paramount opened this issue on Jan 09, 2009 · 69 posts
JoEtzold posted Sat, 31 January 2009 at 1:40 PM
Quote - This is evidently a problem I had with using Morph Cloth. I tried to limit transfers and noticed that it was doubling up on some test items. It seemed like it was loading morphs for each body part and then loading them all again every time it moved to a new body party. The effect would bloat the CR2 with all sorts of duplicates. I don't know if it is "User Error" (which is likely) or a bug (less likely).
If we talk about Dimension3D CopyMorph program you don't need to add morphs to the single parts, e.g. thigh's, if you have selected that morph for the BODY part.
Body doesn't have any regular morphs, normally. So each morph named in BODY is a master for the slaves existing in the single actors and therefor while doing the BODY-morph all that single morph will be created if neccessary, will say the part is filled with a mesh.
And yes, I have found also that in fact one has selected that morph in body and the single part, it will be done twice.
And also a hint, especially cause we are talking about a cloth figure only active somethere in the leg's region, I doesn't find it really neccessary to produce all that figure morphs. For example FBMBulk is mostly good for also Amazon or Bodybuilder. The differences between all these morphs are not so big as lower you go. So building a dress these are of more importance to fit the body most exactly, but on the thigh's and at least shin's they are not so different.
And on the other hand a boot is much more stiff as for example a stocking. So in a stocking more different morphs are also of more importance than in a boot. So here I think it's possible to save some amount of ressource and keep better overlook in doing not all morphs. The main necessity is to increase/decrease in x and/or z direction. So FBMBulk is a good one for widening and FBMThin or FBMYoung vice versa.
Also I found that there might be differences in the original morphs and recalculating from these, the program does some better and some worse translations depending on the morph. For example have a look to the FBMAmazon and FBMBulk in my piratebelt. Bulk is looking very smooth and well done in opposite to Amazon ... even both are doing nearly the same with the belt.
Quote - The issues with the CR2 are things I'm still learning. I'm not good with debugging CR2s yet. :) Anything you point out in that area is excellent learning material for me!
Glad if I might help you in that stuff ...
Quote - PS- BTW, I didn't hide the shin/hip because I usually leave them exposed out of habit, just in case they're needed. I'm used to leaving them alone since bones like that are only included in helping smooth out certain JP's/Morphs when conforming.
Doing so is a case of occupational disease, I guess. As I started with pc's and software development a 25 years ago all that user's has been somewhat interested, curious, motivated and enthusiastic. Even a bug was not only bug, it was the chance to find out why or at least to find a (new) way around. But over the times we all together have produced a new kind of user, let's say the "kick and rush" or may be the "click and crash" user. Doing correct or silly things but never knowing or being interested in what they did.
And so me and lot's of colleagues have learned to hide all that things a user is not urgently needing or should not use by accident. It makes the life lot's easier ... not the user's life maybe but mine ... :laugh:
Though, since some year's there is new category besides user's. They call themselves system administrator. For that guy's is best if hiding not only the unneccessary but all things ... for a real developer they are the truely living bureaucratic nightmare ... :cursing:
If you are in that business, ok, than I'm soooo sorry, but there are also some good guy's among them ... even if rarely found ... :biggrin:
But in fact of that hidden hip and shin, with this clothing it's not essential. But I have found also for example belts only using the hip region but having all actors in the menu including thumb1 to 3. And that is really annoying to search the only needed actor in a overcrowded menu.
And these mesh-less parts being next to last filled part are really only used to influence in the parent child chain.
Although also not every time. If you have a look to my pirate belt. The last mesh-filled part is the hip. But in this cloth I have also deleted the neighbours l/rThigh. Their parent-child influence was bad cause the left side of the belt is more in the thigh region than the hip region and so it followed a thigh movement more than really good. So I eliminated that influence.
So the rule of thumb all mesh-filled parts plus one direct neighbour is also depending on the circumstances and sometimes not needed.
That alternate geometry thingie as such is not complicated but there I'm not sure how to solve best is the theme with the morphs. Morphs can belong to separat parts of the alternates. So single morphs like for example widing the V will be no problem. But implementing that FBM morphs ... I guess that CopyMorph programs would not work on these. Might be that is neccessary to have separate CR2 to translate these morphs first. And than they have to be combined to one CR2 ... that's a fascinating task ...
In worse case all these single created morphs have to be saved as objects and than reloaded into the final CR2 ... we will see ...