I do not use Blender often so I tend to fumble about when I do. Since your tutorials are so well presented and explain things so clearly I can easily follow along and since the topics tend to be Daz Studio related are applicable to things I might find myself doing or wanting to do, I thank you very much for your time and effort in making these available. I also like that you tend to sometimes think outside the box and that your products are practical and useful. So, yes, I am a big fan of your work.
My Blender export is the same except that I use 2%. Thanks for the info, this is also useful for other Genesis versions. Edit: I forgot to mention that it works well, after doing the smoothing, to use the sculpt tool for finishing touches.
Isn't the G9 HeadSplit DFormer that's included in Genesis 9 Sarter Essentials there for doing this? Been a while since I've used G8's DFormer, but as I recall, when the deformer is applied it excludes either body or head (depending on it's mode) when the full body morph is applied. Export these two modified versions of the full body morph to obj, then import those obj's back via morph loader to obtain your split morphs. Much simpler process.
@@SickleYield Sorry to trouble you. I had been scouting all over the internet trying to find a plugin or morph utility likewise can't seem to get them to make my morphs so here the gest of it, I am trying to take a creature morph from G8m to add its arms and possibly facial features to combine with g8f to create my character for my 2.5d comic. What is the fastest, simplest way to go about it? Once again, sorry troubling you, I can be a bit slow at times. Have mercy on me.
Great video. I prefer the d-former method because I'm a know-nothing of Blender, but, just by watching your videos, I'm learning something and started to be motivated to try the program. But just from a Daz-only perspective, this method of rigging in multiple passes is a great idea; I'm only in doubt if I should check or uncheck the twists, the neck bones, and the pectorals. In your video, you say to uncheck the head and the hand but left everything else checked, and I can see the twists are unchecked; also, if I do as you say and uncheck all from the spine and manually select from spine 1 to left/right forearm, neck bones and pectorals are left unchecked. That's the reason of my doubt. Thanks.
I do not use Blender often so I tend to fumble about when I do. Since your tutorials are so well presented and explain things so clearly I can easily follow along and since the topics tend to be Daz Studio related are applicable to things I might find myself doing or wanting to do, I thank you very much for your time and effort in making these available. I also like that you tend to sometimes think outside the box and that your products are practical and useful. So, yes, I am a big fan of your work.
😎I agree she's so awesome!
My Blender export is the same except that I use 2%. Thanks for the info, this is also useful for other Genesis versions.
Edit: I forgot to mention that it works well, after doing the smoothing, to use the sculpt tool for finishing touches.
Isn't the G9 HeadSplit DFormer that's included in Genesis 9 Sarter Essentials there for doing this? Been a while since I've used G8's DFormer, but as I recall, when the deformer is applied it excludes either body or head (depending on it's mode) when the full body morph is applied. Export these two modified versions of the full body morph to obj, then import those obj's back via morph loader to obtain your split morphs. Much simpler process.
Thanks, I'll add a link to a tutorial for that!
@@SickleYield Sorry to trouble you. I had been scouting all over the internet trying to find a plugin or morph utility likewise can't seem to get them to make my morphs so here the gest of it, I am trying to take a creature morph from G8m to add its arms and possibly facial features to combine with g8f to create my character for my 2.5d comic. What is the fastest, simplest way to go about it? Once again, sorry troubling you, I can be a bit slow at times.
Have mercy on me.
Great video. I prefer the d-former method because I'm a know-nothing of Blender, but, just by watching your videos, I'm learning something and started to be motivated to try the program. But just from a Daz-only perspective, this method of rigging in multiple passes is a great idea; I'm only in doubt if I should check or uncheck the twists, the neck bones, and the pectorals. In your video, you say to uncheck the head and the hand but left everything else checked, and I can see the twists are unchecked; also, if I do as you say and uncheck all from the spine and manually select from spine 1 to left/right forearm, neck bones and pectorals are left unchecked. That's the reason of my doubt. Thanks.
You forgot to apply the scale transform on the G8 - that's why it didin't preserve the scale I think :)