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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 21 4:30 pm)



Subject: V3 morph injection question (oh yeah)


A_ ( ) posted Mon, 14 April 2003 at 5:14 PM · edited Tue, 21 January 2025 at 4:54 PM

Just wondering - let's say I created a face for V3 using the morph pack and saved the face as a face file. Then I opened a whole new Vicki and created an expression. Then I saved this expression as a face file too. Next I opened a whole new Vicki and loaded all the head morphs. My question is this - how do I apply the character face and the expression face both? Should I save them differently? Or.. what?


Jaager ( ) posted Mon, 14 April 2003 at 10:52 PM

You would filter each file through InjectionPoseBuilder. And very shortly, will be an update with an option to just save Expression poses with injection. If you can't wait, Inject just the Expression morphs, save the cr2, copy just the expression morphs from the cr2 into V3 BLANK and save this with a new name, do your expression using it and save the pose as a face/expression pose and it will 1) be a dial only pose as is 2) be a morph injection pose if you use IPB on it. The proper way to do your character face - for you - is to Spawn a new head morph that is the character. You then do not need to have all the shape morphs there to use it. With a very little work, you can convert that morph into a MIpose fc2 that injects the character face Just use one of the CC slots as your targetgeom - name it after a CC slot when you Spawn, and then change the dial name to be your character. and save with the new morph at 1.0 You should remove the DAZ morph before you save. Save the CR2 with the Spawned morph. Open a *.fc2 in MM4, hit Other Options and delete all morphs (and channels). Open you saved cr2 beside it and copy your spawned morph over - then save the fc2 with your character's name. If you did a closeup when you saved your CR2, you have your library thumb of the face.


kbade ( ) posted Mon, 14 April 2003 at 10:52 PM

With V2, you could use Mason's Morph Manager (a freebie) to remove the non-essential morphs, so that you could save expressions and faces with just the essential info and could apply one without affecting the other. I haven't tried it with V3, though. If Morph Manager doesn't work with V3, I would imagine that the injection pose builder at DAZ would do the same thing. But I imagine more informed opinion will follow...;-)


kbade ( ) posted Mon, 14 April 2003 at 10:54 PM

Ah, the joy of cross-posting! Jaager has it covered!


Dave-So ( ) posted Mon, 14 April 2003 at 11:00 PM

wow... I'm sorry Jaager...that lost me for sure... could you please explain that way more simply for a dense guy ??? That didn't make any sense to me at all... I think I need a step by step.

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



Jaager ( ) posted Mon, 14 April 2003 at 11:48 PM

Someone else will have to break it down into smaller steps, that is as simple as I can explain it.
It really is just that.

A MIpose can be from a face pose = fc2. or a pose pose = pz2.
The face pose comes from Poser with all you need for a head morph. It will usually want to have eye placement data in it, but that involves some cut/paste and that seems to terrify most users. Dan Wilmes' CR2Edit 6 will do that for you, if it does. I wouldn't be surprised if it would not copy over the morph too.

Spawn Morph Target
just means combine all the morphs in this group and make a new morph from the combination.
The verb does remind one of fish reproducing, but I can't think of a better verb, so Larry did about as well as could be done with the name of the function.
If you want to save the new morph, you have to save the CR2.

After you Spawn a morph, the steps are the same as they are when you apply an outside morph - you have to name it.
What you type in place of 'shape1' goes into two places in the new morph
its channel name - the first line - starts with: targetGeom
The dial name - Name --

You can then change the Name - dial name - hierarchy editor - or in the grey parameter window
The targetGeom part is out of reach after this single shot - you can text edit it , but not inside Poser.

Naming the morph with a channel name that is in V3

Poser 4 will not let you have two morphs in a group with the same channel name, it deletes all but one, - WHEN you reopen the CR2. I am not sure, but I think it saves the last one in.
Poser 5 makes the name slightly different - adds a number or something. So the trick of naming the Spawned morph as one of the DAZ community slots probably will not work without some text editing - but MM4 will let you type a new name if you go into properties for the morph. It is just a real slow text editor and cumbersome at it to boot.

The rules are simple:
You want the whole morph in a pose file.
You don't want anything else dealing with other morphs in there.
You want the targetGeom NAME to match a targetGeom NAME that is in the CR2 you use it on.

The fine points are:
you can set and lock the eyes.
you can scale - usually done with body morphs, not just head.
you can have a texture assignment in there - also usually done with a whole body character, not a face, but you can do a complete MATpose in a face MIpose if you have a mind to.


Jaager ( ) posted Tue, 15 April 2003 at 12:04 AM

As for the slots, DAZ has provided 50 slots in the head group of V3 for just this sort of thing. targetGeom PBMCC_01 to targetGeom PBMCC_50 Just type " PBMCC_01 " in place of " shape1 " If you have 50 different character heads , all can be " PBMCC_01 " - you can't use but one character at a time. And what do you care about what the targetgeom name is - you never see it anyway, you just change the dial name after it shows on the morph list in the parameter window. The deal with the eyes is, theshape morph that move the eye sockets, are linked to the trans dials of the eyes (ERC - morph controlled joints) the Spawned morph does not contain this ERC link, so with it the eyes go back to zero. As I said earlier today, the eye trans dial have to be locked if they need moving and you want to keep them in this new location. You can do it every time you use the character, or you can add the needed information to the character MIpose file. This is not easy to do without you doing some text editing, or using the utility that does it for you.


Dave-So ( ) posted Tue, 15 April 2003 at 8:24 AM

thanks much... I've never really saved characters, faces, or even bodies, so the terminology and all that is alien to me. But wwith V3, I realized the size of the saved character is large if all morphs are saved, and I wanted to start saving expressions, characters, and faces...so I bought that injector program...

Humankind has not woven the web of life. We are but one thread within it.
Whatever we do to the web, we do to ourselves. All things are bound together.
All things connect......Chief Seattle, 1854



Jaager ( ) posted Tue, 15 April 2003 at 1:14 PM

IPB is an extremely useful program with the V3 figure. But using its product for a defined character for at home use, is still taxing you system unnecessarily. You should consider this , for any figure, V3, V1/2, P4, M1/2: Once you have a character that you want to use, the character should be grabbed and frozen as a single morph for every group. This character should then be transferred to a cr2 that does not have any shape morphs. (Once the sheet metal is stamped into shape, you don't need to tow the press around behind your car.) Rendering with the default face/body does not show much imagination, so everyone should be using their own individual characters. There are pleanty free ones for every character. It is fun to develop your own.


PeterWahoo ( ) posted Tue, 15 April 2003 at 8:28 PM

Now can someone translate this stuff for people like me?


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