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Adzan's Hirogens (link to adult site) are a fantastic free set of genitalia, originally for Hiro 3, that are still great now.  You can't use your Genesis 2 Male genitalia textures with them, but you won't need to - you just need to buy this product from Jepe, which has every natural skin tone imaginable in it and is cheap, and I do mean cheap, at the price he sells it for (certainly more so than buying a pro bundle to get the DAZ gens). 

He also sells such a set for the UlfGens and one for the M4 Gens (same freebie link for UlfGens, expansions at the same store as the linked one), giving you even more options.  The UlfGens also have an M4 mapped option (again, same freebie page) for use with Michael 4 UV textures.

An advantage to, say, Adzan's Varsity set is that they have a lot more bones than the G2M gens, allowing for more realistic flaccid posing in artistic renders (as well as the other sort, of course).  At the very least, it's good to have the option.

I can't release the version of these that I've fixed up for me to use with Genesis 2 Male, because that would violate the original EULA of the free gens.  So instead I'm going to teach you how to fix up your own .cr2 format gens for use with Genesis 2 Male.

You need:

-Genesis 2 Male
-Adzan's Hirogens or another .cr2 set of genitalia
-DAZ Studio 4.6+

If making a fit the slow way: Modeling software, knowledge of how to use it
If unable to change compatibility bases (discussed in detail below): A multifunction text editor such as Notepad++ (free) and an unzipping utility such as 7Zip (also free)

Procedure:

1. SETTING UP THE GENS AS A TRIAX FIGURE

Install the gens of your choice.  Install add-ons first, and re-save to library with morphs injected so the cr2 will load with all those morphs on if needed.  This is to ensure those will be in your .duf version.

Load Genesis 2 Male.

Load the gens into the scene.

Go to the Scene Tab and select the genitalia.  Click the little arrow up in the upper right hand corner of the tab and choose edit--rigging-convert figure to weight mapping.

Choose Convert to TriAx.  Click Accept.

Now, in Scene Tab, select Genesis 2 Male and ctrl+click to also select the gens.  The gens must be selected second for this to work.

Click the little arrow button again.  Choose edit--rigging--transfer rigging (figure space).  This changes the bones of the gens to match the position of G2M's.  This works because they share a hip and abdomen bone name.

Click the little arrow button again.  Choose Edit--Set Default Compatibility Bases.  Choose Genesis 2 Male.  If you can't do this, as I can't (my system has never worked with metadata), there is a second method I will get to presently.

If you were able to change the compatibility base, you should now be able to conform to Genesis 2 Male.  The gens are not properly positioned; we will do that next.

If you were unable to do so, the gens are functionally useless because now they trigger AutoFit when you try to conform them.  Never AutoFit genitalia because it will destroy their bones.  Just continue through the steps and saving process, then follow the text editing procedure at the bottom to fix it.

Unconform the gens.  Make sure in Parameters -- mesh resolution that they are set to Base and 0 subdivisions.

2. CREATING A FIT FOR G2M WITH OR WITHOUT A MODELER

METHOD ONE - WITH A MODELING PROGRAM, MORE ACCURATE BUT SLOWER (AND REQUIRES ABILITY TO USE MODELING PROGRAM)

Hide or delete Genesis 2 Male.

Export the gens to obj.

Load the obj into your modeling program and edit it to fit an exported G2M mesh.  Do not change the vertex order.  Export it again and give it a name like "G2M Fit."  Note what program's export setting you chose.

In DAZ Studio, press the button that looks like a flexing arm with a P on the bicep to start Morph Loader Pro.

Make sure the "Convert to DAZ Studio: From" dialogue has the same scaling as your export settings you used to send to a modeler.

Click Choose Morph Files.

Navigate to your exported Obj.  You can right click the words Morph/Morph Loader Pro to change the group it will end up in.

Click Accept.

Now dial your new morph to 1.0.  Leave it at 1.0 for Step 3.


METHOD TWO - WITHOUT A MODELING PROGRAM, FAST BUT LESS ACCURATE FIT

Leave Genesis 2 Male in the scene.

