Thanks for the response! I'll keep trying the character product. the others seem very cool. The materials/textures seem to transfer well but I tried everything to get the character transfer working. I'll try it on some other characters... just seems like I'm doing something wrong here. Like others, I found that the morphs which cause the problems are the characters main morph. Maybe your product isn't meant for the custom bought characters with a single morph? I'm not sure. I never tried like standard G8 male or female to see if that works. I'll do that now.
Thanks for the response! I'll keep trying the character product. the others seem very cool. The materials/textures seem to transfer well but I tried everything to get the character transfer working. I'll try it on some other characters... just seems like I'm doing something wrong here. Like others, I found that the morphs which cause the problems are the characters main morph. Maybe your product isn't meant for the custom bought characters with a single morph? I'm not sure. I never tried like standard G8 male or female to see if that works. I'll do that now.
Are you selecting Zero when the Zero Figure Shape dialog comes up? This converter works best when you are converting the characters that are 1-2 morphs like Daz Characters such as Ollie, Dain, etc so you shouldn't be having any problem.
I apologize if this was brought up elsewhere in the thread, but I thought I was having an issue with one of my G8F morphs not carrying over correctly using the converter. Nearly all the morphs worked fine except I kept ending up with some funky-looking feet with snarled toes. So I did the conversion manually and then used the Material Suite to overlay the G8F materials onto a dev-load G9 that has the G8F morphs auto-transferred. Interestingly enough, after some experimentation, it looks like just the act of adding the Material Suite to G9 morphs the character's feet to G8 (seems to happen with G8.1 too), while leaving the rest of it vanilla G9. I added some screenshots illustrate what I'm talking about. The first is just plain G9, the second is G9 with G8F Material Suite added, and you can see if you look closely that the foot has morphed to a G8F. Is that intentional? It doesn't happen if I don't carry over the additional foot morphs from my G8F, so I'm assuming my snarled-toe bigfoot models are the result of somehow doubling up on regular G8F foot morphs due to the additional morphs I'm trying to convert along with it (if that makes any sense).
I apologize if this was brought up elsewhere in the thread, but I thought I was having an issue with one of my G8F morphs not carrying over correctly using the converter. Nearly all the morphs worked fine except I kept ending up with some funky-looking feet with snarled toes. So I did the conversion manually and then used the Material Suite to overlay the G8F materials onto a dev-load G9 that has the G8F morphs auto-transferred. Interestingly enough, after some experimentation, it looks like just the act of adding the Material Suite to G9 morphs the character's feet to G8 (seems to happen with G8.1 too), while leaving the rest of it vanilla G9. I added some screenshots illustrate what I'm talking about. The first is just plain G9, the second is G9 with G8F Material Suite added, and you can see if you look closely that the foot has morphed to a G8F. Is that intentional? It doesn't happen if I don't carry over the additional foot morphs from my G8F, so I'm assuming my snarled-toe bigfoot models are the result of somehow doubling up on regular G8F foot morphs due to the additional morphs I'm trying to convert along with it (if that makes any sense).
I am a little confused. All morphs are off? But the G9 looks like it has G8F feet if the Material Suit is applied?
Correct, I'm not loading any morphs. Just to test, I created a fresh, empty scene and put a dev load Gen9 in there. I clicked "Material Suite Add G8F Material Suite" and while the rest of the body appears to retain the G9 shape, the feet morph to what appears to be the G8F shape. I went back to my original G8F character I was trying to convert and turned off all the additional foot morphs to see if that would fix the issue, but it still warps the toes and enlarges the feet of the final product when I import the G8F shaped morphs over the G9 with the G8F Material Suite added, I think it's doubling them up.
Correct, I'm not loading any morphs. Just to test, I created a fresh, empty scene and put a dev load Gen9 in there. I clicked "Material Suite Add G8F Material Suite" and while the rest of the body appears to retain the G9 shape, the feet morph to what appears to be the G8F shape. I went back to my original G8F character I was trying to convert and turned off all the additional foot morphs to see if that would fix the issue, but it still warps the toes and enlarges the feet of the final product when I import the G8F shaped morphs over the G9 with the G8F Material Suite added, I think it's doubling them up.
Hello! The doubling is not intended, but the shape change is; Material Suit is a geograft so it completely replaces the original geometry. As thr maker of the suit component, I apologize for any inconvenience.
