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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 14 12:36 pm)



Subject: Creating full body morphs


Tunesy ( ) posted Tue, 07 December 2004 at 8:58 AM · edited Sun, 03 November 2024 at 11:16 PM

I know how to make individual morphs using a modeling app and get them onto a Poser figure. But I haven't been able to figure out how to create a full body morph that consists of several individual morphs. Currently I just assign each morph individually to the corresponding parts so that when I want to use them I have to adjust the corresponding dial on each individual part. This works fine, but it's a little clumsy. I'd rather adjust one body morph dial than several for different parts. The only tut I've been able to find is pretty old and relies on manually editing the cr2. If this is the only way then I'll learn it, but I suspect there's probably an easier way that I just haven't been able to find yet. Is there? Thanks for any help.


ArtyMotion ( ) posted Tue, 07 December 2004 at 9:07 AM

The process is as follows: (1) Dial all of the morphs in individually to achieve the character that you want. (2) Choose Figure > Create Full Body Morph. This will place your single morph dial in the "Body" section of the Parameter dials. (3) Go back and zero out all of the morph dials you used, so that they won't be applied if you continue to make different characters. If you haven't yet posed your character, a quick way to do this would be to choose Edit > Restore > Figure. (4) Now go to the Body section and dial the Full Body morph to 1. Your character should bounce back the way it was when all of the individual dials were set. (5) SAVE your character to the library so you have it for next time!


Tunesy ( ) posted Tue, 07 December 2004 at 9:12 AM

Wonderful. Thankyou very much, Arty.


Tunesy ( ) posted Tue, 07 December 2004 at 9:27 AM · edited Tue, 07 December 2004 at 9:30 AM

Oh. One follow up question: I've been saving out each individual morphed part from the modeler. Is this necessary or is there a way to simply save out the entire body morph from the modeler and apply it in Poser?

Message edited on: 12/07/2004 09:30


ArtyMotion ( ) posted Tue, 07 December 2004 at 9:39 AM

Nope, that part you do have to do one by one for each part. I often wish there was a simpler way. 8-)


Tunesy ( ) posted Tue, 07 December 2004 at 9:41 AM

Ah, well. If that's the biggest problem in the course of my day then I'm a lucky man ;) Thanks again, Arty.


fls13 ( ) posted Tue, 07 December 2004 at 10:01 AM

Tunesy. You don't have to do it that way if you have a modeling app. Get Compose. It's a free utility floating around the net. Joins all vertices in an exported Poser fig, and then after modeling app work is done, it reconfigures the poser fig to it's original state only morphed. Pretty cool. Morphworld has great tute and link to free download.


ArtyMotion ( ) posted Tue, 07 December 2004 at 10:03 AM

Agreed, fls, but you still have to apply the morphs to each body part individually ... I think that is what Tunesy meant (unless I misinterpreted?)


Tunesy ( ) posted Tue, 07 December 2004 at 10:09 AM

Yes. That's what I meant, Arty. Thanks for the heads-up on Compose though, fls. I'll take a look at it anyway.


fls13 ( ) posted Tue, 07 December 2004 at 11:14 AM

That's doing it the hard way. The easy way is to just import the morphed .obj file into Poser, take it to the setup room and apply the same boning structure that the original character had. Much simpler and fully posable.


Tunesy ( ) posted Tue, 07 December 2004 at 11:20 AM

"apply the same boning structure"? Can you do that without introducing rigging complications?


ArtyMotion ( ) posted Tue, 07 December 2004 at 11:28 AM

If the basic body structure is the same, yes you probably can ... consider, for example, that Victoria can go from a fairy to a heavy woman using the same bones. FLS's approach will indeed work if you only want one character, and don't intend to distribute it. However, if your intent is to create a character that you want to sell, or want to create more than one set of character morphs to be contained in the same CR2 file, you will have to apply each body part morph individually.


ArtyMotion ( ) posted Tue, 07 December 2004 at 11:41 AM

Theoretically, couldn't you also use UV Mapper Pro instead of Compose to weld the groups and reapply them after you create the morphs?


logansfury ( ) posted Tue, 07 December 2004 at 1:18 PM

There is some great info in this thread :) Lemme make sure Im understanding how I might use it..... Take M3, apply many DAZ head and body morphs start bringing in magnets, create morphs outta em Figure > Create Full Body Morph. for single morph dial in the "Body" section of the Parameter dials. Edit > Restore > Figure At this point will everything have worked, or have I created a problem trying to combine DAZ and custom morphs? and now MOST importantly, if this has worked for me, Please tell me how I might turn that single morph dial into something that can be distributed and used by anyone that has M3 and the DAZ body and morph packs? is it possible to create INJ/REM sets for characters that have been made with magnet custom morphs plus DAZ morphs, or are these kind of chars only distributable in .cr2 form, to be used by people that have the M3 etc .obj files from thier DAZ purchases? Logan


