Forum: Poser - OFFICIAL


Subject: Creating full body morphs

Tunesy opened this issue on Dec 07, 2004 ยท 44 posts


ArtyMotion posted Tue, 07 December 2004 at 2:19 PM

I just thought of how I could explain it a little better ...

Let's say you use 10 dials to create a face:

DAZ Face morph 1 set at .225
DAZ Face morph 2 set at .363
DAZ Face morph 3 set at 1.22
DAZ Face morph 4 set at -.24

Logan Face morph 1 set at .775
Logan Face morph 2 set at .873
Logan Face morph 3 set at .222
Logan Face morph 4 set at -.575
Logan Face morph 5 set at .9887
Logan Face morph 6 set at 1

You create your full body morph. Basically, all it does is make a list of the morphs that were used, and the settings they were set at. It puts them under a dial name that you specify (such as "Adriana"). And what it does is look through the list for the morph names and settings, and "dials them in" all at once.

YOU would distribute your physical morphs in your package (and this is what you have to verify, as I have never distributed INJ/REM type morphs, so I can't help you with the particulars). You can't distribute the DAZ morphs, however.

What would happen on the users' end ... when they dial in your "Adriana" morph, the face should appear exactly as you planned if they also have DAZ morph 1, 2, 3 and 4 mentioned above. If they don't have it, the face will look as if you only created the face with your custom morphs. Edit: One more important caveat. Do not name your individual body part morphs the same as your full body morph dial. In other words, if you are creating a character named Adriana, name each of the individual body part morphs something like "AdrianaPBM" (for partial body morph, because the one dial is only PART of the Adriana character). Name your full body morph Adriana, or AdrianaFBM (for full body morph).

Message edited on: 12/07/2004 14:29