Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 28 11:20 am)
wow! er maybe you got lucky hehe.
Hi there.
Love esther
I aim to update it about once a month. Oh, and it's free!
Good point Esther - I'll try this on another item I've been having trouble with and get back to you.
Hi back :D nice to see (sorta) you again!
Hugs,
Robyn
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]
Sounds like the item either was superconforming (auto morphs) to begin with or else it might have been added in by the tool.
WARK!
Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.
(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)
Yep, D3D's Morphing Clothes can solve an awful lot of problems: see here for the results of my experience with it.
Using Wardrobe Wizard and Morphing Clothes you can fit almost any clothing item to any figure.
Windows 10 x64 Pro - Intel Xeon E5450 @ 3.00GHz (x2)
PoserPro 11 - Units: Metres
Adobe CC 2017
I think morphing clothes makes the item superconforming by default unless you turn it off
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Hi everyone,
I am having problems understanding how to make this tool work. I do my morphs inside of poser (*as in modify characters to adapt to a scene idea, often doing extreme morphing as in this... http://www.renderosity.com/mod/gallery/index.php?image_id=1956422&user_id=372461&np&np ) I had to comprimise my idea because I could not get certain clothes to fit the morph. But I continued to tweak this morph throughout the render, so it was a bit different then I normally do, (*but constaint tweaking inside poser is), it is also my first time trying out MC by dimension3d.
I read the pdf... I am totally lost as to how or what to delete (*morph wise) because I don't know I may add in as I go. *sigh... I wrote to Ralf. I don't think I am explaining myself clearly, or maybe I am just too stupid to figure this out. But I think I am just not grasping it, and I worry that support may not be there for my needs (*I don't understand the instructions). Is there anyone who can help me to understand how to use this tool? I hate to say it is beyond me... but maybe it is.
ThanX
Ariana
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
Are you saving your morph as an FBM ? if so then it should appear in the list of morphs when you load and inject your character in Morphing clothes. Select that FBM and transfer it over to the clothes
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Here is what I do, Ariana... doing it this way because I don't really understand the tool, probably, but it works so:
I first try to load and conform the item using the provided morphs in the garment. Some of the time this works fine. However, I have had issues with it working correctly using existing morphs, so I do the following:
--Save your morphed target figure (your extremely morphed character) to a cr2 (in the figures library)
--Bring up the item of clothing you wish to make conforming to your figure in Poser File Editor. If you don't have this tool, get it (please). I consider it an absolute essential. Sure, you could probably do the same thing with other tools - feel free to suggest some, anyone reading this - but I just find it so easy to do with this and it's so useful for other things, there isn't a day I don't use this program.
--What you are looking for are morphs (FBMs and PBMs) that could interfere with with the morphs you used on your character. In PFE (or whatever tool you've chosen) delete those morphs both in the actor BODY:1 channels but also in the individual body areas that you morphed.
--I tend to run a "repair" sequence in PFE just to make sure my CR2 doesn't have any orphaned channels or dials or whatever.
--Save this file to a new name: [ jeans.cr2 saved as jeansClean.cr2 ]
--Bring up your morphed character in Morphing Clothes
--Select the morphs you wish to transfer to clothing. I tend to save the selection three ways: top and bottom and full so... CharlotteTOP, CharlotteBTM CharlotteFULL
--Bring up your cleaned-up clothing item you wish to put morphs into.
--Transfer them over, then give your newly-morphed item your character name: CharlottesJeans
--Load your figure and your morphed clothing and conform to...
I'd be delighted for Ralf to come into this forum and set me straight on a few things (features) I might have missed or am mis-using or whatever... but this method seems to work a treat for me, atm...
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]
Hello, first ThanX to you, Frank for offering your assistance!
Robyn, I need to come back in the am and re-read the instructions and try to go through them step by step with a character in poser. I use outside RT's always and am very organized about where they sit and what they are (*clothes, hairs, footwear, etc) so I guess this leads to asking WHAT is the poser file editor (*PFE), as in I don't have one and if my RT is laid out clearly is it a necessity, and is it free! LOL! lastly can you send a link either way?! Thank you on that front.
