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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 18 7:20 pm)



Subject: How to make a morph....


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arrowhead42 ( ) posted Sat, 14 March 2009 at 12:05 AM · edited Sat, 18 January 2025 at 9:34 PM

Hi everyone,
OK, here I go again wanting to try something new in Poser. I've often thought about it, but never tried it.... how would I go about making a morph? Specifically, I'd like to make a morph that changes the shape of the face for Daz's Freak. If I understand it right, he'll accept any morph that's made for Michael 3, but I haven't found what I'm looking for, so I thought to my self   "Self", I said, "Why not try to make it yourself? You can make it for M3, and apply it to him or the Freak."

Sounds good, but I'm not sure where to start. I've made and saved poses before but never a morph. I'm almost afraid to ask, because I'm thinking the answer might be to use magnets, which I'm deathly afraid of! I've tried using magnets before, but it seems so difficult to get it right, that I usually end up more frustrated than anything else. If that is the case, I could go and look thru Dr Geep's magnet tutorials again (he was gracious enough to send me a CD with his tutorials on it).  But... is there any other way? Please say there is! Either way, what I'd like to ultimately do is create the morph I want, use it for the piece I'm working on, then save it and share it in the freebies section.
If anyone can point me in the right direction, I'd much appreciate it.
Thanks -

Here's the link to my freebies:   https://www.renderosity.com/mod/freestuff/?uid=493127


My cousin Jack can speak to beans. That's right.... Jack and the beans talk


Believable3D ( ) posted Sat, 14 March 2009 at 1:28 AM

There are various ways to create morphs. Besides magnets, Poser also has its own morphing tools, although I think they're pretty limited. For that matter, for supported figures (not DAZ, unfortunately), you can create morphs in the Face Room.

Personally, I use a third party 3D app to create morphs. (In my case, I use Argile, but there are a lot of other options.)

My workflow goes something like this:

  1. Make a copy of the blMilWom_v4b.obj geometry (that's for V4, substitute whatever figure you're using).

  2. Use UV Mapper (free tool) to remove UVs.

  3. Import the un-UV'ed obj into Argile.

  4. Sculpt to my satisfaction.

  5. Export obj, open in UV Mapper and import original UV map back in. Save UV mapped geometry.

  6. Create INJ/REM poses in SyrINJ.

Please note that these are just the tools I use. There are lots of other alternatives.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


patorak ( ) posted Sat, 14 March 2009 at 1:49 AM

Pre-plan your morph,  then stick to the plan.  Content creep will destroy any project.



vholf ( ) posted Sat, 14 March 2009 at 2:17 AM

Quote -

  1. Use UV Mapper (free tool) to remove UVs.

  2. Import the un-UV'ed obj into Argile.

  3. Export obj, open in UV Mapper and import original UV map back in. Save UV mapped geometry.

May I ask why steps 2 and 5?


Believable3D ( ) posted Sat, 14 March 2009 at 2:57 AM

Not strictly necessary. It's a safety precaution. Some 3D apps seem to end up altering UVs when you don't intend it. Early on, I had better luck not messing things up this way.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


cmcc ( ) posted Sat, 14 March 2009 at 1:49 PM

Attached Link: http://artcomp1.tripod.com

u can use wings 3d (it's free) there is even a tut at the top of the renderosity wings 3d forum that tells u how. i would suggest that u study how to use wings 3d magnets to help in deforming your mesh and keep ur vertices correct. it used to be that u could use amorphium it's always been tricky though the round off arithmetic between the two (poser and amorphium) doesn't work or something. argile sounds great could be a little less expensive though.

Computer Art by Charles McChesney


cmcc ( ) posted Sat, 14 March 2009 at 2:07 PM

Attached Link: http://artcomp1.tripod .com

file_426175.jpg

u know i was thinking phil c also has somekind of tool that is supposed to do something like this too. here's a morph i did on v 4.2 with wings 3d.

Computer Art by Charles McChesney


arrowhead42 ( ) posted Sat, 14 March 2009 at 2:14 PM

I haven't looked at the tutorial yet (I've been messing with the magnets, and yep... they're just as frustrating as ever! I'm gonna have a look at it now. Wish me luck!

Here's the link to my freebies:   https://www.renderosity.com/mod/freestuff/?uid=493127


My cousin Jack can speak to beans. That's right.... Jack and the beans talk


arrowhead42 ( ) posted Sat, 14 March 2009 at 2:17 PM

I just had a look in the tutorials for Wings, but there were only 3 of them, and none looked like what you're talking about....

