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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 27 9:18 am)



Subject: Poser And Custom Morphs


Goddess ( ) posted Tue, 11 February 2003 at 12:44 PM ยท edited Mon, 27 January 2025 at 10:50 AM

I need a little help here. I created a Custom {head} morph for Victoria 3 in zbrush. Is it possible to add this morph to my poser library so i dont have to click on her head and use the add morph target ect ect. People keep telling me to save the whole character. I dont want the whole character i just want to use the head. This is a morph made in zbrush is it not made from the native V3 morphs it will not save like a face or morph created with V3 native morphs. Im a bit confused and frustrated on this one. Any help would be greatly appreciated. ~melody


-Waldo- ( ) posted Tue, 11 February 2003 at 1:24 PM

I m ZBrush user too!! :-) Only way to do this is save your character in pz3 and then put it in runtime library. Waldoo


Jaager ( ) posted Tue, 11 February 2003 at 2:45 PM

Once you have your morph as deltas - this is what applying the morph and saving the CR2 does, there are several options open to you.

Keeping it as a separate CR2 is almost the least efficient way - (keeping it as a PZ3 in the character library - with all that unnecessary camera/light crap is worse).

What you probably want to do is have your character morph be just like the other V3 morphs - available as an injected morph.
DAZ has provided some additional channels for you to use for this - the potential problem with using them for this is that other 3rd party authors will also use them and there may be a traffic jam.
You do not need to use the readScript function for this, you are not likely to need to call your character face from more than one pose file, so a direct MIpose is good enough.

Copy/Paste the following as a file named: HeadSlot.fc2

{

version
{
number 4.01
}
actor head:1
{
channels
{
}
}
}

Open this file and the CR2 with your morph in MM4
(life will be easier for you if the cr2 you apply your morph into is the V3 BLANK cr2 - much smaller)
(MM4 defaults for CR2, but will open FC2/PZ2 if you ask it to.)

copy your morph over to the HeadSlot.fc2
Save this as WHATEVERYOURCHARACTERNAMEIS.fc2

You now have an MI pose that goes into the face/expression library.

You are not done though - for an MIpose to work, the channel name in the pose must match one in your target CR2.

V3 comes with a lot of extra channels for you to use:
targetGeom PBMCC_01
thru
targetGeom PBMCC_50

Open your new *.fc2 in a text editor and change your morph's channel name from

targetGeom YOURNAME
to
targetGeom PBMCC_01

You leave everything else alone - the name in

name YOURNAME is what shows on the dial and it can stay as the character name.

Now I will probably add (paste in):

targetGeom Faces_V3
{
hidden 1
}

to the V3 base file I work from and have character faces use it, instead of one of the 50 DAZ ones - because I will work from the BLANK and use this method to get character bodies as well as faces into the file.

Anyway - if you eventually have 300 character face morphs,
each can have the same targetGeom ____ in their separate *.fc2 MIpose, because you can only use one character at a time.
The same more or less goes for spawning a morph for each group to define a body shape.

As I said, you can do this with the readScript, but you do not need to. That is used because it allows NoseBig to be called from several different pose files and the actual deltas be gotten from a central location. If you did it directly, the deltas would have to be in each of those pose files and V3 would take up four times more HD space.


Goddess ( ) posted Tue, 11 February 2003 at 3:54 PM

Thanks Jaager that worked perfectly :) there is two things im a little fuzzy on PBMCC_01 to PBMCC_50 do thease specify certain body parts? and if they do how do i find out which ones. for future reference. and the second thing is where in the file exactly should i paste targetGeom Faces_V3 hidden 1. Thanks Again your little tutorial made creating the file very very easy
~melody


Jaager ( ) posted Tue, 11 February 2003 at 5:19 PM

No, not body parts PBMCC = partial body morph community channel, partial body morph - when it comes to the head is relatively rare - it means that the morph involves several groups and to get it to be as it should, some master dial (usually in BODY) should be used and not the individual morph dials. These morphs have ERC controls. Most head morphs are solo. Some in this case PBMCC is just a naming convention that DAZ uses the PBM part does not means that it has to be a partial body morph. Consider it a unique nonsense name - each morph channel in a group must have a unique name, but two different groups can and do have channels with identical names. For this - stand alone character morphs - the morph is usually the only one set on its group - usually 1.0 - so an MIpose that injects the morph has it on on its own. (- I forgot to tell you to make key k 0 1 be 1.0 in your MIpose.fc2 so that the morph comes in already set. If you are compulsive min 0.0 max 1.0 too. ) These are just morph channels - they have no actual morphs/deltas unless someone makes them. But they are just 50 extra morph channels that DAZ added so that those who wish to broadcast MIposes with their products or freebies have channels for everyone to use and be sure that every V3 user has them. To do this with V1/2 - you must either sacrifice a real morph ( usually Hag or Fox for the head ) or try to explain to every user just how to get a channel into their own figure cr2 - which for a commercial product would be a disaster. For a pose file to work, the cr2 it is used on must have the same channel name as that in the pose file. But all a morph channel - the permanent - never changes part - is just 'targetGeom XXXX { } '. The 'hidden 1 ' line just keeps the empty dial from showing in the parameters window. Every group in V3 has these 50 extra channels. A morph in head can have no relationship with any other body part (unless it is an ERC master dial) so the channels in a group are only for that group. As to where to paste it ( do not forget the { } ) above, below, or inbetween any of the channels in actor head Look at the pattern, see all the channel repeats. Between the last: } of one and the next: targetGeom ___ line. (I usually put it at the very top channel { HERE so that I can find it quickly.


Jaager ( ) posted Tue, 11 February 2003 at 5:35 PM

To put a finer point on all this: For a head character morph, you do not want the eye moving all over the place. There are poised poses that change the eye locations, so this should be the HeadSlot.fc2 = { version { number 4.01 } actor head:1 { channels { } } actor leftEye:1 { channels { translateX xtran { forceLimits 4 min 0 max 0 } translateY ytran { forceLimits 4 min 0 max 0 } translateZ ztran { forceLimits 4 min 0 max 0 } } } actor rightEye:1 { channels { translateX xtran { forceLimits 4 min 0 max 0 } translateY ytran { forceLimits 4 min 0 max 0 } translateZ ztran { forceLimits 4 min 0 max 0 } } } } Now, if your head morph has moved the eye sockets and you need to move the eyes to get them where they should be. You type the new value for the eye location in the min and max line for its trans. Never mind the dial value, with force limits on it can never be anything but min/max anyway. You can and probably will need to go one significant level more than Poser shows in it window. I usually just use this pose file = open in my TE to try different eye locations by typing them. Once a file is in the Poser library, you can change the guts of it and immediately use it while Poser is open. This does not work for CR2 files, though, Poser sucks them into RAM and uses them from there. Which is why using V2 as a regular figure to render is so taxing - it eats a lot of RAM for a million morphs you are not using. Inject all of the morphs into V3 and try to render it and you are really asking for a freeze or a crash.


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