Next and here comes the real ignorance... I do not know a PBM from a FBM, I bet that is where things started getting really confusing for me. Now I do see why you are mentioning the PFE... still don't know what it is, but it sort of sounded good to me after your explaination of what it is going to do in the RT file.
OMGDDSS! I have never run a repair! (*insert pic of me really bawling now!). How can I be so clueless, yet own as much purchased content (*nearly 700GB's), and not understand what is beginning to sound like poser101! *sigh... and I have been rendering for 6 years, 4 of which I consider to be worthy of posting results.
I understood some of the jist of the information, but since I do not have PFE, and have never ran a repair on any of the files in my Extended outside RT... it looks like I have some catching up to do.
Please include a link and I will go looking on my own too for the PFE tool. Tomorrow i will start to work on this in ernest. If you might consider a little one on one via g-mail and screen shots, could you site mail me and I will send an addy to you. If you want to do it here, I don't mind, but I wouldn't want to bore anyone with my ignorance.
Really Thank You all very much! I do appreciate everyone's help.
Hugs
Ariana
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
Hi Ariana,
I'm afraid I haven't really been much help to you at all, have I? Let me clear some things up first.
Poser File Editor is a stand-alone product you can buy here on Renderosity (yes, it costs money, but it is worth ever penny - or at least it is to me!) Here is a link:
www.renderosity.com/mod/bcs/index.php
It does not run from within Poser, but is something that runs in Windows as its own program, kinda like Morphing Clothes does. It's by the same person: Ralf Sesseler. It has nothing to do with organising runtimes... it is used to work on Poser-type files, like cr2 and pz3 and pp2 and all those kinds of files.
You sound like a very organised person... good ON you, Ariana.
PBM is an acronym for "partial-body morph", FBM for "full-body morph".
I'd love to take you up on your offer... I can sitemail you on here (I'll do that now, so check your mail folder) and we'll see if we can't get things working for you.
Cheers,
Robyn
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]
Nobody is born knowing this stuff :biggrin: I seem to have picked it up by osmosis. I'm not the worlds greatest poser guru, I know just about enough to be dangerous lol
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ThanX Robyn, as you know we already are on the same page, and off and running.
OT!:
Now I have an unrelated/related question! I submitted a great pose package to Ren once, and it got rejected... :( could it be that because I saved the morphs wrong? I saved them as FBM's (*at least that is now what I assume) and as PZ2's. In poser 7. Could someone share the correct saving proceedure for a complete full body pose, in other words in the pop up for the morphs what do I want to check? Screen shot included...
Thank you.
Ariana
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
Just two hints, ladies ...
PFE is a super fine tool but it is also a really mighty tool. This means it can do nearly all with a cr2 or other poser file but YOU have to be careful not to do damage.
This is not new. It's the same with all tools ... small hammer, small hole, big hammer, big hole, dynamite and the house may be rubbish ... :laugh:
So I recommend reading all reachable tutorials or a fine book like "Secrets of figure creation with Poser 5" ... or the similar for Poser 6. No problem with version, in that region Poser has not been developed much more.
With Morphing Clothes the best start is to have first a completely done base figure.
In example with V4 load her in standard pose into poser and leave her in that pose.
Then inject/load all morphs you may have for her like morphs++, elite, or else. There is absolutely NO need to dial that morphs. They only should be in her.
If all your morphs are injected save her back to the library with a new name like "V4 Complete" or what you like. This is a real huge cr2 then but it is your everytime base for MC. As long as you don't get new additional morphs.
This is a usual way for all figures using the standard morphs. There are figures with individual morphs, for example Helena (from V4 Complete. I guess). These are having a build in morph called Helena that is doing a complete shape. So for this figures it may be usefull to make a separat base figur. Or if you only have one or two such figures you can also include them into the main V4 Base figure described above. This is only a helper for MC. You should not use this in Poser cause blocking too much memory useless with all the morph data and memory is a essential in poser, be careful with it.
In MC you load that new created figur as master and then the cloth you will push morphes into.
As far as I have used it there is no need to eliminate morphs by PFE in front of. There is a switch in MC if you want to keep older similar named morphs in the clothing (default). Otherwise these will be overwritten by the transfer run.