No worries, I'm just wondering if there's any clever tricks I can employ to get around it? I'm still new to the Transfer Utilities and morphing across Genesis iterations, but I'm assuming there has to be a way to export a G9 foot morph and then use Morph Loader Pro to load it on top of the "doubled" morph that comes from using both the Character conversion AND the Material Suite, thereby -in theory- canceling out one of the G8F morphs, right?
Nope, they look normal with just the G8F morphs applied. Here's another before and after, the first is G9 with the G8F morphs applied, the second is adding the G8F Material Suite.
I'm not having that happen in my testing with converted morphs and the suit, only with very specifically the Genesis 8 Female clone or the Genesis 8 Female body morph that our set includes for conversion use. Is either of those dialed in?
For the particular screenshots I've included so far, yes the G8F clone morph was used, but that was after heavy experimentation with the Converter utilties. I have a highly customized set of characters I use and I've been having the same issues trying to use "Convert Custom Character" from the converter utility. My custom character that I started with converts into a gooey mess that looks like something out of a horror movie, but I'm guessing that's because I have too many additional morphs applied. If I convert a vanilla G8F Base with only a head morph from a character from the Daz store applied to it, then Convert Custom Character works fine. However, if I add a body morph as well, then I get weird toes. Nearly every time. The custom character I've been working with uses Melona from Digital Touch as the base and as far as I can tell, there aren't any morphs applied to the feet when using this character, they look the same with or without the character's body morph applied. Just using that morph and Convert Custom Character gets me the same results as manually appling the G8F clone morph and Material Suite with the weird toes. Here's a screenshot of "Convert Custom Character" being used on G8F base with the body morph of the Ahura character from Handspan Studios, which turns out even worse. I checked Apply Material Suite and made sure "Zero" was used on the subsequent dialogs. I'm sorry for taking up anyone's time with this if I'm simply doing something wrong, I'm still pretty uneducated when it comes to Daz, but I'm a bit stumped.
1a) 5) If you need to convert partial body morphs, or morphs without the FBM/FHM naming convention that are not a head morph and a full body morph, this is something you would have to do manually through Transfer Utility, not with Character Converter. I can show you how to do this in order to help out, but it's not guaranteed to work with Material Suit and is not related to our product. if you are interested in this, please contact me via my personal support email [email protected] or in DMs.
1b) Our product works in the very specific situation shown in our promos. That situation is that it has a character preset containing one FBM and one FHM with the FBM and FHM naming conventions. If this situation is present, there should not be toe problems with Material Suit. If toe problems with Material Suit are happening in this situation, that's something I do need to do something about.
2) If there are more morphs than that, or different names, or partial body morphs, it will not work and will create a crumpled mess. We tried to cover this with additional settings, so that people could convert characters with elf ears etc., but it's not the intended use and it's not going to give optimal results. Ultimately we chose to support Daz3d setups over anything else because they were standardized and it was impossible to predict other setups in a way that was scriptable.
3) The included G8 morphs are for conversion/utility use. Direct use of them is not supported with the Material Suit.
4) Direct use of the Daz3d G8 clone as a body morph is also not supported with the Material Suit.
I apologize for any confusion. I know a lot of people have had exactly the same issue (crumpled results because of not having one body + one head morph FBM/FHM combo) because they contact me frequently about it, and I really wish we had dwelt on that more originally with the promotional material and manual.
P.S.: If this means you can't use the product, please do return it via support ticket to Daz for a full refund, and I will still help you with your morph process via messages if it helps.
I'm mostly sure I'm doing this correctly... I found a video that describes how to use the Transfer Utility and I was using that when I couldn't get the results from the Character Converter to look right, but I was getting the same results either way, that's what initially clued me in to the issue being related to the Materials Suite and not the Converter script. I can produce the same results with the Custom Character Conversion utility using presets with single FBM/FHMs though. I only have a handful of Gen 8s and a lot of them are oddly shaped enough that they don't convert well to begin with, but even with trying the ones that are fairly normal shaped with just the FBM/FHM, the result is a fairly good conversion, but with funky snarled toes. If I run the conversion utility with "Copy Materials Using Materials Suite" unchecked though, the results of the G8Fs that convert well to begin with look practically perfect, but then I'm left without materials. Definitely don't want a refund, it's a fantastic product overall and trying to figure out how to use it was worth the money alone in learning experience.
The path indicates that you isntalled using daz Connect (through Daz Studio) - a lot of scripts, including this one, are not written in a way that works with Connect; if you uninstall and then install through Install Manager it should work.
The path indicates that you isntalled using daz Connect (through Daz Studio) - a lot of scripts, including this one, are not written in a way that works with Connect; if you uninstall and then install through Install Manager it should work.
