Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 18 10:25 am)
What I'm saying is that if you save the figure as a morph INJ, then you can start with the dial at 0 and then dial it up to get the dynamic clothing to work the way you want.
If I'm understanding you correctly, at any rate.
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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
Quote - ... My workflow goes something like this:
- Make a copy of the blMilWom_v4b.obj geometry (that's for V4, substitute whatever figure you're using).
- Use UV Mapper (free tool) to remove UVs
- Import the un-UV'ed obj into Argile.
- Sculpt to my satisfaction.
- Export obj, open in UV Mapper and import original UV map back in. Save UV mapped geometry.
- Create INJ/REM poses in SyrINJ....
Couple of quick questions: when you use a copy of V4's original geometry (blMilWom_v4b.obj) do you use the whole figure? Even if all you're morphing is, say, the face?
I have been struggling with this for ages, and have never achieved the satisfaction of a successful morph. Either Poser crashes altogether, or it gives me the "wrong number of verts" error.
What I've been trying to do is export only the head and neck. The following summary kinda indicates the steps I've been taking, or a variety of those steps.
In summary, what I want to do is (besides curing the common cold, which at this point seems easier):
--Dial some morphs in Poser for V4 (morphs++ stuff - gets a fair bit done that way)
--Save out the morphed bits (like head and neck) into an obj file that I want to generate additional morphs in
--Save vertex map info (or recreate the vertex map if that works better - I have UV Mapper Pro)
--Load into the morphing tool of choice - been getting decent results in Blender
--Export back into obj file and if needed somehow either restore vertex map or regenerate it
--Bring the morphed obj into Poser as morph object
--Not have Poser crash completely or generate a "wrong number of Vertices" error
I do have Poser File Editor but for the life of me can't sort out how I'm meant to create a morph target from an obj file in that programme... thick as a brick, I am. I must have read the morph chapter over a dozen times, but the solution eludes me.
Thanks for responding to this... any response at all is welcome. Helpful ones will be most gratefully acknowledged.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
I only use the whole body if multiple groups are involved. Otherwise, yes, I export from Poser.
I think what you're trying to do is problematic if it's for redistribution, as exporting things done with Morphs++ as an object will mean that Morphs++ won't be called by your new morph. Which DAZ definitely won't like. I would work in the opposite order: due your sculpting in your third party app, then use Morphs++ to fine tune.
SyrINJ (and numerous other apps, I presume) only works for a figure with injection channels built in. Otherwise, you pretty much need to use PMDs, I think. But since you're talking about V4, that shouldn't be an issue. However, I don't think I've used Poser File Editor, so can't give you any advice there.
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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
I hope I'm not stepping on anyone's toes here. I haven't had time to read this whole thread, but I want to clear something up. Morphs do not need UV info. It is simply a record of what vertices are moved, how far, and in what direction. The actual object carries the UV info.
I also want to warn you, if this has not been covered, to never use exrtrusion when making a morph. Only move the vertices. Poser will reject any morph that has the wrong number of verts.
John
Thank you, both of you.
@ Believeable3D: the only reason I did the morphs using Morphs++ for V4 first and then exported to Blender3D was to see if the changes in the mesh could be exported to a 3D program. Turns out they could. Morphs++ don't add any geometry to the basic V4.2 object, does it?
So, now I have a mesh shaped differently to the original V4.2 (verts have been moved around) but nothing else is different. I.e., ( BeyondVR ) I'm not doing anything to the mesh except moving the verts around a wee bit more. I'm not adding any, not changing their order. Just taking an already-changed mesh and modifying it a wee bit more.
I could have achieved the same result - theoretically - with the Poser Morphing tool. For the sake of argument, let's say I did and exported the result of that. I don't want Morphs++ to be called with my new morph: I just want one dial where the user would dial in the degree that they want my character's ... um.... characteristics to change V4.2.
So, I want a PMD? Partial Morph Dial? Happy to have a go at that. I'm not going to bore you with a lot of remedial Morph Creation questions: could you point me at something current that I could study in terms of tutorials?
Thanks so much!
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
I understand that you only want one dial. My point is that if you're doing this for redistribution and there's no call to Morphs++, the user won't need Morphs++ in order to use your morph. That's a no-no.
But as far as I know, you can have a single dial and still call Morphs++, anyway.
PMD has nothing to with partial or full, it's just a dfferent kind of injection that doesn't use channels (it also doesn't work natively in DS, although there's a free script for it).
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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
@RobynsVeil Like Believable3D said, distributing hybrid morphs is a "no no no". If you have a character that is a mixture of DAZ morphs and your own morphs, and you want to distribute that character, you would have to: 1) dial out the DAZ morphs (set their values to negative) 2) export your morph target and make it a vertex-only OBJ file 3) write an injection pose file with readscript cammands to inject a) DAZ morphs, b) your own custom morphs and c) set their values.
Le cinéma substitue à notre regard un monde qui s'accorde à nos désirs. - André Bazin
Thank you Believable3D... that was very clear and explains your workflow: loading a virginal V4 and making your morphs first, then fine-tuning with Morphs++.
So, 3DVice, just make it clear in my mind, I would do the Morphs++ injection with all values set to 0 before I export my obj file? Theoretical question: is that because the geometry does change with a Morphs++ injection and it would have to be to that Morph++ed figure I would have inject my vertex-pushed morphs back into, using your injection-pose-file-with-readscripts-commands method as outlined above (which is a bit daunting, but I'll have a go, anyway).
Thank you, both of you for your patience. I have this sneaking suspicion that this has been covered somewhere and I just missed it.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
The issue is that if you export the figure after you've got the Morphs++ alterations, you have a new geometry that doesn't need Morphs++. That's why you need to do your Morphs++ work afterward, so that it's not going into your morph geometry.
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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
I understand your point and agree with you, Believable3D. Thanks for taking the time to explain it.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
The dial spun part has to be done first to provide the base for the further morphing in the external application. This can be handled without violating the EULA.
Load V4
spin up the dials
export the dialed object
import into modeling app
make the changes desired
extract those changes from the dialed object (this is your crafted morph data only)
create a morph from the extracted data
include readscript lines to call Morphs++ and load the morphs
Use of the created character then requires the end user to have V4 and Morphs++, staying within the EULA as interpreted.
Over @ DAZ there is an article about how to create your own morphs in addition to DAZ original morphs without violating the EULA. It's in their KNOWLEDGEBASE. You have to log in in order to have access to it. In earlier times it was easier to access -as far as I remember- in their tutorial section of the site.
Le cinéma substitue à notre regard un monde qui s'accorde à nos désirs. - André Bazin
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I wanted to make sure the technique would work before I go spending on other apps. If an app can make it even easier, I might consider picking it up.