DAZ 3D’s Victoria 8 Released

Full Victoria 8/ Genesis 8 review
I was a bit skeptical about the speculation that a new Victoria was about to drop, and well, I guess history really does repeat. Here we are with Victoria and Genesis 8, almost like clockwork, and with all the new enhancements, I’m a little buzzed. I have my copy of the Victoria 8 Pro Bundle, and I’ll be having a good play with her soon so I can put up a full review.

Key notes on Victoria 8

She is built off a new Genesis 8 figure, which is interesting. Apparently we have gone from Genesis 3 to 8 as DAZ decides to ditch the Genesis versions in favour of sticking with the Victoria/Michael generation. This seems a sensible move as Genesis 4 and Generation 4 (effectively Gen 4 and Gen 4) would have been a little confusing, especially given Victoria 4’s continued popularity.

DAZ boast that Victoria 8 is the most backwards compatible to date, with clones for Genesis 1/2/3 coming included. Given that backwards compatibility has always been in high demand, this is a sensible and benevolent move on DAZ 3D’s part.

Further more, on the topic of backwards compatibility, DAZ have this to say on the figure’s auto-fit capabilities, “With new Autofit technology, Daz 3D’s vast content library for all the Genesis figures is instantly available for use making Victoria unmatched in her versatility as a 3D figure.”.

Enhancements include:

  • Muscle contraction and improved joint bending
  • Some sort of eye updates
  • Eyelashes are now a conforming something or other, which sounds kinda cool. I imagine it is a separate mesh
  • Default pose has been changed – “Improved default pose to allow for the creation of new types of content.”
  • Better skin. DAZ claim their updated uber shader is a vast improvement.
  • Finger and toe nails are now welded into mesh

Power Pose has also been updated (perhaps this should have been a clue as to what was going on over there), and Genesis 8 comes with Power Pose templates, so I’m going to guess our new figure works well with it.

As usual, the head and body morph bundles are separate buys, which is always a bit of a bummer, but I’m feeling more intrigued by this release than the last generation. Anyway, that’s enough out of me, I’m going to go play with the new girl. I’ll be back soon with a full review.

Tutorial: Workflow Overview – Morphing and Fixing JCMs

Companion Information to Esha’s Refined Rigging

Refitting and rigging old DAZ Studio content. Demonstrated with Kallisto Mutant Marrior on Genesis 2 F

Kallisto Mutant Warrior painstakingly morphed and re-rigged to Genesis 2 F. Though Genesis 3 F is used in this tutorial.

This tutorial is a follow up to the review I did of Esha’s Refined Rigging. Though I found the tutorial very helpful, I did find some shortcomings. I have also picked up a few things I thought would be beneficial for other users starting out with creating morphs, such as Joint Control Morphs, to enhance their content, or customise existing DAZ content.

This is not an exhaustive tutorial, though I do go into some detail on the elements that weren’t explored by Esha.

When Esha’s Refined Rigging crossed my path I was working on painstakingly refitting, and rigging ElorOnceDark’s Kallisto Mutant Warrior (Victoria 3) for Genesis 2 Female. As far as I’m concerned, ElorOnceDark’s products are some of the most unique and interesting available in DAZ’s store. Unfortunately, most are for older figures such as V3, A3, and V4, thought there are a couple of very cool more recent products too.

When I started on the project, the generation 3 expansion for Wear Them All hadn’t yet been released, and regardless, I wanted a more complete conversion than auto-fitting generally provides. I knew at some point I would have to get into creating JCMs (joint controlled morphs) to fix up deformation issues, but this was something I knew nothing about and was quite intimidated by. Esha’s Refined Rigging gave me the confidence I needed to get going.

The Difference between Victoria 6 and 7

One thing I noticed about the difference between Victoria 6 and 7, was that V7 makes far greater use of JCMs than V6. If you are an experienced content creator this probably seems obvious, but for me; it was a bit of a revelation. Genesis and Genesis 2 rely on the more extensive TriAx weight maps to deform joints, whereas Genesis 3 relies heavily on JCMs, as general weight maps don’t offer anywhere near the amount of control provided by TriAx.

Skimpy Victoria Clothes Are Easier

To start with, the shorts that come with the Kallisto set are a huge pain to work with when it comes to weight mapping. Although they are quite short, they hang a good distance from the crotch, and the thigh gap is very close. This causes issues when transferring the weight maps from our figure to the item, and requires both extensive re-weight mapping and JCMs to deform realistically.