ArtyMotion ( ) posted Tue, 07 December 2004 at 1:31 PM

Being that I've never gone as far as distributing a morphed character, I can't answer this with complete certainty. I do know that morphs are additive ... in other words, removing the DAZ morphs from the picture will leave your custom morphs intact ... and when you reapply the face pose that is used IN CONJUNCTION with your custom morphs, the face should then be reconstructed on the user's end, providing they have the same morph packages that you used to create your face. Someone, please verify this ... and also the INJ/REM part, as I'm not real familiar with Mil3 morph distribution stuff. The generation 2 characters were a darned site easier. 8-)


logansfury ( ) posted Tue, 07 December 2004 at 2:00 PM

Thanks for the reply ArtyMotion :)


ArtyMotion ( ) posted Tue, 07 December 2004 at 2:19 PM · edited Tue, 07 December 2004 at 2:29 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


logansfury ( ) posted Tue, 07 December 2004 at 2:56 PM

Great lesson! Thanks for taking the time to share that :)


Tunesy ( ) posted Tue, 07 December 2004 at 3:03 PM

I'll try your thought with UV Mapper Pro, Arty. I only bought it recently, but I already regret not buying it long ago. But, no big deal if it doesn't work. Moving each morph one time isn't really that much of a hassle.


Lyrra ( ) posted Tue, 07 December 2004 at 3:07 PM

the naming thing is to help defeat crosstalk ..and the PBM FBM suffix has become standard, as you will otice if you have a look at your V3. for makers of totally new morphs that want to make them into Morph INJ files go find the utility 'Pozers Little Helper', read the Help file CAREFULLY and then prepare to spend a week or two cussing at it.



logansfury ( ) posted Tue, 07 December 2004 at 3:18 PM

hello Lyrra, Sounds like a fun relationship! Is the Helper application usable for all the mil chars or just V3?


Tunesy ( ) posted Tue, 07 December 2004 at 3:28 PM

Aren't there other utilities (for pay) that simplify the INJ creation process, Lyrra? I'm not really interested in distributing anything at the moment, but perhaps some time down the road...


mathman ( ) posted Tue, 07 December 2004 at 3:30 PM

.


Tunesy ( ) posted Tue, 07 December 2004 at 4:03 PM

Thanks for the heads-up on Pozers Little Helper, Lyrra. I don't really need it, but it'll be fun to learn something from. New version just released a few days ago, apparently.


konan ( ) posted Tue, 07 December 2004 at 7:18 PM

Attached Link: http://www.blacksmith3d.com

You can create full body morphs using Blacksmith3D - Morph. Simply import the CR2 file into the program, deform the mesh any way you wish and then export a new CR2 file.

It is not a free program, but there is a demo for you to test out.

Konan (Creator of Blacksmith3D)

Blacksmith3D_Signature.jpg

Blacksmith3D - Morph - Paint - Suite
Reshape Objects Easily. Paint textures in true 3D.
Import/Export Poser CR2 or OBJ files.
New version available (December 3, 2004)
http://www.blacksmith3d.com


mathman ( ) posted Tue, 07 December 2004 at 8:32 PM

Konan, I had a bit of frustration with your site, in that I couldn't find anywhere which states what are the prices of your various software products, in particular Blacksmith 3D. Can you clarify this, please ? regards, Andrew


Tunesy ( ) posted Tue, 07 December 2004 at 8:46 PM

Mathman is right, Konan. There's a truism in sales that "a confused mind can't make a buying decision". Your site propagates that truism. No need to hide the price. Shout it out.


fls13 ( ) posted Tue, 07 December 2004 at 8:52 PM

"apply the same boning structure"? Can you do that without introducing rigging complications? Yup. The only tricky part is the fine tuning of some joints, generally in the hands. Good idea to simply check out how an already properly boned figure looks in the setup room to get a good feel for where the bones should be placed in the newly-morphed figure.


Tunesy ( ) posted Tue, 07 December 2004 at 9:10 PM

I appreciate that idea, fls, but it only adds a few minutes to creation time doing the morphs individually. So, we can trade off that few minutes vs how many minutes to make sure the rig is right the other way? This is only a hobby for me. I don't really wanna get bogged down in rigging in Poser. We can end up trading a ten cent problem for a two dollar problem :)


konan ( ) posted Tue, 07 December 2004 at 9:22 PM

Sorry about that. The prices are in the "Purchase" section. In fact, I think that I will add them to the main page right now.

Blacksmith3D - Morph $69.95
Blacksmith3D - Paint $69.95
Blacksmith3D - Suite $99.95

Konan (Creator of Blacksmith3D)

Blacksmith3D_Signature.jpg

Blacksmith3D - Morph - Paint - Suite
Reshape Objects Easily. Paint textures in true 3D.
Import/Export Poser CR2 or OBJ files.
New version available (December 3, 2004)
http://www.blacksmith3d.com


Tunesy ( ) posted Tue, 07 December 2004 at 9:28 PM

Good job, konan. It'll help your sales in the long run.


konan ( ) posted Tue, 07 December 2004 at 9:28 PM

I just update the web site so the prices are on the front page.

