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Subject: Morph Transfer Tutorial at DAZ Forum


mathman ( ) posted Sat, 09 April 2005 at 11:31 PM · edited Fri, 07 February 2025 at 9:16 PM

Attached Link: http://forum.daz3d.com/viewtopic.php?t=4727&sid=482e0b8f7f22b17fa6845d9462ea872f

Hi all, Has anyone successfully completed this tutorial ? I've never thought of the setup room as being able to transfer morphs, so I was intrigued by the concept behind this tutorial. I have gone through this twice, and I don't know what I am doing wrong. When completed, I can load up the M3 body morphs and then they appear in the parameter dials list when I re-click on the body. When I try to apply them, however, they don't seem to respond. Except if I dial them up to extreme values, at which point they only seem to apply the morphs in a grotesque fashion to the neck. FWIW, I did this in P6. Any help appreciated. regards, Andrew


Acadia ( ) posted Sat, 09 April 2005 at 11:49 PM

What's "SR1"?

"It is good to see ourselves as others see us. Try as we may, we are never
able to know ourselves fully as we are, especially the evil side of us.
This we can do only if we are not angry with our critics but will take in good
heart whatever they might have to say." - Ghandi



Little_Dragon ( ) posted Sat, 09 April 2005 at 11:57 PM

Service Release 1. >> I've never thought of the setup room as being able to transfer morphs .... The CR2 loaded into the Setup Room as a joint donor will retain whatever morphs and material settings are already in the file. We usually strip the morphs and material blocks from the donor file before using it to create conforming clothing, since they'll rarely work with the new geometry.



BastBlack ( ) posted Sat, 09 April 2005 at 11:59 PM

Using the setup room to transfer morphs? Interesting, I'll have to read the tutorial. I'm still using P4, but I can move morphs between figures with UMT. It's pretty easy to use. It's in the Renderosity marketplace. bB


mathman ( ) posted Sun, 10 April 2005 at 12:05 AM

I use UMT as well, but I don't think that it is going to work with the M3-M2 figure.


FyreSpiryt ( ) posted Sun, 10 April 2005 at 9:27 AM

Oh, the "undercut Dodger" tutorial. What that tutorial is really doing is reslicing the M3-M2 figure so that the grouping is the same, and adding the morph channels to the M3-M2 figure. They also could have made the OBJ file in the same way (with UVMapper), then copied the M3-M2 CR2, pointed it to the new OBJ, and copied the channels over with Morph Manager. The tutorial method is probably quicker. I won't replace UMT as I understand that program, however. UMT changes the morph target to match the figure's grouping. This tutorial changes the figure's grouping to match the morph target, which will break any existing morphs in the figure. Mathman, are the same dials not responding below one, and only responding at extreme values, or are they different dials? This method transfers the morph channels, but if the deltas weren't injected, the dial won't do anything. Try using the M3 INJ pose for one of these morphs and then using the dial, and see if that works. If not, could you post a few screen captures showing the same morph at 0, then 1, then at an extreme value that gets a reaction?


mathman ( ) posted Sun, 10 April 2005 at 9:59 AM

file_218629.jpg

FyreSpiryt, Why is it the "undercut Dodger" tutorial ? I've just found out, by closer inspection, that it does work for small values. It's just that, as I previously mentioned, it only seems to affect the neck. To illustrate this, I've attached a screenshot showing what happens when I inject the "Muscular1" FBM and then dial it up to 5.000. You can see how only the neck gets affected. regards, Andrew


mathman ( ) posted Sun, 10 April 2005 at 10:00 AM

file_218630.jpg

... and here is Muscular1 at 1.000. BTW, I am making sure that I am applying it to "Figure 1" and not to the neck - yet it still only seems to affect the neck.


BastBlack ( ) posted Sun, 10 April 2005 at 11:52 AM

I could be wrong, but it looks like your Full Body Morphs dial is broke. I have this problem ALOT. I don't know the cause of it either. But it can be fixed if all the morphs are injected in each body part. Here's what you do:

  1. Load M3
  2. Inj Morphs
  3. test the FBM dial, if only body part morphs...
    3A) Check other body part by selecting them, like Chest, and see
    if the morph is indeed there and works. If so....
    3Aa) Reset your figure to default
    3Ab) Select one body part with the morph, dial to 1.000
    be sure no other morph is set to 1.000
    3Ac) Hit Copy (on a Mac thats "command C")
    3Ad) Now select each body part, and hit paste
    (on a Mac thats "command V"). For hands, switch to
    the hand cameras, it'll make it easier to select
    3Ae) Once done, save the pose to the pose library.
    (This will save you next time you apply the morphs
    to a new figure)
    3Af) Now, with all the individual body parts morphed to
    1.00, select Body, then in the menu, select "Create
    Full Body Morph."
    3Ag) Reset the Body to default. Now test your new FBM.
    It should be working fine.
    3Ah) Delete the broke FBM. Open Hiearchy editor. Check
    the show all parameters. Select the broken FBM on
    the Body. Hit the Delete key.
    3Ai) Save the corrected figure to your figure library, or
    next time you want to use the morph on this figure
    you'll have to go through this process again.

WaLa! Done.

bB


FyreSpiryt ( ) posted Sun, 10 April 2005 at 12:46 PM

I refer to it as the "undercut Dodger" tutorial because M3 users begged and pleaded for a way to use morphs on the M3-M2 figure's body, and were told "no" for quite a while. The justification was that there was no point to morphing that figure because it was made to wear M2 clothes and they wouldn't fit right if the figure was morphed. Pointing out things like The Tailor to add matching morphs did no good. Then Dodger released his "Daniel, the Aeon Hero" figure, a Mike 3 reshaped to match Mike 2's body and wear his clothes, but with the ability to use M3's morphs. If you look at the release date at Poser Pros and the tutorial date at DAZ, and assuming they're correct (not adjusted because of edits, updates, etc), Dodger released Daniel on May 14, 2004 and suddenly, on May 19, 2004, DAZ finally put out a tutorial showing us how to do what we'd been asking for since M3's release, essentially allowing you to create a Daniel for free and eliminating the need for Dodger's product. I can't say there was any connection there, but you have to admit, given that Dodger and DAZ had recently had a falling out, the timing is awfully suspicious. If BastBlack's idea doesn't work, does turning dials in individual body parts work? Are the morphs themselves broken, or only the control dials in the body?


mathman ( ) posted Sun, 10 April 2005 at 5:38 PM

BastBlack, thanks for the mini-tut. Fyre Spiryt, I have Daniel - the main difference I see is that his head is quite different. Turning dials in individual body parts did not work.


FyreSpiryt ( ) posted Sun, 10 April 2005 at 8:40 PM

If the individual dials did not work, then I'd guess either the morph dials aren't there, or the object slicing didn't take. Open the CR2 in a text editor and see if there are a series of deltas in one of those channels. If there are, try doing the UVMapper step again. If the deltas aren't there, then they can probably be copied over in Morph Manager or something.


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