Unconform the gens from Genesis 2 Male.

Scale and reposition the gens until they fit as best they can.  In the scene tab, hit the little button and edit--apply smoothing modifier.  Go to the parameters tab and look at the new smoothing and collision modifier.  You will need to manually set the collision to Genesis 2 Male.

Now the gens will snap to covering the surface of G2M closely.  This works better with the Ulf gens than the Adzan ones, but it's still decent on Adzan.

Hide Genesis 2 Male, but leave the gens colliding with him.

File--export--wavefront/obj.  Export as a name like "G2M Fit."  Note what program's export setting you chose.

In DAZ Studio, press the button that looks like a flexing arm with a P on the bicep to start Morph Loader Pro.

Make sure the "Convert to DAZ Studio: From" dialogue has the same scaling as your export settings you used to send to a modeler.

Click Choose Morph Files.

Navigate to your exported Obj.  You can right click the words Morph/Morph Loader Pro to change the group it will end up in.

Click Accept.

Now dial your new morph to 1.0.  Leave it at 1.0 for Step 3.


3.  SAVING THE GENS TO LIBRARY AS A .DUF

With your new fit morph dialed to 1.0, and the gens selected, go to File--Save As--Figure/Prop Asset.  Give it an appropriate vendor and product name.  I saved the Hirogens Varsity under vendor Adzan and name Hirogens Varsity.  Gens should be saved in your Genesis 2 Male/Anatomy folder. 

If you were unable to change the compatibility base, uncheck "compressed" at the bottom.  We'll need to text edit the .dsf to add that information.

Click Accept to save.

Now you should be able to reload your gens from the library and use them on G2M just as you can the G2M genitalia. They are conforming but not geografted, but this won't matter when all your lovely textures for them are transmapped and Jepe has made ones for every skin shade (ditto the many, many nice transmapped gen textures for the M4 gens; if you choose to do this with those make sure you zero the figure first).

If you were able to set the compatibility base, you're done.


4. CHANGING THE PRESENTATION SETTINGS IN A TEXT EDITOR(THOSE UNABLE TO CHANGE COMPATIBILITY BASES)

Navigate to data/DAZ 3D/Genesis 2/Male Genitalia/Genseis2MaleGenitalia.dsf.  If you do not have the G2M male gens, which you can only get with a fairly expensive pro bundle, any conforming item will do. 

Right-click on the .dsf file and unzip it just as if it were a zip.  You will get a file called Genesis2MaleGenitalia with no extension.  Open it with your text editor.  It will open just as if it were a text file.

Use Find in your text editor (Ctrl F in Notepad++) to search the word "Presentation."  You need to copy this entire block of code, from the " before that word down to the }, below it.  Omit nothing.  Copy should be Ctrl+C when you have it selected.

Navigate to where you saved the gens in data/vendorname/productname.  Open their .dsf with the text editor; since you saved it uncompressed, you should not need to unzip it.

Search in the converted gens .dsf file for "general_scale". 

Just under the }, that terminates that section, paste the presentation settings you copied.  Make sure the " in front of presentation is right under the }, and add or remove tab spaces to get it there if needed.

If you had to paste from a clothing file, the "type" entry will be wrong.  Change it from whatever it is now inside the " " marks to "Follower/Attachment/Lower-Body/Hip/Front" in exactly those words.

Now save the .dsf file with your text editor (ctrl S in Notepad++).

Now you should be able to load the gens in DAZ studio and conform them to Genesis 2 Male.


---

Please feel free to ask questions or suggest clarifications below.  I'm not a professional teacher, and I know sometimes my writing could be clearer, so let me know what I can do to make this clearer to you (while still being in this text-only format).
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deviantID

SickleYield
Shalen
Artist | Professional | Digital Art
United States
I'm a 3d modeler, texturer and rigger. I work with making conforming items, characters and props for the Genesis figures in DAZ Studio.