And now you only have to choice the morphs you want to transfer. Ok, here you need to know which morphs you need. For example if you are used to dial all your morphs at V4 only in the Body-section then you only use her FBM's and so you only need to select these in the Body-section in MC. No need to go into a single actor part. With the example of Helena above you choose only Helena in body part and finished.
But if you use additional morphs from single parts which are not part of one of the FBM's you have to choose them also in the respective parts in MC.
Example: If you have choosen amazon in body there is no need to go into each part and also choose amazon there. This is covered by the FBM automatical.
But if you want to use FootArch you have to go to the foot region and select it there. Though bad example footarch isn't making much sense in shoe's ... hm, but may be in socks.
Again you have a option if you want the morphs transfered as superconforming, means also reacting to dialed morphs from base figure while being conformed, or not. This is a matter of personel taste. Superconforming is sometimes having trouble cause some sort of former called cross talking. So I don't love it so well. I just feel better with using Copying Morphs ( a free script by Ralf here in freestuff) or the similar feature from his XL-Library (instead of the P8 flex thingy).
But now after having choosen all needed morphs you only have to transfer, best again with writing to a new file name. Than you have a clothing including all choosen morphs and you can conform it to your figure and use the morphs together.
There are morphs working better and less good. but this is not depending on the tool but on the quality of the morph in the base figure.
For example with V4 I have found that amazon is everytime bringing less optimal results compared to most other FBM's. It seems that amazon is a bit nasty developed and so MC can only follow that.
Hope this will help to start ... :biggrin:
hey ThanX Jo!
And how did you know I have a "special" V4 I made, that is my mainstay? LOL!
I wanted to clear up because I now see what may be confusing some about when I mentioned Morphs! I usually do my own tummy, boob and butt/leg morphs, not a pre-made set from say here or daz. I like to make Frazetta style women, and men, and the pre-made sets out there are not morphed as the way I like them! So I have to tweak so much inside of poser because as I pose the character, there is so many poke throughs and I'm not getting a good fit. Jo, you just made me realize with MC I can create the character I want, and save it, and convert what I need for her/him alone using the FBM mode, correct?!
I have been thinking that I have to do this for every single character I own, when it is the BODY that needs things converted to, not the HEAD! WOW! Epiphany! So I can still use the head mophs I have purchased, but indstall my preferred body morph and convert to it as needed!
This helps a lot! Now I just have to understand how to run the tool correctly... :P But I am closer then I was!
So as asked in my other post above, what is the correct way to save the FBM's?
Thank you!
Ariana
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
:biggrin:
Hm, if you tweak inside Poser there are 3 way's I can think.
First you use standard dial even with higher values may be or
second you use magnets to deform or
third you use the morphtool.
So for first things are clear but with 2 and 3 you have to spawn these changes as named morphs into the figure. So no magnets or such. This is essential for MC. I think magnets alone will not work for transfer of morphs.
For MC it is enough to save this figure including all morphs correctly named as a new CR2 into the runtime. In thatcr2 the delta dataare stored. So no need for pz2.
Building a pz2 with morphs in it like for injection or so isn't my bright side ... exactly said I have never done.
But as far as I know these two checkmarks in your image will save the dial settings from morph dials into the pz2 (first) and the dial informations from transformations like xTrans, yRot from the BODY section to the pz2 (second).
Both or at least the body information was new with P7 (or P6?).
Depending what the purpose of your pz2 set shall be these informations may be omitted. Normally a pose is for the motion of the figure so morphs info isn't needed and as far as I'm aware the morph data (changed mesh deltas) are not saved in that way.
Saving body transformations can be useful but also nasty. For example if you use a figure with IK so you use the body to move the figure around. Or the X,Y,Z-Rots to adjust it in total like leaning back in a seat.
So that rotation information might be useful for the pose but the translation information may be nasty if for example you save it from a figure standing 100, 200 or else outside of the centerpoint at 0,0,0. With this information in pz2 you can shock the user cause it will beam his/her figure to the same position may be out of actual screen ...
So this can be used to save in pz2 but mostly needs some afterwork in the file deleting some useless information for the general public.
