art Posts: 6,504

    kerry said:

    RiverSoftArt said:

    kerry said:

    Firstly the problem is my fault, I didn't read the instructions, just jumped right in.

    I created a custom conversion, but didn't do it properly, 

    1) I never used it from the scripts menu just straight from smart content. Instructions say that's important.
    2) I instructed it to start converting without correctly setting the output directory (I think that was the mistake i made)

    The result was a perfectly great converted custom character but G9 in general stopped working as expected.

    Now any new file with a new G9 loaded gives me an error, as does any store-bought G9 character or newly converted G9 character. 
    The error is Duplicate formulas found in files. make sure the content is properly installed. See log for more
    log and other Details are attached.

    I then have to press a dialogue box to get the character to load which it then works fine. However, I can't just let the script do its thing and convert a bunch at a time and that is where this niggle becomes a real annoyance.

    I tried uninstalling and reinstalling.

    Any help fixing would be greatly appreciated.

     

    I'm open to the idea it might be an unrelated coincidence. It's just G9 was working ok before and not after so naturally linked them.

    I paid penance for my mistake when I finally read the instructions before converting 30 male characters and had to press ok dialogue twice in the process for each. so had to supervise the script for 2 hours

    BTW, Overall I'm really very happy with the product.

    Where did you specify the output directory?  I think you probably used the "My Daz 3D Library" and something got overwritten?  The output directory should never be into the main library.  It should be the "My Library".  I think you need to reinstall Genesis 9 and possibly G9 Starter Essentials.

    Thanks, fixed it, I somehow selected a folder that wasn't in any of my Daz Folders but it's now in My Library and all is working as it should be.

    Awesome!  I am glad you fixed it.

  • necroscensionnecroscension Posts: 106
    edited June 2023

    Material Suits updates are out! It appears that the suits with anatomical elements are working with shape dials/presets! Thanks sickleyield!

    Post edited by necroscension on
  • N-RArtsN-RArts Posts: 1,457

    RiverSoftArt said:

    N-RArts said:

    I'm trying to convert an 8.1 character, but the conversion hangs on ERC Freezing: Neck Size. Which means the program becomes unresponsive, and I have to force close Daz Studio.

    Where are converted morph files saved to in the data folder? I have to delete them and start again.

    What does the Daz Log say?  If you bring up the Daz Log (Help->Troubleshooting->View Log File...) in Notepad++, Notepad++ will detect when the log file changes so you can get all the messages DS sent out before it hung?  It might be that it hung in a different place.  

    As far what happens after ERC freeze, the next major steps are creating the character property, saving the morphs, copying the materials, and then finally saving the character.

    I've uploaded two logs (just in case you want more info). One for the Character Converter using G8.1F. The other is the Custom Character Converter using G8F.

    With the Custom Character Converter I had an infamous "random restart", when Daz Studio became unresponsive. It crashed when the converter came across one of the philthrum morphs.

    This is the last information when the Character Converter Log crashed:

    2023-05-31 04:20:09.638 [DEBUG] ::      Adjust Rigging to Shape = true
    2023-05-31 04:20:09.638 [DEBUG] :: DoERCFreeze Genesis9 Value null  false
    2023-05-31 04:20:09.675 [INFO] :: ERC Freezing: Neck Size
    2023-05-31 04:20:10.339 [DEBUG] :: Setting PBMNeckSize modifier value to 0
    2023-05-31 04:20:10.353 [DEBUG] :: SetMorphs Genesis9 RSSYG8_1FEJFM Lip Lower Size,RSSYG8_1FPHMNoseTipRound,RSSYG8_1FPHMNoseBridgeSlope,RSSYG8_1FN-Ra - Gen8 - Nite,RSSYG8_1FPHMPhiltrumWidth,RSSYG8_1FPHMPhiltrumDepth,RSSYG8_1FPHMPhiltrumAngle,RSSYG8_1FPBMNeckSize -0.9397590160369873,-1,0.5301204919815063,1,0.854285717010498,0.22857140004634857,-0.4514285922050476,-0.1809999942779541
    2023-05-31 04:20:10.353 [DEBUG] :: Setting RSSYG8_1FEJFM Lip Lower Size modifier value to -0.9397590160369873
    2023-05-31 04:20:10.364 [DEBUG] :: Setting RSSYG8_1FPHMNoseTipRound modifier value to -1
    2023-05-31 04:20:10.374 [DEBUG] :: Setting RSSYG8_1FPHMNoseBridgeSlope modifier value to 0.5301204919815063
    2023-05-31 04:20:10.384 [DEBUG] :: Setting RSSYG8_1FN-Ra - Gen8 - Nite modifier value to 1
    2023-05-31 04:20:10.410 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumWidth modifier value to 0.854285717010498
    2023-05-31 04:20:10.421 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumDepth modifier value to 0.22857140004634857
    2023-05-31 04:20:10.432 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumAngle modifier value to -0.4514285922050476
    2023-05-31 04:20:10.443 [DEBUG] :: Setting RSSYG8_1FPBMNeckSize modifier value to -0.1809999942779541
    2023-05-31 04:20:10.455 [DEBUG] :: CreateCharacterControllerProperty Genesis9 Nite 8 1 v2 RSSYG8_1FEJFM Lip Lower Size,RSSYG8_1FPHMNoseTipRound,RSSYG8_1FPHMNoseBridgeSlope,RSSYG8_1FN-Ra - Gen8 - Nite,RSSYG8_1FPHMPhiltrumWidth,RSSYG8_1FPHMPhiltrumDepth,RSSYG8_1FPHMPhiltrumAngle,RSSYG8_1FPBMNeckSize -0.9397590160369873,-1,0.5301204919815063,1,0.854285717010498,0.22857140004634857,-0.4514285922050476,-0.1809999942779541 /Actor/People
    2023-05-31 04:20:10.531 [INFO] :: Creating Character Controller Property: Nite 8 1 v2
    2023-05-31 04:20:10.531 [DEBUG] :: SetMorphs Genesis9 RSSYG8_1FEJFM Lip Lower Size,RSSYG8_1FPHMNoseTipRound,RSSYG8_1FPHMNoseBridgeSlope,RSSYG8_1FN-Ra - Gen8 - Nite,RSSYG8_1FPHMPhiltrumWidth,RSSYG8_1FPHMPhiltrumDepth,RSSYG8_1FPHMPhiltrumAngle,RSSYG8_1FPBMNeckSize -0.9397590160369873,-1,0.5301204919815063,1,0.854285717010498,0.22857140004634857,-0.4514285922050476,-0.1809999942779541
    2023-05-31 04:20:10.532 [DEBUG] :: Setting RSSYG8_1FEJFM Lip Lower Size modifier value to -0.9397590160369873
    2023-05-31 04:20:10.539 [DEBUG] :: Setting RSSYG8_1FPHMNoseTipRound modifier value to -1
    2023-05-31 04:20:10.545 [DEBUG] :: Setting RSSYG8_1FPHMNoseBridgeSlope modifier value to 0.5301204919815063
    2023-05-31 04:20:10.550 [DEBUG] :: Setting RSSYG8_1FN-Ra - Gen8 - Nite modifier value to 1
    2023-05-31 04:20:10.562 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumWidth modifier value to 0.854285717010498
    2023-05-31 04:20:10.566 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumDepth modifier value to 0.22857140004634857
    2023-05-31 04:20:10.571 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumAngle modifier value to -0.4514285922050476
    2023-06-02 02:49:25.621 +++++++++++++++ DAZ Studio 4.21.0.5 starting +++++++++++++++++

    And this is the last of the log info for the Custom Character Converter:

    2023-06-02 03:16:21.460 [DEBUG] ::      Adjust Rigging to Shape = true
    2023-06-02 03:16:21.461 [DEBUG] :: DoERCFreeze Genesis9 Value null  false
    2023-06-02 03:16:21.461 [INFO] :: ERC Freezing: Philtrum Angle
    2023-06-02 03:16:22.262 [DEBUG] :: Setting PHMPhiltrumAngle modifier value to 0
    2023-06-02 03:16:22.270 [DEBUG] :: Setting PBMNeckSize modifier (safename = RSSYG8_1FPBMNeckSize) value to -0.1809999942779541
    2023-06-02 03:16:22.274 [DEBUG] :: AdjustRiggingToShape Genesis9 true true false  false
    2023-06-02 03:16:22.275 [DEBUG] ::      Doing Adjustments...
    2023-06-02 03:16:23.857 [INFO] :: Vert 0
    2023-06-02 03:16:23.873 [INFO] :: Vert 1
    2023-06-02 03:16:23.889 [INFO] :: Vert 2
    2023-06-02 03:16:23.905 [INFO] :: Vert 3
    2023-06-02 03:16:23.922 [INFO] :: Vert 4
    2023-06-02 03:16:23.939 [INFO] :: Vert 5
    2023-06-02 03:16:23.955 [INFO] :: Vert 6
    2023-06-02 03:16:23.971 [INFO] :: Vert 7
    2023-06-02 03:16:23.987 [INFO] :: Vert 8
    2023-06-02 03:16:24.003 [INFO] :: Vert 9
    2023-06-02 03:16:24.019 [INFO] :: Vert 10
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    2023-06-02 03:16:30.411 [DEBUG] ::      Adjust Rigging to Shape = true
    2023-06-02 03:16:30.411 [DEBUG] :: DoERCFreeze Genesis9 Value null  false
    2023-06-02 03:16:30.411 [INFO] :: ERC Freezing: Neck Size
    2023-06-02 03:16:31.216 [DEBUG] :: Setting PBMNeckSize modifier value to 0
    2023-06-02 03:16:31.224 [DEBUG] :: CreateCharacterControllerProperty Genesis9 N-Ra G9 Nite RSSYG8_1FEJFM Lip Lower Size,RSSYG8_1FPHMNoseTipRound,RSSYG8_1FPHMNoseBridgeSlope,RSSYG8_1FN-Ra - Gen8 - Nite,RSSYG8_1FPHMPhiltrumWidth,RSSYG8_1FPHMPhiltrumDepth,RSSYG8_1FPHMPhiltrumAngle,RSSYG8_1FPBMNeckSize -0.9397590160369873,-1,0.5301204919815063,1,0.854285717010498,0.22857140004634857,-0.4514285922050476,-0.1809999942779541 /Actor/People
    2023-06-02 03:16:31.225 [INFO] :: Creating Character Controller Property: N-Ra G9 Nite
    2023-06-02 03:16:31.226 [DEBUG] :: SetMorphs Genesis9 RSSYG8_1FEJFM Lip Lower Size,RSSYG8_1FPHMNoseTipRound,RSSYG8_1FPHMNoseBridgeSlope,RSSYG8_1FN-Ra - Gen8 - Nite,RSSYG8_1FPHMPhiltrumWidth,RSSYG8_1FPHMPhiltrumDepth,RSSYG8_1FPHMPhiltrumAngle,RSSYG8_1FPBMNeckSize -0.9397590160369873,-1,0.5301204919815063,1,0.854285717010498,0.22857140004634857,-0.4514285922050476,-0.1809999942779541
    2023-06-02 03:16:31.226 [DEBUG] :: Setting RSSYG8_1FEJFM Lip Lower Size modifier value to -0.9397590160369873
    2023-06-02 03:16:31.237 [DEBUG] :: Setting RSSYG8_1FPHMNoseTipRound modifier value to -1
    2023-06-02 03:16:31.247 [DEBUG] :: Setting RSSYG8_1FPHMNoseBridgeSlope modifier value to 0.5301204919815063
    2023-06-02 03:16:31.256 [DEBUG] :: Setting RSSYG8_1FN-Ra - Gen8 - Nite modifier value to 1
    2023-06-02 03:16:31.277 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumWidth modifier value to 0.854285717010498
    2023-06-02 03:16:31.285 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumDepth modifier value to 0.22857140004634857
    2023-06-02 03:16:31.293 [DEBUG] :: Setting RSSYG8_1FPHMPhiltrumAngle modifier value to -0.4514285922050476

    INSERT "RANDOM" RESTART HERE
    2023-06-02 03:48:15.898 +++++++++++++++ DAZ Studio 4.21.0.5 starting +++++++++++++++++

    txt
    txt
    CharacterCoverter.txt
    162K
    txt
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    CustomCharacter Converter.txt
    964K
  • EboshijaanaEboshijaana Posts: 481

    Naturally, I had to experiment on the update.


    It is not AS broken as pre-update, but not quite the transfer utility level.

    conversion post update result.png
    623 x 626 - 77K
    conversion post update settings.png
    651 x 597 - 62K
  • KeironKeiron Posts: 413
    edited June 2023

    Hi RiversoftArt

    I've just downloaded a recent update

    I have just converted Albany

    I found the nails morphs caused an issue with a thin body, so I dialed out the one that caused the issue may be all these dials could be zeroed by default

    It looks like all the morphs load with gen 9 including the lower versions, it's dificult to see what is what, in my case i see 9, 8 and 8.1 as I have removed all the others

    Adding the original into the scene  showed it was very close in shaping and textures

    The eyelashes were a problem here, the RSSY Genesis Eyelash's were in the wrong place I've attached a render for you to see

    I replaced the RSSY 8 eyelashes with the G9 ones and all is OK I couldnt see a RSSY 8 eyelash

    I couldn't change the eye colour, however, if I replaced the RSSY eyes with the Gen 9 ones or with the RSSY 8 and 8.1  eyes all was then well

    I noticed the converted Actor shows RSSY Genesis 8

    I tried to change the makeup using g9 and g8 but this didn't work, the original 8 has lots of options but I couldn't see these

    Keep up the good work

     

     

     

    eyelash 1.jpg
    801 x 887 - 343K
    Post edited by Keiron on
  • RiverSoft ArtRiverSoft Art Posts: 6,504

    Eboshijaana said:

    Naturally, I had to experiment on the update.


    It is not AS broken as pre-update, but not quite the transfer utility level.

    I also exposed a few TU settings in the data/RiverSoft Art/Common/RSG8G9CharacterConversionConstants.dsa file.  You could try setting some of those.

  • RiverSoft ArtRiverSoft Art Posts: 6,504

    Keiron said:

    Hi RiversoftArt

    I've just downloaded a recent update

    I have just converted Albany

    I found the nails morphs caused an issue with a thin body, so I dialed out the one that caused the issue may be all these dials could be zeroed by default

    If you want to have them removed by default, edit the data/RiverSoft Art/Common/RSG8G9CharacterConversionConstants.dsa file (in a text editor), the variable

    var MORPH_FILTERS           = [
      'mouthrealism',
      'eyelash',
      'height',
      'navel'
    ];

    specifies the names of morphs to not convert.

