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Anonymous

May 20, 2022

Hi Lordaardvark, thank you for your works. I'm wondering if there's a way to import the animation of the dazv4 model to the dazv5 model of the same character? Cause directly exporting and importing animation doesn't seem to work. Thanks.

LordAardvark

You'll have to puppeteer it. A Valve-to-valve puppeteer script will work. I believe I have a bunch of them, and a video explaining how to use them, on SFMLab somewhere. If not, you can download it by clicking here.

The high-level you'll want to do is this, though:

1.) Spawn a new copy of the V4 model you wish to transfer animation from, and the V5 model you wish to transfer the animation to. Let the model with the animations be the ORIGIN, this new V4 model the SOURCE, and the V5 model be the DESTINATION.

2.) Put the SOURCE and DESTINATION models directly overtop each other. Pose them to have the same angles of feet and arms as you can get. They should already have the same base pose. So this should be very easy.

3.) Rename the SOURCE animset to have the same name as DESTINATION, with "Host" at the end. For example, if the DESTINATION is named "elizabeth_curvy_dazv51", then the SOURCE should be renamed to "elizabeth_curvy_dazv51Host".

4.) Run the Puppeteer script on the DESTINATION model. Test to make sure it worked, by grabbing the SOURCE model and moving it. The DESTINATION model should move with it.

5.) Select the ORIGIN. Go to the Motion Editor, select all of time, and right-click -> Copy Samples. Select the SOURCE, right-click the selected time, and right-click -> Paste Samples. This should copy the animation from the ORIGIN model onto the SOURCE model. And since the DESTINATION model is puppeted to SOURCE, the DESTINATION model should get the motion as well.

6.) Once you're happy with the transfer, select only the relevant time in the Motion Editor (where there's actual animation). Select the DESTINATION model. Right-click its name in the Animation Set Editor, Constraints -> Bake Constraints. Once that finishes, Right-click -> Constraints -> Remove Constraints. You should now be able to safely delete both ORIGIN and SOURCE, leaving only the V5 DESTINATION, with its transferred animations.

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NOTE that if you have IK rigs on your SOURCE model, there is an additional step between 4 and 5: after applying the Puppeteer script, you need to apply an IK rig to the SOURCE model.

You can not have IK rigs on the DESTINATION model at any point during this process. You apply it AFTER this entire process is done. If you already have an IK rig attached to your V5 model, just delete and respawn it. Detaching the rig can have... unsavory results. Easier to delete and respawn.

Anonymous

May 18, 2022

Have you thought about adding another texture flex to your models L.A.? What do you think about adding a frown texture flex?

LordAardvark

Actual wrinklemaps are nontrivial to author and not have them come out looking hilariously bad. Proper ones require normal-maps as well, which are not only nontrivial to author but are also very technical, as they are not actually colors like diffuse maps, but instead use the colorspace to define angles to deflect light at.

That is something so far outside my wheelhouse it's not even worth entertaining the thought of.

Anonymous

May 11, 2022

this may have been answered but my models are having some issues with both texture overlapping and hair not showing up, do i need the models in their own folders or is it something else?

LordAardvark

Toss me a DM over Twitter or message me on Discord. We'll get it sorted out, and I'll amend this answer with the solution we came up with for posterity.

Anonymous

May 10, 2022

Its been already about 4 month since liara was released. Amazing how fast time has passed. How long you think the skin update still needs? Or perhaps a better queston: About what procendual number would you consider is already done with the skin? 10%? 50%? Are we still far away from it? Or is it coming pretty close? So excited! ^.^

LordAardvark

0%.

Three separate people were working on it. All three of them got stuck trying to figure out the best way to build the textures. There is no progress made.

I'm not terribly bothered because I have no immediate plans for Liara. All three artists were tackling it of their own volition on their own time. Should the time arise where I actually need it done, then I will batten down the hatches and get a properly compensated artist on the task.

Anonymous

May 10, 2022

Does "Cougar" have her own profile, to see where else she has been voice acting?

LordAardvark

Cougar is the voice of the scientist in the Phazon videos, and the guy in the Marie video.

I do believe, my good sir, you've mixed up your voice talent, and are thinking of someone else.

Anonymous

April 28, 2022

Would you be willing to update your Quiet model in the future?

LordAardvark

Provided she gets submitted for voting, wins a place on the Wheel, and gets chosen, sure.

Liliana Ɓowicka

April 28, 2022

I have to ask... will you add a outfits for generic female model? I know how much work is with only one, but just asking. BTW you're doing great job and I love all your models!

LordAardvark

Tis the plan.

One of the problems we're going to have to solve, once we get back to the model side of things (hopefully the week after next Wednesday's stream - I am hoping to finish the face customizer, and at least get a rudimentary hair and body customizer built next Wednesday), is the outfitting problem. Notably the problem of how the nude model has negative space between the breasts, but virtually all shirts don't - they create a single cylindrical "uniboob" between the breasts.

Skinwrap, for quickly morphing outfits between bodyshapes, does NOT like this negative space, and tries to divvy the shirt mesh between each breast. And so, as the breasts move and change shape, the space between them implodes and creates incorrect shapes. So we're going to have to explore creating a special internal "outfitting" version of the female male, where a cylinder is added overtop the breasts to fill in that empty space, and is morphed to properly account for the breasts changing shape and size.

The theory is that, with that cylinder filling the negative space, outfits will skinwrap to that cylinder instead of to the individual breasts. That way, the space between the breasts won't deform incorrectly as the body morphs into its various shapes. Making outfits much, much easier to build for the Generic Female.

And, since the base shape of the Generic Female is the literal same shape as the base DazV5-5 production mesh, in theory I could also use this speed up building bodymorphs for all of my characters, not just the Generic Female.

Consider that an additional incentive for me to get us through the SFM tool side of the system and back to the modeling side as quickly as possible.

Anonymous

April 28, 2022

Aardie I havent understand the end of the stream. Are you finishing the randomizer off stream now and then the generic female model is done? Or are we going to take another round next wednesday with her?

LordAardvark

All I am going to do off-stream is look for some better color values for everything. Actual work will be done next Wednesday.

Anonymous

April 22, 2022

Hello LordAardvark! Could you make an SFM model of the character "Holly" from "back 4 blood" based on DazV5? I would pay you for the work .

LordAardvark

Submit her to the Vote, let's see if she gets onto the Wheel.

Anonymous

April 22, 2022

Hello L.A. I secretly hope that you will update miranda one day with blushing textures. I havent give up XD. But now i was working on my project with her and had a thought. If you would update her ... would it break my Saves, because miranda has got a new flex? I dont know such things. What would be your prediciton for such a hypothetical case Maybe also thought about other older models on your website. O.O

LordAardvark

Wouldn't break anything, but she wouldn't receive the new flex. You'd have to spawn in a new copy of her and transfer all the animations over. If it's just a single shot, then it's not a big deal. Becomes extremely cumbersome across multi-shot projects though. You'd only need to do it to shots that actually need the new flex, at least. Hopefully you're not making a project titled "Miranda Blushes Like a Schoolgirl".