Also with pose saving have a eye for unchecking hair at the figure ... I love these poses which beam the hair through the air cause someone had forgotten to uncheck and cause it's rarely the same hair it's having totally other values ... :cursing:
But saving the morph data to a pz2 for injection I think I have seen a thread here around somethere describing that better. Or again PoserEd (PFE). That can build injection poses as far as I have seen. Ralf is having a lot experience with such as also PMD external morph files so it should work well.
LOL! I am so screwed! I understand half of this conversation, and the other half I am totally lost!
*SIGH..... OK I truly thank you...but I wonder if maybe the product (*MC) is not clearly defined for all users?! Cause it didn't make it sound this complicated, just complicated... :P
I'll ask for some tech support tomorrow.
Have a great night!
Hugs
Ariana
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
Yes maybe I need a couple of screen shots... I honestly can't believe I am having such a hard time processing this information... Heck I use XD and I sort of thought this would be really simuliar to that kinda...
Thank you Jo...
Deni Thank you for that, I maybe saved the morphs and that made issues, I have re-saved the poses and they are fine on the 3 characters I used them with. Thank you! :) Nice to see you BTW!!!
Hugs
Ariana
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
We start with the creation of a basic figure for Morphing Clothes. As said this step is needed only once depending on your most or everytime used morphs. And needs only to be repeated if more/new morphs are needed in that base.
First I have loaded standard V4.2, the model pur without any morphs except the male morphs which are build in and not given separat.
Helena is a complete custom morph influencing some parts and is having a central dial in the body section. So it is a Full Body Morph (FBM). You only have to dial in body to have all parts follow. No need to dial something for example in the abdomen actor.
This is Poser 7. So if you dial the body switch to 1 you will see nothing about that in the same abdomen dial. It showing 0 although internally it's also 1.
With Poser 8 you will see this behavior with the double textboxes at the dial. In abdomen you will see one with 1 and the other with 0, meaning 1 dialed by master switch in the body section and 0 dialed in the actual actor. So in total 1. you can dial additional 0.2 in the abdomen and than coming to a total of 1.2 only for the abdomen part there all other parts are only having 1.
This is now in P8 better shown but the same behavior like in P7 or lesser versions.
With actor abdomen selected we choose in menu "Create Magnet" and than rearrage the magnet base and the magnet zone that only the abdomen front is influenced.
We push the magnet a bit back so she's getting a ugly big abdomen ... it's only for demonstration.
So now we save this figure to the library (+ sign). Give her a new name to not overwrite a existing cr2 file and to have a good identification also only about the name without a thumbnail.
So normally I have used all morphs++ and such to have a most complete V4 base for MC in these steps. And then have everytime a working MC base if I need to prepare a new clothing.
So with each clothing later on you would only start from this stage onward ... :biggrin:
To show the MC working I have choosen the old freebie "Saturday Night Dress". As you see it's completely without morphs and the used Helena as also AlienOnBoard morphs produces the needed poke through ... let's stop that with MC ...
You will see all her actor and morphs shown in the list sorted by actor.
You will recognize a lot of "Empty" called entries. These are all dummies in the CR2 but not having real delta data in the moment. So these are useless for MC cause without information how to transfer them into a clothing.
You see the malebody morph which is standard build in with V4.2. This is complete and useable for MC. In the body section you hace a number of 51 behind this male morph. This is the indicator that this body dial is steering 51 other morph dial in all actors. So if you activate this here in body section all these other 51 morphs are included automatical into the process. NO need to activate this male morph in any other part.
But if you need only the male morph in abdomen to be transfered you can leave the body checkmark out and only activate in abdomen or ther needed.
But for these FBM's I strongly recommend to use only the body switch in total. Then you have nor need to search for all dependencies by yourself.
Even if your cloth isn't having all body parts you should do so cause by default MC is only transfering to given parts in the cloth.
Ok, you see following this rules we have activated onlyHelena body in the body section and NOT in abdomen or else.
And we have activated our AlienOnBoard in the abdomen section cause onlythere given and as you see it's a single morph. No dependencies are shown.
No existing morphs are shown in the list ... as it should be cause we also have none seenin Poser.
If you press the details button you get some informations about the clothing and again it's shown that there are no morphs in that.
If a cloth is already having morphs build in this is shown here in the list. We come back to that later.