     

    It looks like all the morphs load with gen 9 including the lower versions, it's dificult to see what is what, in my case i see 9, 8 and 8.1 as I have removed all the others

    Adding the original into the scene  showed it was very close in shaping and textures

    The eyelashes were a problem here, the RSSY Genesis Eyelash's were in the wrong place I've attached a render for you to see

    I replaced the RSSY 8 eyelashes with the G9 ones and all is OK I couldnt see a RSSY 8 eyelash

    I couldn't change the eye colour, however, if I replaced the RSSY eyes with the Gen 9 ones or with the RSSY 8 and 8.1  eyes all was then well

    I noticed the converted Actor shows RSSY Genesis 8

    I tried to change the makeup using g9 and g8 but this didn't work, the original 8 has lots of options but I couldn't see these

    Keep up the good work

     

     

     

  • RiverSoft ArtRiverSoft Art Posts: 6,504
    edited June 2023

    N-RArts said:

    RiverSoftArt said:

    N-RArts said:

    I'm trying to convert an 8.1 character, but the conversion hangs on ERC Freezing: Neck Size. Which means the program becomes unresponsive, and I have to force close Daz Studio.

    Where are converted morph files saved to in the data folder? I have to delete them and start again.

    What does the Daz Log say?  If you bring up the Daz Log (Help->Troubleshooting->View Log File...) in Notepad++, Notepad++ will detect when the log file changes so you can get all the messages DS sent out before it hung?  It might be that it hung in a different place.  

    As far what happens after ERC freeze, the next major steps are creating the character property, saving the morphs, copying the materials, and then finally saving the character.

    I've uploaded two logs (just in case you want more info). One for the Character Converter using G8.1F. The other is the Custom Character Converter using G8F.

    With the Custom Character Converter I had an infamous "random restart", when Daz Studio became unresponsive. It crashed when the converter came across one of the philthrum morphs.

    Since Daz log usually lags 1-3 messages behind when it crashes, it makes it a little difficult to figure exactly when it crashed.  However, it either crashed during all the steps to create the controller property or just after.  Thankfully, we can figure that out.  

    Go to data/RiverSoft Art/Common/RSG8G9CharacterConversionConstants.dsa and load it in a text editor.  Change:

    var BREAK_POINT             = ""; 

    to

    var BREAK_POINT             = "CHARACTER PROPERTY";

    Run again.  If it crashes, please post the log.  If it DOESN'T crash, the script will stop after creating the character controller.  If that step was successful, it tells me more.  Please post the log. (BTW, make sure to change the BREAK_POINT variable back or every conversion will always stop at this point)

    Post edited by RiverSoft Art on
  • Mark_e593e0a5Mark_e593e0a5 Posts: 1,573

    Unfortunately, the update does not fix the mac issue. The leading / is still missing in the path.

  • necroscensionnecroscension Posts: 106
    edited June 2023

    With the converter, I've notice most of the models I have do not use FBM/FHM in their morph naming but use Head or Body instead. I have attempted to resave the name of the morphs to start with FHM/FBM, but still have issues because sometimes I wind up having doubled morphs. Was it ever considered to see if the morph name includes Head or Body as an OR statement?

    Post edited by necroscension on
  • necroscensionnecroscension Posts: 106
    edited June 2023

    RiverSoftArt said:

    Keiron said:

    Hi RiversoftArt

    I've just downloaded a recent update

    I have just converted Albany

    I found the nails morphs caused an issue with a thin body, so I dialed out the one that caused the issue may be all these dials could be zeroed by default

    If you want to have them removed by default, edit the data/RiverSoft Art/Common/RSG8G9CharacterConversionConstants.dsa file (in a text editor), the variable

    var MORPH_FILTERS           = [
      'mouthrealism',
      'eyelash',
      'height',
      'navel'
    ];

    specifies the names of morphs to not convert.

    Ah, so we can use this to skip converting HD morphs on characters where HD is part of the preset. (Or save the character without the HD morphs as another character preset...)

    Post edited by necroscension on
  • EboshijaanaEboshijaana Posts: 481

    RiverSoftArt said:

    Eboshijaana said:

    Naturally, I had to experiment on the update.


    It is not AS broken as pre-update, but not quite the transfer utility level.

    I also exposed a few TU settings in the data/RiverSoft Art/Common/RSG8G9CharacterConversionConstants.dsa file.  You could try setting some of those.

    Okay, I've spent a few hours testing the converter with the file edited. I tried using the EXACT same settings between the converter and TU.

    Thoughts;

    1. Regardless of settings, the Converter changes the body of g9 while TU leaves it alone.

    2. Could the 'reverse source shape from target' setting affect the above?

    I will try to use my self-made clone for the converter, just to see if it would affect things.

    transfer utility Test.png
    613 x 618 - 79K
    rssy converter same settings.png
    617 x 616 - 81K
  • jepegraphicsjepegraphics Posts: 873

    necroscension said:

    Material Suits updates are out! It appears that the suits with anatomical elements are working with shape dials/presets! Thanks sickleyield!