If you want to save yourself some headaches, create items that are form fitting. This is just one of the reasons why so much content in DAZ’s stores is form-hugging.

Preparing for Morphing: Filling in Some Blanks

Step 1: Fit item using Transfer Utility

This topic is covered in several tutorials, including Esha’s, so it won’t be covered here. Of course you don’t need to worry with this step if you are working with content that is already rigged.

Step 2: Show hidden items

One thing that I got really stuck on during Esha’s tutorial was this fundamental key. If you can’t see JCMs then you are going to have no fun trying to replace them. (See item 1)

DAZ Studio's transfer utility, while useful, often causes issues with items that stray from the templates

Item 2. Click for full

Demonstrating how to show hidden items such as morphs in DAZ Studio

Item 1. Click for full

Step 3: Test weight maps and rigging

Posing Genesis shows us that there are huge problems with our rigging. Spreading the thighs to the sides, or bending them around the X axis, will generally give us some indication of how much work is needed.

Here we can see we have significant issues! (See item 2)

The below image (item 3.) shows the JCM that is applied as Genesis 3’s thigh is posed to the side. This is the morph that we will be replacing.

Showing JCM Genesis 3 morph that would otherwise be hidden without the show hidden option enabled.

Item 3. Click for full

Step 4: Smooth out the weight maps

Many issues with freshly transferred weight maps can be solved by using the weight map brush tool to smooth out problem areas.

Weight map painting getting dirty in DAZ Studio

Item 4

With symmetry enabled, we are running into an issue where our left and right weight maps are cancelling each other out, thus we have a zone that has no weight maps (Item 4.). That’s why we have this huge bulge. I could simply turn off symmetry, but given the density of the mesh in this tricky area, we would end up with more mess.

To deal with this I create left and right selection zones. This way we can paint on one side and then later mirror our maps from one side to the other. Note symmetry, both with morphing and weight maps, only works with completely symmetrical meshes (another huge time saver). At this point I dial out the JCM as it is also distorting the mesh.

Weight map painting in DAZ Studio with JCMs disabled.

Item 5.

Now that we have nice smoothed-out weight maps, we really see just how tricky working with looser fitting garments can be (Item 5). As our mesh is deforming, our pants are stretching out way beyond where they should be. Remember, these are meant to be short shorts. This, however; is not our only issue.

Step 5: JCMs making a mess

 

Prime example of how Genesis 3 JCMs can create unwanted distortion in clothing mesh.

Item 6.

When we turn our JCMs back on, we immediately see they are making a mess of our mesh (Item 6.). Again, with a more form-fitting garment, this would probably be less an issue. In Esha’s video, at this point, she exports the item out for creating corrective morphs. In most cases this is probably the best option, but here we can do something to try to tidy our mesh up before we export it for fixing.

Step 6: Removing vertices from morph

The idea is simple; we remove the worst effected verts from the morph. In many cases, the JCMs Genesis 3 is generating in our garments are not too much of an issue to fix, but here the JCM is creating a lot of extra work.

Step 6.1: Set JCM as favourite

We find our JCM in the parameters tab and set it as a favourite. (Item 7.)

DAZ Studio: Adding morphs to favourites not only makes them easily accessible. but makes certain editing options possible.

Item 7.

Step 6.2: Select the worst effected verts

We switch to our Geometry Editor tool (Item 8.), and choose Vertex Selection. In a lot of cases like this the Marquee or Lasso Selection tool will be most useful (Item 9).

Geometry editor in DAZ Studio

Item 8.

Using the marquee selection with the geometry editor in DAZ Studio

Item 9

Selecting vertices to remove fom our auto generated JCM.

Item 9.

Step 6.3: Remove verts from favourites

 

Removing verts from favourite morph to clean up auto generated JCMs.

Item 10.

Once we have a selection that looks good we right click in our Viewport > Morph Editing > Clear Selected Deltas from Favorites (Item 10.).

DAZ Studio: item ready for export to create JCMs.

Item 11.

It isn’t perfect, but it is much, much better than what we started with. You may have to repeat those last two steps a few times to get a good result. As you can see, we now have a simpler problem to fix (Item 11.).