Konan (Creator of Blacksmith3D)

Blacksmith3D_Signature.jpg

Blacksmith3D - Morph - Paint - Suite
Reshape Objects Easily. Paint textures in true 3D.
Import/Export Poser CR2 or OBJ files.
New version available (December 3, 2004)
http://www.blacksmith3d.com


fls13 ( ) posted Tue, 07 December 2004 at 11:18 PM

"So, we can trade off that few minutes vs how many minutes to make sure the rig is right the other way?" Once you get familiar with it, less than one. Of course, I was able to find the price list at Blacksmith3D on my own too. :O)


mmogul ( ) posted Wed, 08 December 2004 at 5:32 AM

im finishing a very simple app that will create INJ/REM files from custom morphs, clicking 3 or 4 times.

I think that it will be ready on Jan/05 and it may be a free stuff. But it will not able to 'capture' the DAZ inj morphs. If you really want to 'capture' it, you need do export the obj of the body parts and reimport under a new name.


Tunesy ( ) posted Wed, 08 December 2004 at 8:03 AM

Cool. That sounds like fun, mmogul. I'll buy it.


Lyrra ( ) posted Wed, 08 December 2004 at 2:48 PM

well the DAZ InjectionPose Builder seems to work ONLY with DAZ morphs .. it certainly choked when I attempted to use it on a figure that used both DAZ and PW INJ morphs. But it did get the DAZ morphs in and then I hacked in mine grin If you want to release a figure with DAZ morphs INJ file than IPB is your tool I used PozersLittleHelper to create the PW V3 morph set and frankly .. if Jaager hadn't helped me out of a bind I might never have released them. Not the programs fault I think .. mostly mine. I can't begin to say exactly how much I detest injection technology. Yes it has its benefits for the user, but on the creators side its an incredible pain in the fundament. I do not know if PLH works on figures other than v3/m3 .. I didn't check when I was using it. Haven't tried Blacksmith yet ... I've heard very little about it. I know that Khrys uses ExtremeMorph, but I'm fairly sure that does not do any injection type stuff.



konan ( ) posted Wed, 08 December 2004 at 2:51 PM

Hey Lyrra,

"Blacksmith3D - Morph" is essentially Extreme Morph 2.0

Konan (Creator of Blacksmith3D)

Blacksmith3D_Signature.jpg

Blacksmith3D - Morph - Paint - Suite
Reshape Objects Easily. Paint textures in true 3D.
Import/Export Poser CR2 or OBJ files.
New version available (December 3, 2004)
http://www.blacksmith3d.com


ArtyMotion ( ) posted Wed, 08 December 2004 at 2:55 PM

Question ... I really like the way ZBrush does morphs. It is, by far, the easiest program to morph with and you get the best results. Does ExtremeMorph/Blacksmith 3D work in a similar manner? If not, can you import morphs from ZBrush and further refine them?


konan ( ) posted Wed, 08 December 2004 at 3:04 PM

Attached Link: http://www.blacksmith3d.com/tutorials.htm

file_152680.jpg

You create morphs in two simple steps (and repeat as necessary)...
  1. Using a selection tool, you select, or "heat up" a portion of the object. The hotter portion (yellow) will deform the most while the cooler portion (red) deforms less. This ensures that the morph is smooth.

  2. Use a deforming tool deform the selected area (e.g. Move, Bulge, Smooth, Rotate, etc).

Check out the tutorials (attached link). The first two will show you how to select, then deform the object.

Konan (Creator of Blacksmith3D)

Blacksmith3D_Signature.jpg

Blacksmith3D - Morph - Paint - Suite
Reshape Objects Easily. Paint textures in true 3D.
Import/Export Poser CR2 or OBJ files.
New version available (December 3, 2004)
http://www.blacksmith3d.com


ArtyMotion ( ) posted Wed, 08 December 2004 at 3:07 PM

Looks cool! One more question ... does it have a Symmetry feature that will move the other side of the face accordingly while you work on one side?


konan ( ) posted Wed, 08 December 2004 at 3:10 PM

There is a symmetry feature for selecting the surface, but not for the deformations. So the work-flow would be like this... 1) Turn on Horizontal Mirror 2) Select the left cheek (and right will automatically get selected) 3) Bulge the selection (both left and right cheek). Konan (Creator of Blacksmith3D) Blacksmith3D_Signature.jpg Blacksmith3D - Morph - Paint - Suite Reshape Objects Easily. Paint textures in true 3D. Import/Export Poser CR2 or OBJ files. New version available (December 3, 2004) http://www.blacksmith3d.com


Riddokun ( ) posted Wed, 08 December 2004 at 11:39 PM

.boormark


unzipped ( ) posted Fri, 22 April 2005 at 3:02 PM

bookmark


Slosh ( ) posted Sun, 05 February 2006 at 1:34 PM

Thank-you, thank-you, thank-you! I have been trying for months to figure out how to do this. I should have looked here first. I just tried it on a shirt that I made for V3 and it works great...full body morphs. Once more, thank-you Slosh...


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