    At least DAZ Studio doesn't crash anymore whe loading the Material Suit, that's a big step forward!

    Now only someone who can explain how to get the shaping morphs of the MASC Gens to show up - any suggestions? The basic shape morphs in the genitals are there, but not the various expansions from other merchants.

  • kirbawirbakirbawirba Posts: 134

    Don't know if this has been addressed yet but when executing the command to install custom actions the popup says "Fa&vorites" instead of just favorites.  Is that intended?

     

    And the distorted character thing can be slightly mitigated with dialing down some character morphs, but every one I've tried to convert has been misshapen and twisted.  Even in the absence of HD morphs, they need to be adjusted to the point where they resemble the G9 dev model more than anything else.  The material copy is flawless, though.

  • kirbawirbakirbawirba Posts: 134

    carlosgimpera said:

    Laurita said:

    Not exactly a great success. Neither on a stock Aurore 8 (left) nor on a custom character.

     

    Conversions

    I saw this post and wanted to try Aurore. The only thing I had to do was to turn down the main Aurore Character dial once converted. That makes the character a plain G9 shape with Aurore Mats suit, no wrinkles. Then I just dialed up Aurore head and body morph- just those - and there you have it. HD morph caused issues, so I let it off as well.

    This did not work for me at all. I keep getting the popup to either zero or restore the figure 0's.  Did you?  What did you choose? 

  • Lovely product. I'm glad I came here to the forums else I would have NEVER figured out how to solve all the morph distortion that was happening when converting characters. The material suits are excellent as well! I am wondering however... has anyone else run into an issue where they are unable to apply any G8 materials or shaders to the G8 Eyelash Suit?  I've been tinkering with it for about half an hour now on a few converted characters and haven't really been able to make much progress.

    It's truthfully not THAT big of a deal as I can just hide the Eyelash suit and apply a G9 eyebrow product to the character but I was wondering if anyone had found a viable solution for this.

  • Mark_e593e0a5Mark_e593e0a5 Posts: 1,573

    Mark_e593e0a5 said:

    Unfortunately, the update does not fix the mac issue. The leading / is still missing in the path.

    Another version arrived in DIM today, and that fixed the mac file issue. Thanks a lot @RiversSoftArt 

  • KeironKeiron Posts: 413
    edited June 2023

    Here is the Aurore G8 conversion

    To correct the corrupt conversion a number of dials are in play

    HD body Body causes Distortion

    HD head Body causes Distortion

    Kayleyss Square Nails causes figure to look like it's unfed for weeks, not sure why this dial is at 100% ?

    FHM Aurore Assymetry changes face completely not just the assymetry

    In the renders below no particular order the original has the RSSY eyelashes in the wrong place, render with RSSY eyelashes removed and render with eyes replaces with g9 ones

    You can't change the eye colour with these RSSY 8 eye's, but you can if you replace them with the g9 eyes or reloading the RSSY eys 8 or 8.1 eyes

    Unable to use the make up options

    Breast up and down controls set to 80% reset to 100 to correct

    Good attempt, keep up the good work

     

    aurore eyelash prob.jpg
    1920 x 1187 - 618K
    aurore eyelash RSSY Suit disabled eyes changed for gen 8.jpg
    1920 x 1187 - 618K
    aurore eyelash RSSY Suit disabled.jpg
    1920 x 1187 - 615K
    Post edited by Keiron on
  • JeremionJeremion Posts: 46
    edited June 2023

    RiverSoftArt said:

    Jeremion said:

    I only tried to convert Michael 8.1, and so far I don't get it fine as G9. Issues on the eyes (not well placed, nor good size and when trying to move them with powerpose, they just go out of the head xD) and the morph around the eyes is not OK. So, I don't know really what to do to get better result. I will try again.

     

    Michael should not be a problem at all.  You do not need the eye dialog.  It sounds like a morph was created on the eyes that are moving them.  Check in \data\DAZ 3D\Genesis 9\Genesis 9 Eyes\Morphs to see if there is an eye morph that could be engaging that messes things up (a quick way is just to rename this directory so none of the eye morphs engage.  Look for this folder under the first directory listed in the Daz Studio Formats section of the Content Directory Manager (which is usually My Library

    Hello,

    Yeah I found that weird too... look. I renamed the "morphs" directory. And retested. Enclosed the screen and below the logs.
    One strange thing : If I load Michael 8.1, everything is fine.
    I see in the log that the converter script copy "BaboonG8M-IrisSize" for any reason? (it is one of the character I tried to convert as well, but I don't have it anymore, I deleted it). Is there a place the script keep its previous work? For sure, BaboonG8M is not used on the original Michael 8.1 lol. 

