Victoria 4 Figures in Newer DAZ Versions

I was wondering if the Victoria 4 and Michael 4 figures are still usable in the newer versions of DAZ. I've got so many things for the them that I don't want to start over.

Comments

  • LeanaLeana Posts: 11,639

    Yes, you can still use them in recent versions of DS.

    They might not appear in smart content tab due to lack of metadata, but you can load them from the content library.

  • Richard HaseltineRichard Haseltine Posts: 100,468

    I think they will appear, I had V4 installed for testign something a few weeks back.

  • jjoynerjjoyner Posts: 615

    the_dude135_5a9cf14330 said:

    I was wondering if the Victoria 4 and Michael 4 figures are still usable in the newer versions of DAZ. I've got so many things for the them that I don't want to start over.

    V4 in DS 4.21 

    V4.png
    709 x 872 - 240K
  • edited July 3

    They are, but with a caveat.

    When you load a rigged poser figure, V4 or otherwise, daz will add in a bunch of IK chains to the base figure. If you don't delete these out,when you go to move the figure(XYZ axis), the hands and feet will go all cattywumpus. It's often referred to as "Flipper foot"(Or hand), as it flips and flops around in all sorts of weird ways.

     

    Edit, forgot to mention you'll probably need to tweak the shader setting if working in iray. they have a tendency to be really washed out, or rather plasticy on many figures.

    I often use Human essentials for iray for a  quickie conversion of the shader settings with generally acceptable results.

     

     

     

     

    Post edited by DrunkMonkeyProductions on
  • Richard HaseltineRichard Haseltine Posts: 100,468

    The IK chains are in the CR2, and are an issue only if active and if the figure is moved with the hip rather than the figure node (which is how they are meant to work).

  • Richard Haseltine said:

    The IK chains are in the CR2, and are an issue only if active and if the figure is moved with the hip rather than the figure node (which is how they are meant to work).

    I almost exclusivly use the base node for primary translation, and still get this problem.

     

  • MelanieLMelanieL Posts: 7,366

    DrunkMonkeyProductions said:

    Richard Haseltine said:

    The IK chains are in the CR2, and are an issue only if active and if the figure is moved with the hip rather than the figure node (which is how they are meant to work).

    I almost exclusivly use the base node for primary translation, and still get this problem.

     

    I get this too with many older .cr2 models (birds, animals) - I also only ever move the figures from the root node.

    Richard: you say "if active" - is there a way to deactivate the IK chains? (I normally delete them but sometimes forget which is irritating.)

  • NorthOf45NorthOf45 Posts: 5,469

    Right click on the figure -> toggle Enable IK, or CTRL-K when the figure is selected.

  • Richard HaseltineRichard Haseltine Posts: 100,468

    The toggle is also in the Edit>Figure>Inverse Kinematics

  • MelanieLMelanieL Posts: 7,366

    Thank you both!

  • NorthOf45 said:

    Right click on the figure -> toggle Enable IK, or CTRL-K when the figure is selected.

    Thank you, has some chains who tend to behave weird because of this.Deleting the IK and its back then reloading. 

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