My DAZ store: www.daz3d.com/sickleyield

And at Renderosity: www.renderosity.com/mod/bcs/in…

Regrettably, I am no longer able to accept commissions for models. I just have too many projects going at any one time.
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:iconjasonmasters:
JasonMasters Featured By Owner 1 day ago  Hobbyist General Artist
Here's another question (which I hope will be a quick one).

I tried adding an image file as an image texture to a plane and then exporting it, but the plane imports to DAZ without the texture.  Do I have to use a UV map even for a simple 4-sided plane or did I somehow not export the file properly?
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:iconsickleyield:
SickleYield Featured By Owner 1 day ago  Professional Digital Artist
1. Yes, you do.
2. You have to also add a material in the materials panel and add that texture in the texture panel for it to export as linked.  Make sure you have "create materials" but not "Material Groups" checked on export to avoid errors with group names.
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:iconjasonmasters:
JasonMasters Featured By Owner 10 hours ago  Hobbyist General Artist
If you mean "Write Materials" then it's selected already.  The only other thing I changed was turning on "Selection Only" and making "-X Forward" and "Z Up" to orient the output correctly (or maybe it should be "-Z Up"?) for DAZ.

I first changed from Blender Render to Cycles Render because I've only learned how to add materials using the latter.

I added a plane (renamed as GrassSlab), then added a new material (renamed to Grass1) then selected the "Use Nodes" option and split the window and changed the upper window to the nodes editor where I found the "Diffuse BSDF" widget already connected to "Material Output".

I then added the "Image Texture" widget and in its file window I selected my JPG which has the image of grass.  I then connected the "Color" and "Alpha" outputs to the "Color" and "Roughness" inputs of the Diffuse BSDF widget.  I've since also tried disconnecting the Alpha channel but it makes no difference.

When I import to DAZ, I just get a blank plane without the image texture.

What am I doing wrong?  Are you saying that I must use a UV texture instead?  If so, do I have to make a seam around the edge of the plane before "unwrapping" or is that unnecessary with such a simple object?
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:iconsickleyield:
SickleYield Featured By Owner 1 hour ago  Professional Digital Artist
I'm not sure about the rest of it with all of those widgets, since I don't use Cycles; but no, you shouldn't need seams on a simple plane.  Just hitting U should do it.
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(1 Reply)
:iconscraverx:
scraverX Featured By Owner 4 days ago
Thanks for adding one of my renders to your products collection. :)
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:iconmavrosh:
Mavrosh Featured By Owner Jul 11, 2014  Professional General Artist
Time for a random hug! Just came home from a dinner with my neighbors and I fear I am a little drunk. So I better get into bed soon. ;)

But still... hugs! :huggle:

(Btw... do you use Skype by any chance?)
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:iconsickleyield:
SickleYield Featured By Owner Jul 11, 2014  Professional Digital Artist
Hehe.  Hugs! Hug 

Not very often, but I do have it and am signed up, etc.
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:iconmavrosh:
Mavrosh Featured By Owner Jul 11, 2014  Professional General Artist
Well, if you ever feel like saying hi in person, feel free to note me with your Skype. :) I am there every now and then. :)
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:iconmythicka-michelle:
Mythicka-Michelle Featured By Owner Jul 9, 2014
Thanks for the fave :)
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:iconjasonmasters:
JasonMasters Featured By Owner Jul 5, 2014  Hobbyist General Artist
I'm a newbie with Blender and a semi-newbie with Daz.  I hope to find your tutorials easier to understand than the cryptic technobabble I've so far been able to find online.

Most people who write tutorials seem to assume that you already know how to do what they're purportedly tutoring you in. :p  They constantly miss out steps and use unexplained technobabble.

For example, I still don't know what "UV map" refers to, although from the context, I'm assuming that it has something to do with mapping a texture onto a surface.

I have managed to learn enough Blender to make a basic structure consisting of three torus' (rings) joined by a single cylinder (rod) but the object so created is over-basic and needs more work.

Any help would be appreciated in how to create such an object and how to convert that object to DAZ without having to continually re-import it every time I want to use it.
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