     

    10:03:35 GMT+0200 (Paris, Madrid (heure d’été)): Executing Script

    10:03:35 GMT+0200 (Paris, Madrid (heure d’été)): Selecting Preset: D:/Daz3D/People/Genesis 8 Male/Characters/Michael 8.1.duf

    10:03:35 GMT+0200 (Paris, Madrid (heure d’été)): Converting character from D:/Daz3D/People/Genesis 8 Male/Characters/Michael 8.1.duf to D:/Daz3D/People/Genesis 9/Characters/Converted/Michael 8.1.duf

    10:03:35 GMT+0200 (Paris, Madrid (heure d’été)): Enabling morphs for asset, D:/Daz3D/People/Genesis 8 Male/Characters/Michael 8.1.duf

    10:03:36 GMT+0200 (Paris, Madrid (heure d’été)): Turbo Loader: 8 morphs were searched for

    0 Enabled (0 failed to enable)

    0 Disabled (0 failed to disable)

    8 unchanged

    0 skipped

    in 221 msecs

     

    Note: Multiple files may exist for a morph if you use Daz Connect

    10:04:25 GMT+0200 (Paris, Madrid (heure d’été)): Michael 8.1 is of type Actor/Character

    10:04:43 GMT+0200 (Paris, Madrid (heure d’été)): Converting Morphs: BaboonG8M-IrisSize,FHMMichael8_1,FBMMichael8_1,CTRLMichael8_1,PHMMichael8_1HDIris

    10:15:41 GMT+0200 (Paris, Madrid (heure d’été)): Copy Icons from D:/Daz3D/People/Genesis 8 Male/Characters/Michael 8.1.duf to D:/Daz3D/People/Genesis 9/Characters/Converted/Michael 8.1 Genesis 9.duf

    10:15:41 GMT+0200 (Paris, Madrid (heure d’été)): Copy Categories from D:/Daz3D/People/Genesis 8 Male/Characters/Michael 8.1.duf to D:/Daz3D/People/Genesis 9/Characters/Converted/Michael 8.1 Genesis 9.duf

    10:15:41 GMT+0200 (Paris, Madrid (heure d’été)): Execution Complete.

    michael8.1-9.1.png
    1358 x 586 - 778K
    Post edited by Jeremion on
  • RiverSoft ArtRiverSoft Art Posts: 6,504

    Mark_e593e0a5 said:

    Unfortunately, the update does not fix the mac issue. The leading / is still missing in the path.

    Strange, the fix worked for @w_r_brook_ec9f3e956e.   Can I see the log?  Maybe it is pulling in an old version?  The size of the data/RiverSoft Art/Common/RSG8G9CharacterConversionFunctions.dse is 57,680 bytes (size on disk is different of course)   

  • RiverSoft ArtRiverSoft Art Posts: 6,504

    necroscension said:

    With the converter, I've notice most of the models I have do not use FBM/FHM in their morph naming but use Head or Body instead. I have attempted to resave the name of the morphs to start with FHM/FBM, but still have issues because sometimes I wind up having doubled morphs. Was it ever considered to see if the morph name includes Head or Body as an OR statement?

    You must not buy most of your characters from Daz. smiley  This is a naming convention that has been in place for years.

    Ok, I will make an update to check if the morph name starts with FHM/Head or FBM/Body.

  • RiverSoft ArtRiverSoft Art Posts: 6,504

    necroscension said:

    RiverSoftArt said:

    Keiron said:

    Hi RiversoftArt

    I've just downloaded a recent update

    I have just converted Albany

    I found the nails morphs caused an issue with a thin body, so I dialed out the one that caused the issue may be all these dials could be zeroed by default

    If you want to have them removed by default, edit the data/RiverSoft Art/Common/RSG8G9CharacterConversionConstants.dsa file (in a text editor), the variable

    var MORPH_FILTERS           = [
      'mouthrealism',
      'eyelash',
      'height',
      'navel'
    ];

    specifies the names of morphs to not convert.

    Ah, so we can use this to skip converting HD morphs on characters where HD is part of the preset. (Or save the character without the HD morphs as another character preset...)

    Or any morph used more than once that causes problems.

  • RiverSoft ArtRiverSoft Art Posts: 6,504

    Eboshijaana said:

    RiverSoftArt said:

    Eboshijaana said:

    Naturally, I had to experiment on the update.


    It is not AS broken as pre-update, but not quite the transfer utility level.

    I also exposed a few TU settings in the data/RiverSoft Art/Common/RSG8G9CharacterConversionConstants.dsa file.  You could try setting some of those.

    Okay, I've spent a few hours testing the converter with the file edited. I tried using the EXACT same settings between the converter and TU.

    Thoughts;

    1. Regardless of settings, the Converter changes the body of g9 while TU leaves it alone.

    2. Could the 'reverse source shape from target' setting affect the above?

    I will try to use my self-made clone for the converter, just to see if it would affect things.

    The ADJUST_TARGET_BASE constant is the one that sets the 'reverse source shape from target' 

  • RiverSoft ArtRiverSoft Art Posts: 6,504

    jepegraphics said:

    necroscension said:

    Material Suits updates are out! It appears that the suits with anatomical elements are working with shape dials/presets! Thanks sickleyield!