With the solid or exclude buttons you can prevent material groups from being morphed or deformed by morph.
For example if you have some buttons or buckles at a shirt they may look deformed if they are morphed with the rest. So you can define their material group as solid and they will stay intact in shape and only morphed in total using their average middle as morphing point. Though this is a mighty function but due to that average value it's depending on the surrounding if the effect is useful. For example a big buckle than will not be deformed but may loose the correct contact with it's belt.
So for sure this is a point for experimental work depending on the needed results.
Sounds silly for me to bookmark my own thread, but Jo, this is excellent!!! Very impressive. I don't understand Morph Clothes either (obviously) so this has helped ME a lot. Thank you for taking the time to explain all this so thoroughly!!
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]
This is normally stuff you adjust once and only touch again if special reasons are given to do it. And normally Ralf has done a great job with the programs default settings. For most cases they will fit perfectly.
Therefor most of thisshould be the default. Only to mention some switches of interest.
I would recommend everytime to use the relative path thats the notation with :Runtime:... . Poser is normally saving in this manner and although Poser is surely no master in finding stuff easily (more a master of desaster :scared: ) with a normal well organized runtime it'S the best working way. With absolute paths (the windows notation beginning with the drive c:...Runtime...) you will definitve runn into chaos if you are changing the file locations by any reason. .... Though Ralf would be happy cause this will push the sales on PoserOrganizer ... :laugh:
Use controllable cross talk is a good choice for superconforming but also having the chance to influence by hand. And it's a prechoice. A detailed choice is coming in transfer screen.
The both PMD related switches are somewhat by your own taste. PMD is fine if it's working but can make real big trouble. I personally eliminate PMD mostly. But if theyare working well for you use them. Then they are quicker loading than normal morphs build into cr2.
The last checkmark for controlled morphs is only a matter how to show them in the MC lists. But I prefer to see all possible if I need it at the moment or not. So no change to forget something by accident.
So normally you figure out your best options once at the first program start and than change only if something is not to your taste.
We go on to the Transfer screen ...
Some advices ... all the left text fields for transfer options are on default. I recommend to leave them if the result is not giving a reason for manual adjustments after a first run.
The four checkmarks are from greater importance:
Check separate left/right actor to avoid influencing the wrong parts between the legs there they are close near each other at the top near the hip. So this is helping a lot that the left leg morph will only work on the left leg of pants and not influence also the right leg.
Ignore actors not in figure should be unchecked for example with a loin cloth having separat actor for best transforming the loin. Example like this is PhilC's Leia Slave dress if I remeber right.
Ignore actor hidden in clothing. OK, if the creator has done a good job he/she has hidden the parts without geometry, that famous one part more than needed in figure creation. So it makes no sence to try to push morph data into these. At the moment I have no idea for disabling this.
Ignore maorphs already in clothing, this is essential !! If checked a similar named morph in the clothing will stay intact. otherwise it will be overwritten with this run.
So this is the point you can decide if you need to delete all morphs before with using the PoserEd or let do MC the complete job.
OK, if your clothing is having a morph called XYZ123 and your figure isn't having such this will stay anyway. So not wanting this further on you need to delete it in some way.
On right side you have separat options special for skirts. Skirts in conforming clothing are everytime a bit troublesome ... I think this is the reason for the big mass of miniskirts with tendency for wider belts ... they are fine conformable ... :lol:
And here is the mentioned Cross Talk switch. Unchecked like shown you will get no superconforming. That my preference but do like you need best. As far as you have the general option of controllable crosstalk in options there can't go much wrong.
Though MC has several options how to tread the output mostly I press the clothing button and get the original file named in the textbox and than change it with a number or like her a X. Don't foreget this otherwise you might overwrite the original !!
But also a lot of this options are seldom changed.
In this demo case my process normally was 1. press the transfer tab to come to that screen, 2. press clothing and change the file name and 3. press translate ... and relax. Absolutely easy going.
And now we are gone wtig MC and can quit the program.
But anyway we load Saturday Night DressX and conform it and hurray, hurray, a bit dial work in body ( MC has made also the AlienOnBoard as a FBM) and Vicky is glad she can be shown in images again without the need for the nudity setting ...