What Richard said . The log tells me RSConstants.dsa from Pose Randomizer (43801), and rsadvcharacterconversionconstants.dsa from Character Converter G3M to G8M (63107). This just sets up the script with versions from different products walking all over each other causing problems. It is much better to install my scripts using DIM. As a bonus, they will take less space (and be slightly faster starting up) as there won't be duplicate versions of files cluttering your HD.
...OK a little late to the party. I'm currently looking t a really good deal in my cart on the bundle and have a few questions
1.. Are Skin Builder skins converted?
2. Will morph and shaping expansion kits for G8, like Zev0's 200+ morphs, Growing Up and, Breast Control or Sickleyield's HD Rib morphs convert? Or, do I need the G9 versions?
3. I rarely if ever use a character straight out of the box and do a lot of mixing and morphing to create my own custom designed characters, Some also use morphs and shapes converted from older generations, (like G3 to G8) through Zev0's XTransfer utility. So as these are "technically" G8 morphs, will they be preserved in the conversion or will some not transfer through?
I hope I explained this clearly enough..
The bloody "bad gateay" error has resurfaced again.
...OK a little late to the party. I'm currently looking t a really good deal in my cart on the bundle and have a few questions
1.. Are Skin Builder skins converted?
Maybe? I don't see a reason why not but I don't have that product.
2. Will morph and shaping expansion kits for G8, like Zev0's 200+ morphs, Growing Up and, Breast Control or Sickleyield's HD Rib morphs convert? Or, do I need the G9 versions?
3. I rarely if ever use a character straight out of the box and do a lot of mixing and morphing to create my own custom designed characters, Some also use morphs and shapes converted from older generations, (like G3 to G8) through Zev0's XTransfer utility. So as these are "technically" G8 morphs, will they be preserved in the conversion or will some not transfer through?
I hope I explained this clearly enough..
Things will convert but there is a gotcha for morphs that only change a little of the body, they won't work. In order to transfer morphs from one generation to another, you need the two characters to match in shape, height, and pose as closely as possible. The script modifies G9's shape to the default G8 shape (using the included "Genesis 8 Female" or "Genesis 8 Male" clone morphs), and poses G9 to the default G8 pose. Once they match, the transfer utility transfers over the morphs and you can save them. However, what transferring means is that the changes between the current G9 shape/height/pose and the morph's shape/height/pose on G8 are what are transferred over as a morph. Because G9 has been changed, the converted morph will "remember" the change in shape, height, and pose as well as the shape changes of the original morph, which can cause problems. This is why, even if the original morph only changed fingernail length or something like that, a converted morph changes the whole body on G9. The script is smart enough to only save the head of a head morph but saves the whole body or figure for all other morphs. This is why small, benign morphs on G8 can cause problems on G9.
The bloody "bad gateay" error has resurfaced again.
Is there any way to set up a separate "secondary" base G9 so default base isn't affected? Like with the G3 to G8 converter I addressed a while back I was able to successfully convert one of my custom characters between the two without any such issue.
I already purchased the bundle before "Daz Midnight" yesterday. This would be a nice way to make use of G9 without having to invest a large expense for a lot more new (and redundant) content on a very tight budget.
I do have the Genesis 9 Essential Shapes Bundle,(got it at a nice discount a number of months ago) which includes the expansions so I wonder if that would be enough to get the results I am looking for.
Is there any way to set up a separate "secondary" base G9 so default base isn't affected? Like with the G3 to G8 converter I addressed a while back I was able to successfully convert one of my custom characters between the two without any such issue.
I already purchased the bundle before "Daz Midnight" yesterday. This would be a nice way to make use of G9 without having to invest a large expense for a lot more new (and redundant) content on a very tight budget.
I do have the Genesis 9 Essential Shapes Bundle,(got it at a nice discount a number of months ago) which includes the expansions so I wonder if that would be enough to get the results I am looking for.
No, it doesn't affect the base G9. Rather, G8 morphs that were minor (fingernail length) will not convert over correctly as they affect the entire figure. Converting entire characters from G8 (e.g., Daz Original characters, mousso characters, etc) will convert nicely as usually there is one morph for the body and one for the head.
...what about my own custom designed characters that are built on more than one base character? Will they convert over like they do using the G3 to G8 conversion script?
...what about my own custom designed characters that are built on more than one base character? Will they convert over like they do using the G3 to G8 conversion script?
The best thing to do is create a combined body morph for that custom designed character. That way only one morph is converted and errors don't compound.