    At least DAZ Studio doesn't crash anymore whe loading the Material Suit, that's a big step forward!

    Now only someone who can explain how to get the shaping morphs of the MASC Gens to show up - any suggestions? The basic shape morphs in the genitals are there, but not the various expansions from other merchants.

    I passed your question onto SickleYield

  • RiverSoft ArtRiverSoft Art Posts: 6,504

    kirbawirba said:

    Don't know if this has been addressed yet but when executing the command to install custom actions the popup says "Fa&vorites" instead of just favorites.  Is that intended?

    Yes, this is intended.  The "&" represents the underscore under the "v" that is used to hotkey to the Favorites window by pressing Alt-v on Windows.  

     

    And the distorted character thing can be slightly mitigated with dialing down some character morphs, but every one I've tried to convert has been misshapen and twisted.  Even in the absence of HD morphs, they need to be adjusted to the point where they resemble the G9 dev model more than anything else.  The material copy is flawless, though.

    I would rename your converted morphs directory temporarily so that you are starting from scratch and know that a bad conversion is not affecting anything.  The converted morphs are located in \data\DAZ 3D\Genesis 9\Base\Morphs under the first directory listed in the Daz Studio Formats section of the Content Directory Manager (which is usually My Library)

     

     

  • RiverSoft ArtRiverSoft Art Posts: 6,504

    Mark_e593e0a5 said:

    Mark_e593e0a5 said:

    Unfortunately, the update does not fix the mac issue. The leading / is still missing in the path.

    Another version arrived in DIM today, and that fixed the mac file issue. Thanks a lot @RiversSoftArt 

    Oh good!  I am glad it fixed it.

  • RiverSoft ArtRiverSoft Art Posts: 6,504
    edited June 2023

    TheRenderer said:

    Lovely product. I'm glad I came here to the forums else I would have NEVER figured out how to solve all the morph distortion that was happening when converting characters. The material suits are excellent as well! I am wondering however... has anyone else run into an issue where they are unable to apply any G8 materials or shaders to the G8 Eyelash Suit?  I've been tinkering with it for about half an hour now on a few converted characters and haven't really been able to make much progress.

    It's truthfully not THAT big of a deal as I can just hide the Eyelash suit and apply a G9 eyebrow product to the character but I was wondering if anyone had found a viable solution for this.

    Select the RSSY Genesis 8 Eyelash Suit.  Go to the Surfaces pane.  Select the RSSY Genesis 8 Eyelash Suit surface.  Double-click on the preset that is for G8 Eyelashes.

    p.s. I am glad you came to the forum and didn't give up.  I am happy you got it working for you.

    Post edited by RiverSoft Art on
  • RiverSoft ArtRiverSoft Art Posts: 6,504

    Keiron said:

    Here is the Aurore G8 conversion

    To correct the corrupt conversion a number of dials are in play

    HD body Body causes Distortion

    HD head Body causes Distortion

    Kayleyss Square Nails causes figure to look like it's unfed for weeks, not sure why this dial is at 100% ?

    Morph Dials are set to the values the G8 version had on conversion.  

    FHM Aurore Assymetry changes face completely not just the assymetry

    Assymetry morphs on the head will not ever work I think.  

    In the renders below no particular order the original has the RSSY eyelashes in the wrong place, render with RSSY eyelashes removed and render with eyes replaces with g9 ones

    You can't change the eye colour with these RSSY 8 eye's, but you can if you replace them with the g9 eyes or reloading the RSSY eys 8 or 8.1 eyes

    To change the eye color, select the RSSY Genesis 8 Eye Suit and load the G8 eyes preset to change.

    Unable to use the make up options

    To use makeup, select the RSSY Genesis 8 Female Suit and load the G8 makeup preset to change.

    Breast up and down controls set to 80% reset to 100 to correct

    Not sure what you mean here, but morphs that only affect a small portion of the body will also affect the body as a whole

    Good attempt, keep up the good work

     

  • RiverSoft ArtRiverSoft Art Posts: 6,504

    Jeremion said:

    RiverSoftArt said:

    Jeremion said:

    I only tried to convert Michael 8.1, and so far I don't get it fine as G9. Issues on the eyes (not well placed, nor good size and when trying to move them with powerpose, they just go out of the head xD) and the morph around the eyes is not OK. So, I don't know really what to do to get better result. I will try again.

     

    Michael should not be a problem at all.  You do not need the eye dialog.  It sounds like a morph was created on the eyes that are moving them.  Check in \data\DAZ 3D\Genesis 9\Genesis 9 Eyes\Morphs to see if there is an eye morph that could be engaging that messes things up (a quick way is just to rename this directory so none of the eye morphs engage.  Look for this folder under the first directory listed in the Daz Studio Formats section of the Content Directory Manager (which is usually My Library

    Hello,

    Yeah I found that weird too... look. I renamed the "morphs" directory. And retested. Enclosed the screen and below the logs.
    One strange thing : If I load Michael 8.1, everything is fine.

