[Released] ManFriday’s Figure Converter for Genesis 9 [Commercial]

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  • ManFridayManFriday Posts: 568

    Laurita said:

    Are you guys sure you are using ManFriday's converter? This looks like the known RSSY converter mishap

    I don't see a "Convert" menu in the original poster's screenshots, so for now I am assuming that it's not my product at work.

  • ManFridayManFriday Posts: 568

    the_untold said:

    hi, this is what i get....even with a basic female 8 item.

    Critical error...Could not convert figure: failed to find new morph “Temporary high-res morph” in node “tempg8-tgt-yguZacdG” figure after conversion; Morph Loader Pro returned

    It seems like the figure converter is not working correctly if the source figure still has the default name of "Genesis 8 Female" (or that of the other figures). The converter loads several temporary figures into the scene during conversion and needs to identify them by label during the process and then gets confused. Can you rename your source figure to something else before converting to see if that fixes the problem? Thank you!

  • ManFridayManFriday Posts: 568

    Artini said:

    My first conversion of https://www.daz3d.com/sc-alieta-spryte-for-genesis-3-female

    I do not know, why hands are distorted?

    Used materials from https://www.daz3d.com/e3d-biddie-hd-for-genesis-9-female

    on the converted character.

    This does look like "Adjust rigging to shape" might be necessary after conversion. Essentially what happens is that the "rigging" of a Genesis figure (what gets moved if you move the figure's joints) contains a lot of information about where the vertices of the figure are in 3D space, and when new morphs are turned on that move these vertices around, the rigging needs updating. The more extreme the morphs are, the more the rigging breaks. "Adjust rigging to shape" is a standard Daz Studio command. There are also some notes about it in the PDF user manual. Hope this helps!

  • ManFridayManFriday Posts: 568

    3DRT said:

    Successfully converted a couple of my G8Ms over the weekend and am generally happy with the results. I have the following questions:

    1. The manual made reference to an auto-rig option that I'm not seeing in the UI. Will this feature be available in a future version?

    I'm sorry, the automatic running of "adjust rigging to shape" was originally part of the converter but removed at the last minute because it didn't work correctly. I forgot to update the screenshots in the manual.

    1. This plugin doesn't scale the eyes which are now a separate attachment, so some of the characters eyes will be too small/large for the sockets post-conversion. Any chance this can be automated so we don't have to manually translate/scale eyeballs and link them to the morph?

    The reason that the eyes (and teeth) can become distored is because with Genesis 9 eyes are separate geometries (separate nodes in the scene tree under the main figure), whereas with Genesis 3 and 8 they were part of the main figure. (Genesis 8 did the same thing with eyelashes already.) So the converter converts all the geometry but cannot change the eyes or teeth. I don't see a way to automate this, I'm sorry!

  • MouserMouser Posts: 675

    Laurita said:

    Are you guys sure you are using ManFriday's converter? This looks like the known RSSY converter mishap

    My bad your right.

  • the_untoldthe_untold Posts: 6
    edited July 2023

    ManFriday said:

    the_untold said:

    hi, this is what i get....even with a basic female 8 item.

    Critical error...Could not convert figure: failed to find new morph “Temporary high-res morph” in node “tempg8-tgt-yguZacdG” figure after conversion; Morph Loader Pro returned

    It seems like the figure converter is not working correctly if the source figure still has the default name of "Genesis 8 Female" (or that of the other figures). The converter loads several temporary figures into the scene during conversion and needs to identify them by label during the process and then gets confused. Can you rename your source figure to something else before converting to see if that fixes the problem? Thank you!

    I get the same error with my own custom character and she has a custom name, there is a morph loaded in the scene when convertor is finished, but it looks like a basic G9 obj...

    update: it worked after deleting the additional items (eyebrows,lashes,and some parts...)

    still not perfect but she looks alot like my char, a few issues i see on the mesh, especially the feet, but i can fix that...good job Manfriday!

    Post edited by Richard Haseltine on
  • ArtiniArtini Posts: 9,445

    ManFriday said:

    3DRT said:

    Successfully converted a couple of my G8Ms over the weekend and am generally happy with the results. I have the following questions:

    1. The manual made reference to an auto-rig option that I'm not seeing in the UI. Will this feature be available in a future version?

    I'm sorry, the automatic running of "adjust rigging to shape" was originally part of the converter but removed at the last minute because it didn't work correctly. I forgot to update the screenshots in the manual.

    1. ---

    Ok, I could not find "adjust rigging to shape" - where it is located?

     

  • Richard HaseltineRichard Haseltine Posts: 100,564

    Artini said:

    ManFriday said:

    3DRT said:

    Successfully converted a couple of my G8Ms over the weekend and am generally happy with the results. I have the following questions:

    1. The manual made reference to an auto-rig option that I'm not seeing in the UI. Will this feature be available in a future version?

    I'm sorry, the automatic running of "adjust rigging to shape" was originally part of the converter but removed at the last minute because it didn't work correctly. I forgot to update the screenshots in the manual.

    1. ---

    Ok, I could not find "adjust rigging to shape" - where it is located?

    Edit>Figure>Rigging

  • FSMCDesignsFSMCDesigns Posts: 12,749

    ManFriday said:

     

     

    This does look like "Adjust rigging to shape" might be necessary after conversion. Essentially what happens is that the "rigging" of a Genesis figure (what gets moved if you move the figure's joints) contains a lot of information about where the vertices of the figure are in 3D space, and when new morphs are turned on that move these vertices around, the rigging needs updating. The more extreme the morphs are, the more the rigging breaks. "Adjust rigging to shape" is a standard Daz Studio command. There are also some notes about it in the PDF user manual. Hope this helps!