Step 7: Prepare for export

In all the cases so far, I have had both thighs moved up to the sides, but we need to move one leg back into its default position. We want to replace the pJCMThighSide_85_L, so having other parts of our figure posed will give us the wrong mesh from which to work.

Step 8: Export mesh from DAZ Studio

Step 8 is well covered in many tutorials.

Step 9: Create morph

Step 9 is covered by Esha, and other tutorials.

Notes on creating morphs for DAZ Studio with LightWave

Esha uses Zbrush in her demonstration, but morphs can be created in just about any 3D modelling software. LightWave is my tool of choice, however there is one caveat with using LightWave to create morphs: Do not cut all or any part of your mesh to a new layer. Doing this will wreck your vertex order, and you will end up with a morph that explodes your mesh once imported back into DAZ Studio. Instead of copying and pasting parts to a new layer, instead use the hide tool.

Note that if you imported Genesis or another template figure, on which to create your morph against (which is how I work), it is fine, and probably best, to cut and paste it to a new layer. You will not have to export your template figure back to DAZ Studio.

LightWave tools of note

Magnet was the most frequently used. Combining the magnet tool with the radial falloff option, I was able to do most of the necessary work.

Smooth was another very useful tool. Dragging around points can get a bit messy, so Smooth is great for averaging out the jags.

Hide is a tool I have rarely used up until I started making a lot of morphs. I have usually found it more convenient to simply cut and paste sections/parts of an object to new layers.

Step 10: Importing morph into DAZ Studio with morph loader pro

This is another step that is covered by Esha and others.

Using LightWave to create morphs for use as JCMs in DAZ Studio. Demonstration render: Woman performing splits. Step 11: Manually hooking up JCMs

Replacing the JCM by overwriting it with another of the same name should work automatically, but I have noticed that in some cases that this is not so. DAZ’s documentation on the process is a little outdated (the interface has changed a little), but the information is transferable to the new interface.

I would like to include this information in this tutorial, but I will leave that up to a possible future tutorial. I hope this helps some of you up-and-coming content makers along the way. See you all again soon.

DAZ Studio Iray Shaders Sale

I’m putting the finishing touches on a new tutorial, so just dropping in quick to let y’all know that there is currently a huge Iray Shader sale. There’s a bunch of other stuff on sale too, but Shaders, lots and lots of shaders!

Oh, and there’s a fresh stable DAZ Studio release out, also exciting! We are now up to version 4.9.4115. Check out the thread over at their forum for all the latest updates. Nothing too surprising in there if you have been keeping up with the betas.

Tutorial: DAZ Studio Custom Actions and Shortcuts

Speed Up Your DS Workflow

Until picking up Iray Light Manager Pro for DAZ Studio, I’d never been pushed enough to bother creating a menu item or shortcut for a product. However, Light Manager is buried deep in the content library, making it a pain to get to for frequent use, and this plugin is so handy I want to use it all the time. If you aren’t familiar with Light Manager, you can check out our review here.

This technique for creating “custom actions” (basically, creating menu entries) works for any item that can be loaded from an entry in the content library. Creating keyboard shortcuts works for anything that already has an action. So, you can edit shortcuts for pre-existing actions, such as the classic ctrl-r for render, just as easily as creating new shortcuts for your new custom actions.

Now that I have discovered how easy and convenient custom actions are, I have created one for loading Genesis figures and applying the Iray Uber Base. Undoubtedly I will add many more as time goes on.

Custom Actions and Keyboard Shortcuts Step-By-Step

  • 1. Locate the item you wish to create the action for in the Content Library
  • 2. Right click the item icon
  • 3. Click “Create Custom Action”

That’s it! You now have your new action and you can access it from the “Scripts” menu. This alone saves you a huge amount of time, but why stop here when you can add a keyboard shortcut and speed things up even more.

  • 4. Go to the “Windows” menu > “Workspace” > select “Customize”
  • 5. Find your new action/s in the “Custom” drop down menu
  • 6. Right click your item and select “Change Keyboard Shortcut”
  • 7. Enter your desired shortcut (single key or combination eg. ctrl + r)

And that’s how you set up custom actions and keyboard shortcuts in DAZ Studio. Don’t forget you can use these custom actions to for just about anything from loading Victoria 7 or your favourite hair props to shaders, morphs and scripts. Happy renderings!