    What do you mean if you LOAD M8.1?  Do you mean just LOAD M8.1 into the same scene or CONVERT M8.1?


    I see in the log that the converter script copy "BaboonG8M-IrisSize" for any reason? (it is one of the character I tried to convert as well, but I don't have it anymore, I deleted it). Is there a place the script keep its previous work? For sure, BaboonG8M is not used on the original Michael 8.1 lol. 

     

    10:03:35 GMT+0200 (Paris, Madrid (heure d’été)): Executing Script

    10:03:35 GMT+0200 (Paris, Madrid (heure d’été)): Selecting Preset: D:/Daz3D/People/Genesis 8 Male/Characters/Michael 8.1.duf

    10:03:35 GMT+0200 (Paris, Madrid (heure d’été)): Converting character from D:/Daz3D/People/Genesis 8 Male/Characters/Michael 8.1.duf to D:/Daz3D/People/Genesis 9/Characters/Converted/Michael 8.1.duf

    10:03:35 GMT+0200 (Paris, Madrid (heure d’été)): Enabling morphs for asset, D:/Daz3D/People/Genesis 8 Male/Characters/Michael 8.1.duf

    10:03:36 GMT+0200 (Paris, Madrid (heure d’été)): Turbo Loader: 8 morphs were searched for

    0 Enabled (0 failed to enable)

    0 Disabled (0 failed to disable)

    8 unchanged

    0 skipped

    in 221 msecs

     

    Note: Multiple files may exist for a morph if you use Daz Connect

    10:04:25 GMT+0200 (Paris, Madrid (heure d’été)): Michael 8.1 is of type Actor/Character

    10:04:43 GMT+0200 (Paris, Madrid (heure d’été)): Converting Morphs: BaboonG8M-IrisSize,FHMMichael8_1,FBMMichael8_1,CTRLMichael8_1,PHMMichael8_1HDIris

    10:15:41 GMT+0200 (Paris, Madrid (heure d’été)): Copy Icons from D:/Daz3D/People/Genesis 8 Male/Characters/Michael 8.1.duf to D:/Daz3D/People/Genesis 9/Characters/Converted/Michael 8.1 Genesis 9.duf

    10:15:41 GMT+0200 (Paris, Madrid (heure d’été)): Copy Categories from D:/Daz3D/People/Genesis 8 Male/Characters/Michael 8.1.duf to D:/Daz3D/People/Genesis 9/Characters/Converted/Michael 8.1 Genesis 9.duf

    10:15:41 GMT+0200 (Paris, Madrid (heure d’été)): Execution Complete.

    The script works by loading the character and seeing what morphs are being used.  If you load M8.1 into a new scene, look for BaboonG8M-IrisSize, I am sure you will find it (it may be a hidden property though).

  • KeironKeiron Posts: 413
    edited June 2023

    Keiron said:

    Here is the Aurore G8 conversion

    To correct the corrupt conversion a number of dials are in play

    HD body Body causes Distortion

    HD head Body causes Distortion

    Kayleyss Square Nails causes figure to look like it's unfed for weeks, not sure why this dial is at 100% ?

    Morph Dials are set to the values the G8 version had on conversion.  

    Hi I think the G8 is OK, I just looked at all the dials for the nails etc for a standard g8 they are set to 0

    However when you choose the actor the converted character has morph dials at 100%

    Just loaded the original Albany it has Mousso nails at 100%, so the actor is setting the dials differentely, no hd settings in this one

    FHM Aurore Assymetry changes face completely not just the assymetry

    Assymetry morphs on the head will not ever work I think.  

    In the renders below no particular order the original has the RSSY eyelashes in the wrong place, render with RSSY eyelashes removed and render with eyes replaces with g9 ones

    You can't change the eye colour with these RSSY 8 eye's, but you can if you replace them with the g9 eyes or reloading the RSSY eys 8 or 8.1 eyes

    To change the eye color, select the RSSY Genesis 8 Eye Suit and load the G8 eyes preset to change

    Hi I had filter by contex on, so it was selecting g9 eyes. In the surface tab, I entered just her name in the search field all is good, otherwise you get everything

    Unable to use the make up options

    To use makeup, select the RSSY Genesis 8 Female Suit and load the G8 makeup preset to change.

    Hi Thank you, I had filter by contex on, so it was selecting g9. In the surface tab, I entered just her name in the search field all is good

    Breast up and down controls set to 80% reset to 100 to correct

    Not sure what you mean here, but morphs that only affect a small portion of the body will also affect the body as a whole

    When I loaded both the converted actor and the original, the breasts looked different, so I checked the settings and found that everything looked OK

    From the parameters tab, I looked at the parameters breast up and down and found it was set to min -80% I reset this to -100% then they looked the same

    Keep up the good work

    Post edited by Keiron on
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