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.
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.