I am REALLY struggling with this addon. The material suit works perfectly, but every time I try to export my Genesis 8 morphs, it completely zeroes them and exports the Genesis 8 default to Genesis 9. I have tried every setting and troubleshooting under the sun, even making my own morph and exporting to parametrers, nothing has worked. Zero and Restore make no difference either. Could you please help me figure this out? I desperately need this plugin to work for a short film and I'm completley lost.
I'm having trouble with a plus-size female I created. I tried using the RSSY Character Converter Genesis 8 to 9 but the resulting figure was all twisted (both with zero and restore options).
I then tried using ManFriday figure converter which got the morph onto a G9 dev figure. I then tried to use the Material Suit converter to convert the G8 Hierarchical figure to this G9 morphed figure but got the error that there is an unknown figure in the hierarchical material preset. Any help?
Amber_Converted.jpg
720 x 1280 - 182K
Amber_Portrait.jpg
720 x 1280 - 276K
duf
duf
G8 Amber Nelson.duf
135K
duf
duf
G8 - Amber Nelson (character before conversion).duf
Comments
No, I've been clicking "restore".
I now ran the script on The Brute 8 and clicked "zero" instead, and the conversion worked! In fact, the result is better than the ManFriday product.
So, I guess that was the problem... I should have been clicking "zero" all this time.
Thanks for your help! TBH I was on the brink of returning the product but I'm glad I waited it out.
I wonder if you can't script your way around the zero/restore prompt.
(BTW, now that I know the conversion works so well, I'd be in the market for a G9 -> G8 convertor )
Yay! I really disliked when Daz added that prompt. They should detect when a SCRIPT is calling Zero Figure Shape and that it knows what it is doing.
I am scripting around it. Unfortunately, it is caught up in my work to script around another support issue which is taking much longer than I hoped.
Thanks for the response! I'll keep trying the character product. the others seem very cool. The materials/textures seem to transfer well but I tried everything to get the character transfer working. I'll try it on some other characters... just seems like I'm doing something wrong here. Like others, I found that the morphs which cause the problems are the characters main morph. Maybe your product isn't meant for the custom bought characters with a single morph? I'm not sure. I never tried like standard G8 male or female to see if that works. I'll do that now.
Are you selecting Zero when the Zero Figure Shape dialog comes up? This converter works best when you are converting the characters that are 1-2 morphs like Daz Characters such as Ollie, Dain, etc so you shouldn't be having any problem.
I apologize if this was brought up elsewhere in the thread, but I thought I was having an issue with one of my G8F morphs not carrying over correctly using the converter. Nearly all the morphs worked fine except I kept ending up with some funky-looking feet with snarled toes. So I did the conversion manually and then used the Material Suite to overlay the G8F materials onto a dev-load G9 that has the G8F morphs auto-transferred. Interestingly enough, after some experimentation, it looks like just the act of adding the Material Suite to G9 morphs the character's feet to G8 (seems to happen with G8.1 too), while leaving the rest of it vanilla G9. I added some screenshots illustrate what I'm talking about. The first is just plain G9, the second is G9 with G8F Material Suite added, and you can see if you look closely that the foot has morphed to a G8F. Is that intentional? It doesn't happen if I don't carry over the additional foot morphs from my G8F, so I'm assuming my snarled-toe bigfoot models are the result of somehow doubling up on regular G8F foot morphs due to the additional morphs I'm trying to convert along with it (if that makes any sense).
I am a little confused. All morphs are off? But the G9 looks like it has G8F feet if the Material Suit is applied?
Correct, I'm not loading any morphs. Just to test, I created a fresh, empty scene and put a dev load Gen9 in there. I clicked "Material Suite Add G8F Material Suite" and while the rest of the body appears to retain the G9 shape, the feet morph to what appears to be the G8F shape. I went back to my original G8F character I was trying to convert and turned off all the additional foot morphs to see if that would fix the issue, but it still warps the toes and enlarges the feet of the final product when I import the G8F shaped morphs over the G9 with the G8F Material Suite added, I think it's doubling them up.
No worries, I'm just wondering if there's any clever tricks I can employ to get around it? I'm still new to the Transfer Utilities and morphing across Genesis iterations, but I'm assuming there has to be a way to export a G9 foot morph and then use Morph Loader Pro to load it on top of the "doubled" morph that comes from using both the Character conversion AND the Material Suite, thereby -in theory- canceling out one of the G8F morphs, right?