And have a look to her hips ... the dress is fitting closely. This wasno point of poke through but the Helena morph is somewhat smaller in hip area. The original dress was to wide at this if you refer to the image some posts back.
And also the little alien has no problem with the dress ... :laugh:
So I'm not sure but I didn't find this too complicated at all, in short 4 (5) steps to heaven:
Hope this will help you even with special morphed figures it should be easy.
OK, this is now looking like it makes some sense. What about the use of PFE? I see that according to these instructions and SS's, that is not needed at all? (*just asking to clarify)
I also see that it looks fairly straight forward with your SS's! If the figure shows as empty, I do not select it, that is clear. But what if I say use the "Gymnast" FBM dial to make a strong muscled figure AND additionally select the abdomen to increase the abducters a bit more. Will I then have to select first the body, and additionally the abdomen? OR will the second set of ab morphs just be added to the Body morph total?
Now my next question is...
As I see and understand it because you also apparently use an outside RT, I just direct MC to the clothing file location. Does it save a copy of the converted clothes for that morph in there? Sort of like XD does?
You bring up if the clothing has morphs, please can we continue from there?
Joe, I really cannot begin to thank you enough for this one on one help. I seriously was asking for a refund because I could not grasp this program, and I have never done that before. I am so visually oriented, and pdf, is often hard for me to read. (*vision issues). This was kind on the eye and I am beginning to hope I can do this! :)
Hugs
Ariana
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
Well I posted the post above as you were posting the rest obviously! LOL! This is the very best Tut on a product i have seen in a forum! I love you! I am going to keep the tool and I cannot thank you enough! I will be back with some of my own SS's but not til monday as I have some products to complete and upload... I am also going to site mail you :)
Fingers crossed!!!
Hugs
Ariana
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
Thanks so much, glad you all like this ... and to prevent questions, no, I'm not on D3D's paylist but a great program is needing a a good lobby ...
Hi Ariana, some answers/idea for your questions ...
Quote - I see that according to these instructions and SS's, that is not needed at all?
As far as you only bring morphs to clothes, wether they exist in the clothing or not, you normally don't need PFE. What Robyn did with first deleting all given morphs and then using MC, is the absolute safety solution. In that case you have a complete virginal clothing having only the new morphs later ... but in my experience it's a bit of wearing belt an suspenders together, if you know what I mean ... :biggrin:
But if you are working more often with cr2- (or other poser-) files and have to deal with their internals like adding/deleting/combining morphs or clean up missing or wrong references to files like geometry or textures and lot of other internal tasks, than for sure PFE is one of the most mighty helpers you may get. But you need at least a minimum on internal knowledge of poser file structures to get happy with such tools. And everytime you should make a backup of the file in question first before editing. If all is running sufficient, deleting backup is easy. But if something is going the wrong way the backup is your life saver ...
Quote - But what if I say use the "Gymnast" FBM dial to make a strong muscled figure AND additionally select the abdomen to increase the abducters a bit more
Hm, normally some people now would say they don't understand the question but I'm trained for understanding "user" language ... and so I think I see your problem ...
First of all you can not influence the strenght of the morph transfer. A morph at a (each) figure is a definition of delta values for the origianal vertices (points) of the figure at that place. With the dial=0 the figure shows it's verts at their original position and with dial=1 each of the influended verts is going LINEAR to the position given by origianl position PLUS that points delta defined as morph.
If dial values between 0 and 1 or below 0 or above 1 are making sence is depending on the morphs creation. A good content creator may limit these values to useful range.
So MC is calculating on these deltas. The normal shape of your clothing at a point in the morphs region is adequate to dial=0. And for each point of the cloth MC is searching the nearest point of the original figure and using that's delta value to build the delta (== morph) of the clothing there.
This search for nearest point can be influenced by the transfer options textboxes in MC transfer screen. Normally MC will find no exact matching point but some points more or less near. So with weight and samples and so on you can influence how sharp or average MC will do this comparing search. As I said mostly the defaults are well done but there may be exceptions and than you have to try want might fir better.
But a said short it is completely equal if you have dialed a morph to a specific value ot not. MC is NOT calculating on the morph dial value but only on the given original points and their deltas. So only dial setting 0 (off) and 1 (on) are taken into account.