    That is almost identical to what I am getting with GF3 conversions and adjusting rigging to shape does nothing to fix that for me

  • ArtiniArtini Posts: 9,445

    Richard Haseltine said:

    Artini said:

    ManFriday said:

    3DRT said:

    Successfully converted a couple of my G8Ms over the weekend and am generally happy with the results. I have the following questions:

    1. The manual made reference to an auto-rig option that I'm not seeing in the UI. Will this feature be available in a future version?

    I'm sorry, the automatic running of "adjust rigging to shape" was originally part of the converter but removed at the last minute because it didn't work correctly. I forgot to update the screenshots in the manual.

    1. ---

    Ok, I could not find "adjust rigging to shape" - where it is located?

    Edit>Figure>Rigging

    Thanks a lot, @Richard

     

  • ArtiniArtini Posts: 9,445

    Just tested on Genesis 3 Male based figure - https://www.daz3d.com/captain-charisma-for-genesis-3-male

    and applied "adjust rigging to shape" on resulted Genesis 9 converted figure.

    The distortions on hands and arms still exist.

    Would be good to have separate morphs for Arms, Forearms and Hands

    to be allowed to set them to zero. Otherwise, than that, I like the conversion.

  • ArtiniArtini Posts: 9,445

    Just used Head morph and applied some morphs for Genesis 9, that I have already purchased.

    So it is not 1 click solution, but head shape is nicely converted, so I will explore more possibilities of this converter.

  • ArtiniArtini Posts: 9,445

    The above character with materials from https://www.daz3d.com/nahuel-for-genesis-9-hd

  • ArtiniArtini Posts: 9,445

    One more render of the above character (only head morph applied) with the converted hair and the converted clothes.

    For my hobby renders, this converter provides enough functionality to keep me busy for some time.

  • This is my best one so far. The challenging part for my G9 character creation process is not the figure conversion, thanks to this tool, so I won't belabor my difficulties (which are about getting decent materials from my source image).

  • ArtiniArtini Posts: 9,445

    Much easier is the conversion of G8 characters - does not need "adjust rigging to shape".

    Below is a render of the converted Asher - https://www.daz3d.com/asher-hd-for-genesis-8-male

    with some materials for Genesis 9

  • Artini said:

    Much easier is the conversion of G8 characters - does not need "adjust rigging to shape".

    Below is a render of the converted Asher - https://www.daz3d.com/asher-hd-for-genesis-8-male

    with some materials for Genesis 9

    It depends. Every G8M I've tried has needed the "adjust rigging to shape". I select the bone editing tool to see the bones to know if I need to run it. Lucky you that you didn't have to. :D

  • ArtiniArtini Posts: 9,445

    Ok, thanks for the tips. Will try more G8 based characters to see, how it goes.

     

  • ArtiniArtini Posts: 9,445

    I have tried conversion of Babina 8 - https://www.daz3d.com/babina-8

    and it requires to use  "adjust rigging to shape".

  • ArtiniArtini Posts: 9,445

    There was some update for the converter in DIM, so I have decided to test it with The Girl 7:

    https://www.daz3d.com/the-girl-7

    Have applied "adjust rigging to shape and have moved forward eyes.

    With 100% of Body morph the distortion of the hands is still there,

    but smaller than with the previous version of the converter.

  • ArtiniArtini Posts: 9,445

    With 10% of Body morph, the fingers are less distorted.

  • ArtiniArtini Posts: 9,445

    Close up of the face of The Girl 7 converted to G9.

    Have not succeded to move eyes enough, yet.

  • The DIM update was for an update to the manual.

  • necroscensionnecroscension Posts: 114
    edited August 2023

    Artini said:

    There was some update for the converter in DIM, so I have decided to test it with The Girl 7:

    https://www.daz3d.com/the-girl-7

    Have applied "adjust rigging to shape and have moved forward eyes.

    With 100% of Body morph the distortion of the hands is still there,

    but smaller than with the previous version of the converter.

    If you look closely, you'll see the distortion is all along the arms, not just the hands. It's just more prominent at the hands.

    Post edited by necroscension on
  • ArtiniArtini Posts: 9,445

    Yes, you are right. I think, I just abandon the idea of conversion Genesis 3 characters, for now.

     

  • Artini said:

    Yes, you are right. I think, I just abandon the idea of conversion Genesis 3 characters, for now.

    I know it's frustrating when you see that the rest of the body morph transfers so well, but I'm sure ManFriday will get it fixed. It looks like the arms aren't lining up during the transfer process.

  • ArtiniArtini Posts: 9,445

    Any tips on posing eyes?

    Regular translate dials for Left and Right eyes also rotates eyes, making it very hard to pose eyes.

    Below is my attempt to pose eyes on Paige:

    https://www.daz3d.com/paige-character-hair-and-expressions-for-genesis-8-females

    Without changes, eyes are placed too deep in the head and has improper size.

  • ArtiniArtini Posts: 9,445

    Example render of Paige converted to G9

  • FSMCDesignsFSMCDesigns Posts: 12,749

    necroscension said:

    Artini said:

    Yes, you are right. I think, I just abandon the idea of conversion Genesis 3 characters, for now.

    I know it's frustrating when you see that the rest of the body morph transfers so well, but I'm sure ManFriday will get it fixed. It looks like the arms aren't lining up during the transfer process.

    I hope so, especially since they have been rather silent in the thread lately

  • ManFridayManFriday Posts: 568

    Apologies for the delay, and I haven't found a solution for the problems yet. Still working on it. Please stay tuned!

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