Nope, they look normal with just the G8F morphs applied. Here's another before and after, the first is G9 with the G8F morphs applied, the second is adding the G8F Material Suite.
I'm not having that happen in my testing with converted morphs and the suit, only with very specifically the Genesis 8 Female clone or the Genesis 8 Female body morph that our set includes for conversion use. Is either of those dialed in?
For the particular screenshots I've included so far, yes the G8F clone morph was used, but that was after heavy experimentation with the Converter utilties. I have a highly customized set of characters I use and I've been having the same issues trying to use "Convert Custom Character" from the converter utility. My custom character that I started with converts into a gooey mess that looks like something out of a horror movie, but I'm guessing that's because I have too many additional morphs applied. If I convert a vanilla G8F Base with only a head morph from a character from the Daz store applied to it, then Convert Custom Character works fine. However, if I add a body morph as well, then I get weird toes. Nearly every time. The custom character I've been working with uses Melona from Digital Touch as the base and as far as I can tell, there aren't any morphs applied to the feet when using this character, they look the same with or without the character's body morph applied. Just using that morph and Convert Custom Character gets me the same results as manually appling the G8F clone morph and Material Suite with the weird toes. Here's a screenshot of "Convert Custom Character" being used on G8F base with the body morph of the Ahura character from Handspan Studios, which turns out even worse. I checked Apply Material Suite and made sure "Zero" was used on the subsequent dialogs. I'm sorry for taking up anyone's time with this if I'm simply doing something wrong, I'm still pretty uneducated when it comes to Daz, but I'm a bit stumped.
That's okay, that's okay, let's walk through it.
1a) 5) If you need to convert partial body morphs, or morphs without the FBM/FHM naming convention that are not a head morph and a full body morph, this is something you would have to do manually through Transfer Utility, not with Character Converter. I can show you how to do this in order to help out, but it's not guaranteed to work with Material Suit and is not related to our product. if you are interested in this, please contact me via my personal support email [email protected] or in DMs.
1b) Our product works in the very specific situation shown in our promos. That situation is that it has a character preset containing one FBM and one FHM with the FBM and FHM naming conventions. If this situation is present, there should not be toe problems with Material Suit. If toe problems with Material Suit are happening in this situation, that's something I do need to do something about.
2) If there are more morphs than that, or different names, or partial body morphs, it will not work and will create a crumpled mess. We tried to cover this with additional settings, so that people could convert characters with elf ears etc., but it's not the intended use and it's not going to give optimal results. Ultimately we chose to support Daz3d setups over anything else because they were standardized and it was impossible to predict other setups in a way that was scriptable.
3) The included G8 morphs are for conversion/utility use. Direct use of them is not supported with the Material Suit.
4) Direct use of the Daz3d G8 clone as a body morph is also not supported with the Material Suit.
I apologize for any confusion. I know a lot of people have had exactly the same issue (crumpled results because of not having one body + one head morph FBM/FHM combo) because they contact me frequently about it, and I really wish we had dwelt on that more originally with the promotional material and manual.
P.S.: If this means you can't use the product, please do return it via support ticket to Daz for a full refund, and I will still help you with your morph process via messages if it helps.
I'm mostly sure I'm doing this correctly... I found a video that describes how to use the Transfer Utility and I was using that when I couldn't get the results from the Character Converter to look right, but I was getting the same results either way, that's what initially clued me in to the issue being related to the Materials Suite and not the Converter script. I can produce the same results with the Custom Character Conversion utility using presets with single FBM/FHMs though. I only have a handful of Gen 8s and a lot of them are oddly shaped enough that they don't convert well to begin with, but even with trying the ones that are fairly normal shaped with just the FBM/FHM, the result is a fairly good conversion, but with funky snarled toes. If I run the conversion utility with "Copy Materials Using Materials Suite" unchecked though, the results of the G8Fs that convert well to begin with look practically perfect, but then I'm left without materials. Definitely don't want a refund, it's a fantastic product overall and trying to figure out how to use it was worth the money alone in learning experience.
i keep getting this error every time i try to use the software
2024-12-06 13:41:36.983 [INFO] :: Loading script: E:/daz3d/ConnectLibrary/data/cloud/1_89947/scripts/riversoft art/character converter/character converter g8f to g9.dse
2024-12-06 13:41:36.989 [DEBUG] :: FOUND: E:/daz3d/ConnectLibrary/data/cloud/1_43801/data/riversoft art/common/rsconstants.dsa
2024-12-06 13:41:36.992 [DEBUG] :: FOUND: E:/daz3d/ConnectLibrary/data/cloud/1_63107/data/riversoft art/common/rsadvcharacterconversionconstants.dsa
2024-12-06 13:41:36.993 [WARNING] :: Script Error: Line 1
2024-12-06 13:41:36.993 [WARNING] :: SyntaxError: Parse error
The path indicates that you isntalled using daz Connect (through Daz Studio) - a lot of scripts, including this one, are not written in a way that works with Connect; if you uninstall and then install through Install Manager it should work.