Here's the link to my freebies:   https://www.renderosity.com/mod/freestuff/?uid=493127


My cousin Jack can speak to beans. That's right.... Jack and the beans talk


markschum ( ) posted Sat, 14 March 2009 at 2:20 PM

A morph loaded to Poser only needs the vertex info , the uv data is not used. The vertex count and order is critical because Poser calculates the offset vector for each vertex and creates the morph deltas.   Any modelling program that preserves vertex order can be used to make morphs .


Believable3D ( ) posted Sat, 14 March 2009 at 2:34 PM

The UVs aren't used, no... but Poser's obj import and export functions are problematic, so it's smarter to use the original figure .obj, which of course has UVs. Whether or not you need to peel them off depends on whether the program you use has difficulties with them... I had bad luck early on, but OTOH, I really didn't know what I was doing at the time, and I'd prefer to be safe.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


nruddock ( ) posted Sat, 14 March 2009 at 2:55 PM

Quote - > Quote -

  1. Use UV Mapper (free tool) to remove UVs.
  2. Import the un-UV'ed obj into Argile.
  3. Export obj, open in UV Mapper and import original UV map back in. Save UV mapped geometry.

May I ask why steps 2 and 5?

Most Poser figures etc. are mapped to use multiple textures and the overlapping UVs can cause trouble.
Also a lot modelling apps that do something with the groups defined in an OBJ file cause splits at the group boundaries which makes sculpting awkward at best, so removing them UVMapper provides a single continuous mesh (assuming the orignal is properly welded).


Diogenes ( ) posted Sat, 14 March 2009 at 5:55 PM · edited Sat, 14 March 2009 at 6:04 PM

Is Black smith 3D still offering the free Morphing edition? If so, there is the easy to use app you want to create your morphs, no dealing with magnets ect just sculpting.

Here's a link:  http://www.blacksmith3d.com/Downloads/B3D-3.1.2.0-Win.zip


A HOMELAND FOR POSER FINALLY


210x2 ( ) posted Sat, 14 March 2009 at 10:24 PM

Alright this is my first attempt at making a tutorial. I can show you how to make a custom head morph in Blender. I tried to document every step the best i could so even someone who is not familiar with Blender can do it. It may take me a while to finish posting it.


210x2 ( ) posted Sat, 14 March 2009 at 10:28 PM

file_426208.jpg

Step 1:  Load figure in Poser

Step 2:  Select bodypart (head for this example)

Step 3:  Select File-Export-Wavefront OBJ

Step 4:  Select ok


210x2 ( ) posted Sat, 14 March 2009 at 10:31 PM · edited Sat, 14 March 2009 at 10:33 PM

file_426210.jpg

Step 4


210x2 ( ) posted Sat, 14 March 2009 at 10:35 PM

file_426211.jpg

Step 5:  This brings up the Hierarchy Selection Menu


210x2 ( ) posted Sat, 14 March 2009 at 10:37 PM

file_426212.jpg

Step 6:  Left click on UNIVERSE check box to deselect all parts


210x2 ( ) posted Sat, 14 March 2009 at 10:40 PM

file_426213.jpg

Step 7:  Select the head in the Hierarchy menu click ok

Step 8:  Create a name (like head original) for obj and Export to desktop


210x2 ( ) posted Sat, 14 March 2009 at 10:42 PM

file_426214.jpg

Step 9:  Brings up export menu, select As Morph Target only (no world transformations), hit ok.


210x2 ( ) posted Sat, 14 March 2009 at 10:46 PM

file_426215.jpg

Step 10:  Minimize Poser, Open Blender, select File-Import-Wavefront OBJ


210x2 ( ) posted Sat, 14 March 2009 at 10:49 PM

file_426216.jpg

Step 11: Left click on the little box (with two arrows pointing up and down) to bring up menu, select desktop.


210x2 ( ) posted Sat, 14 March 2009 at 10:52 PM

file_426217.jpg

Step 12: Left click on head original.obj, then select import an obj button.

Step 13: Brings up this default menu


210x2 ( ) posted Sat, 14 March 2009 at 10:56 PM

file_426218.jpg

Step 14:     "IMPORTANT" use these settings to import obj.

Deselect "NGons as FGons" and "image search" and lower "clamp scale" to 0.   Make sure the "Keep vert order" button is selected, Selected buttons are dark grey/green, deselected buttons are powder blue.
         
Then select import.


210x2 ( ) posted Sat, 14 March 2009 at 10:59 PM

file_426219.jpg

Step 15:  The head obj will import but it will barely be visible due to the small scale of Poser. Use the mousewheel to zoom in or  select on your keyboard numberpad period to view object up close. Right click on the head to make sure it is selected.