What Richard said . The log tells me RSConstants.dsa from Pose Randomizer (43801), and rsadvcharacterconversionconstants.dsa from Character Converter G3M to G8M (63107). This just sets up the script with versions from different products walking all over each other causing problems. It is much better to install my scripts using DIM. As a bonus, they will take less space (and be slightly faster starting up) as there won't be duplicate versions of files cluttering your HD.
...OK a little late to the party. I'm currently looking t a really good deal in my cart on the bundle and have a few questions
1.. Are Skin Builder skins converted?
2. Will morph and shaping expansion kits for G8, like Zev0's 200+ morphs, Growing Up and, Breast Control or Sickleyield's HD Rib morphs convert? Or, do I need the G9 versions?
3. I rarely if ever use a character straight out of the box and do a lot of mixing and morphing to create my own custom designed characters, Some also use morphs and shapes converted from older generations, (like G3 to G8) through Zev0's XTransfer utility. So as these are "technically" G8 morphs, will they be preserved in the conversion or will some not transfer through?
I hope I explained this clearly enough..
The bloody "bad gateay" error has resurfaced again.
Maybe? I don't see a reason why not but I don't have that product.
Things will convert but there is a gotcha for morphs that only change a little of the body, they won't work. In order to transfer morphs from one generation to another, you need the two characters to match in shape, height, and pose as closely as possible. The script modifies G9's shape to the default G8 shape (using the included "Genesis 8 Female" or "Genesis 8 Male" clone morphs), and poses G9 to the default G8 pose. Once they match, the transfer utility transfers over the morphs and you can save them. However, what transferring means is that the changes between the current G9 shape/height/pose and the morph's shape/height/pose on G8 are what are transferred over as a morph. Because G9 has been changed, the converted morph will "remember" the change in shape, height, and pose as well as the shape changes of the original morph, which can cause problems. This is why, even if the original morph only changed fingernail length or something like that, a converted morph changes the whole body on G9. The script is smart enough to only save the head of a head morph but saves the whole body or figure for all other morphs. This is why small, benign morphs on G8 can cause problems on G9.
...so this could affect the base G9 figure?
Is there any way to set up a separate "secondary" base G9 so default base isn't affected? Like with the G3 to G8 converter I addressed a while back I was able to successfully convert one of my custom characters between the two without any such issue.
I already purchased the bundle before "Daz Midnight" yesterday. This would be a nice way to make use of G9 without having to invest a large expense for a lot more new (and redundant) content on a very tight budget.
I do have the Genesis 9 Essential Shapes Bundle,(got it at a nice discount a number of months ago) which includes the expansions so I wonder if that would be enough to get the results I am looking for.
No, it doesn't affect the base G9. Rather, G8 morphs that were minor (fingernail length) will not convert over correctly as they affect the entire figure. Converting entire characters from G8 (e.g., Daz Original characters, mousso characters, etc) will convert nicely as usually there is one morph for the body and one for the head.
...what about my own custom designed characters that are built on more than one base character? Will they convert over like they do using the G3 to G8 conversion script?
The best thing to do is create a combined body morph for that custom designed character. That way only one morph is converted and errors don't compound.
...thanks, didn't think of that,
You're welcome!
Hi there,
I am REALLY struggling with this addon. The material suit works perfectly, but every time I try to export my Genesis 8 morphs, it completely zeroes them and exports the Genesis 8 default to Genesis 9. I have tried every setting and troubleshooting under the sun, even making my own morph and exporting to parametrers, nothing has worked. Zero and Restore make no difference either. Could you please help me figure this out? I desperately need this plugin to work for a short film and I'm completley lost.
Any help would be appreciated, thank you!
I'm having trouble with a plus-size female I created. I tried using the RSSY Character Converter Genesis 8 to 9 but the resulting figure was all twisted (both with zero and restore options).
I then tried using ManFriday figure converter which got the morph onto a G9 dev figure. I then tried to use the Material Suit converter to convert the G8 Hierarchical figure to this G9 morphed figure but got the error that there is an unknown figure in the hierarchical material preset. Any help?