210x2 ( ) posted Sat, 14 March 2009 at 11:02 PM

file_426220.jpg

Step 16:  Left click the little box on the side of the "Object Mode" to bring up menu, select "Sculpt Mode" with a left click.


210x2 ( ) posted Sat, 14 March 2009 at 11:06 PM

file_426221.jpg

Step 17:  Hit the N key to bring up sculpt properties menu, select x in the symmetry control. We can use the draw mode with all the rest of the default settings.


210x2 ( ) posted Sat, 14 March 2009 at 11:09 PM

file_426222.jpg

Step 18:  Press left click on the left side of the forehead. It should blow up like something in the image.


210x2 ( ) posted Sat, 14 March 2009 at 11:13 PM · edited Sat, 14 March 2009 at 11:26 PM

Step 19:  Select File-Export-Wavefront OBJ (the same way you imported the original obj), export obj to desktop by selecting the same little box in  step 11. Name it something like puffy head.obj


210x2 ( ) posted Sat, 14 March 2009 at 11:14 PM

file_426223.jpg

Step 20:  Use these settings in the menu that pops up "IMPORTANT" Make sure "Keep Vert Order" button is selected.


210x2 ( ) posted Sat, 14 March 2009 at 11:16 PM

file_426224.jpg

Step 21: Close Blender, maximize Poser. Select Object-Load Morph Target


210x2 ( ) posted Sat, 14 March 2009 at 11:18 PM

file_426225.jpg

Step 22: Click on the box with the 3 dots to import are puffy head morph.


210x2 ( ) posted Sat, 14 March 2009 at 11:21 PM

file_426226.jpg

Step 23: You should now have a little slider dial in your parameters tab.          Try the dial and presto your first morph should be made.

         Save the figure. You might want to make something a little better
         for your second morph than puffy head:blink:. Hope this tut helped a little.


arrowhead42 ( ) posted Sat, 14 March 2009 at 11:38 PM

Phantom3D, the free software by Blacksmith is easy to use, but... since it's free, they have it set up so that you can't save or export anything back out of the program, once you've finished. In order to do that you have to buy the program, then it can do all the saving and exporting you want.
210x2, Thank you for putting this together! I have Blender, and I've only used it once, long ago, so I'm very, very unfamiliar with it.... so the fact that you're making this tutorial simple, is very much appreciated!

Here's the link to my freebies:   https://www.renderosity.com/mod/freestuff/?uid=493127


My cousin Jack can speak to beans. That's right.... Jack and the beans talk


210x2 ( ) posted Sat, 14 March 2009 at 11:58 PM

Your welcome arrowhead42, just be patient. Everyone who tries to make morphs for the first time has trouble. Took me about a year to get really comfortable with the whole process. Just keep trying you'll get it.👍


cmcc ( ) posted Sun, 15 March 2009 at 10:20 PM

Attached Link: http://artcomp1.tripod.com

here's the link to the wings poser morph tut its at the top of the wings forum page here at renderosity.

Computer Art by Charles McChesney


cmcc ( ) posted Mon, 16 March 2009 at 12:53 AM

Attached Link: http://artcomp1.tripod .com

file_426312.jpg

nice! here's the perfect human female with someone else's off beat texture. this is right out of the tube. u can't morph her in the face room.

Computer Art by Charles McChesney


cmcc ( ) posted Mon, 16 March 2009 at 12:56 AM · edited Mon, 16 March 2009 at 1:01 AM

Attached Link: http://artcomp1.tripod.com

file_426313.jpg

now here she is after a few minutes of changing her in wings 3d and then morphing her in poser. i could have gotten much more involved. i guess she must be her alien sister now.

Computer Art by Charles McChesney


cmcc ( ) posted Mon, 16 March 2009 at 12:59 AM · edited Mon, 16 March 2009 at 1:00 AM

Attached Link: http://arcomp1.tripod.com

file_426314.jpg

and here's her alien brother. he's not a morph, he's an asparagas.

Computer Art by Charles McChesney


Faery_Light ( ) posted Mon, 16 March 2009 at 1:17 AM

lol@ he's an asparagas..


Let me introduce you to my multiple personalities. :)
     BluEcho...Faery_Light...Faery_Souls.


cmcc ( ) posted Tue, 24 March 2009 at 9:10 AM

Attached Link: http://artcomp1.tripod.com

file_427029.jpg

i was able to use amorphium 3 to morph as well. this is jessi.

Computer Art by Charles McChesney


Chopperman ( ) posted Sat, 04 April 2009 at 3:58 PM

Good information. But I am having a bit of trouble with this.

First, I am not altering the geometry externally.
What I have done is created a spun-dial morph that I like. But I would like to have something more useful than the "apply to figure" or "load figure options" instead, I would like to have a loadable full body morph (and later specific part morphs) that I can use in a  utilitarian fashion:

Dynamic clothing - applying the morph over several frames would be better than scaling the figure, I believe

Conforming clothing - (maybe?) applying sub-part morphs might work better for fits than what is usually offered (if any is at all), particularly if your model isnt the usual stick figure (ahem)

So I spin the dials. Then I export to OBJ. I uncheck everything but the "morph target" option. I select only the figure tree (I do include the top level, but not the mass and such)

Then I load up a plain V4.2, inject the morphs++ (used in dial spinning) and load the morph .obj....aaaand...poser(pro 8) crashes.

any ideas? or is it a waste of time?


Believable3D ( ) posted Sat, 04 April 2009 at 4:20 PM

How many parts of the body are you exporting as morph targets? How are you attempting to load the morph .obj?

BTW... Poser Pro is Poser Pro. Poser 8 does not yet exist.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


Chopperman ( ) posted Sat, 04 April 2009 at 4:27 PM

Quote - How many parts of the body are you exporting as morph targets? How are you attempting to load the morph .obj?

BTW... Poser Pro is Poser Pro. Poser 8 does not yet exist.

I stand corrected on the version :)

anyhow...

I am using full body morphs in morphs++, could that be the problem? I was assuming that I would export everything as "body.obj" and could just import it as a morph for the whole figure.

I have been experimenting and it seems that anytime I try to load a morph to the whole body, the app crashes. But if I export each part (hips, chest, ab, etc) then I can apply a morph to each part. Not what I was after, but it may work?


Chopperman ( ) posted Sat, 04 April 2009 at 4:46 PM

Well I got what I wanted..sort of.

I exported each part and can load the morphs individually. It just means extra dial fiddling.

I dont think it will work with conforming clothing the way I wanted it to "wrong number of vertices" I guess I was hoping for a magic "fixitall" button

But I think it will work for dynamic clothing


Believable3D ( ) posted Sat, 04 April 2009 at 4:56 PM

Yeah, no, I don't think that would work with conforming clothing, as your geometry is altogether different. I've never used dynamic clothing, so I can't say I understand the principles there.

I'm still not wholly clear exactly what you're after. Is your whole purpose here in order to copy your settings to clothing, or is it firstly to re-create your character? And if the latter, are you needing all the individual dials or would you be satisfied with a single body dial?

As far as clothing goes, I think the simplest solution is to use an app that can add morphs to clothing (e.g. CrossDresser, Morphing Clothes etc). Of course, you'd have to save your character as a morph first.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


Chopperman ( ) posted Sat, 04 April 2009 at 4:59 PM

Actually the conforming clothing idea was mores a "Wouldnt it be neat if..?" thought than anything else.

One of the ways to get dynamic clothing to fit better is to have the figure start out undersized and expand to fill the clothing. it prevents hiccups when the clothing intersects with the body during simulation


Believable3D ( ) posted Sat, 04 April 2009 at 5:04 PM

Okay, so what exactly are you trying to achieve, character-wise? A distributable set of dial spins for Morphs++, or exactly what?

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


Chopperman ( ) posted Sat, 04 April 2009 at 5:15 PM

Oh no this is just for me to use.

I prefer my characters to have more variety in their shapes than normally seen in poser. women with hips, men with bellies, etc.

I like dynamic clothing so I wanted to create a single morph dial that would allow the character to start with zero morphs and then morph during the simulation, allowing the clothing to work more successfully. But I appear to have a solution in the multiple morphs on multiple parts...its just more work than a single dial.

The conforming clothing idea was just a stray thought.


Believable3D ( ) posted Sat, 04 April 2009 at 5:28 PM

You are aware that once you have your figure all morphed to how you want, you can save your character as a cr2 when you're in the Figures menu, right?

If you want to turn that into one dial, Injection Magic should be able to take your new morph to a single INJ pose.

______________

Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM

Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3


Chopperman ( ) posted Sat, 04 April 2009 at 5:33 PM

file_427973.jpg

A quick illustration of what I was on about. pay no attention to the multitude of problems, its a quicky

See trying to get this dynamic dress to fit a gal with this much curve is a pain in the neck without adjusting the character size. Before I was shrinking the character X and Z and then expanding 5-6 frames into the simulation to "fill" the dress. But even that would cause problems, because some items would try to resize with the figure causing other problems.

With the morphs, it seems to work much easier. add figure, load morphs, add clothing. pose at frame 15 of 30. zero morphs at 1 and and "full morphs" at 10. run sim and it looks pretty good in one shot. 


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