You everytime get a complete morph of similar range like the figure into the clothing.
And it will mostly work like the figure, e.g. if you can dial a morph in the figure up to 1.6 with acceptable result, then later you can also dial this morph in the cloth up to 1.6 (more or less depending on general mesh quality) with acceptable result.
So more in detail to your question. Please refer to the SS with teh open MC figure tab.
And have a look to the HelenaBody-morph.
This is a FBM. So as indicated we have morph data in 9 body parts AND we have the so called master dial in BODY. the single body parts are having the morph delta data and may be a dial. Hm, may be is the point cause this dial is there everytime but it may be set invisible by cr2. But functionality is there.
The master dial in BODY is have absolutely no delta data. It is only the general steering influencing the other 9 dial similar.
Now id you select (checkmark) this HelenaBody in MC in BODY section it'S the same as if you check them all 9 in each single part. So checking them in body plus all part will do nothing else than only checking in body. They are not calculated twice.
But vice versa if you not check this in body but onlyin the abdomen region this means ONLY the HelenaBody morph for abdomen is transfered but not these for hip, chest or elsewhere.
So you can not strenghen a morph by checking in body plus abdomen. but it will naturally also not harm. But it's wasting time to check similar named corresponding morphs in each body part if already checked in the BODY section.
I guess this was a base of your question, right ?
And further on if you have other morphs unequal HelenaBody like in my example the AlineOnBoard morph only given in the abdomen, you can check them additional too.
This is a complete independent morph with it's own delta data. And so it will be transfered completely independent from what will be done with HelenaBody.
Let me give a small example: You want to have a warrior like figure with a beer belly.
To do this you use Amazon morph in total and only on the abdomen region additional the Bulk morph.
So to build a fitting cloth in minmal version you should checkmark in MC: Amazon inBody section PLUS Bulk only in theabdomen region. This will work fully.
Though to keep it versatile I would recommend to transfer Amazon and bulk both only checkmarked in BODY section. Than you are on the safe side if your figures beer belly is growing while you also dial a bit Bulk in hip and/or chest parts ... :laugh:
Second idea, same scenario but this time no Bulk morph but you produce the beer belly warrior with Amazon = 1 in Body plus additional 0.5 only in abdomen region.
What will you check in MC to be transferred as minimum ... correct only Amazon in BODY section. This is including all singel parts. And the abdomen total of 1.5 is a normal overstretching and as such covered by the normal transfer process.
I hope this is clearly described. MC is there working a other way like WW2 for example. With WW2 you can convert a clothing to a premorphed special figure.
MC is implementing the same morphs with their normal original shaping from the figure to the cloth. So figure and cloth has to match basically to have a useful result.
So MC and WW2/XD are dealing with same technical stuff - morphs- but not with the same intend. They are no competitors but colleagues ... :biggrin:
Quote - Does it save a copy of the converted clothes for that morph in there?
Sure as shown at the last MC screenshot pushing the clothing button will bring the original cloth name plus it's path (external RT or not) and you can change it by hand.
There are automatic solutions for this. You can choose them in the selector box directly above the textbox.
If you look to the top of MC window you see the button Runtimes. There you can list allyour runtime paths. You can choose to have them read from the Poser Path Preferences or match to this pref file. I would strongly recommend to have this information in MC. Then the program can maintain best all runtimes and find easily what is needed.
Quote - You bring up if the clothing has morphs, please can we continue from there?
Crossposting, should be explained or pleace clearify the problem.
So this should cover most of the question. Sorry if something is reading a bit technical but that's the background to understand best I think ...
But don't hesitate to aks if there are more questions. As far as I can reproduce the problem their will be a answer ... and otherwise we push it to Ralf ... :laugh:
next post will have screen shot of what I mean....
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
Hugs
Ariana
Complete render to follow shortly...
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
oopsie! File too large... changed...
Oh I was able to fix the wristlets w the body builder morph, so it shows that not all of the outfit (*or others as you demonstrated) need to be changed in MC.
ThanX
Hugs
Ariana
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
Huh, this is a easy thing ... :biggrin:
First if you have not already you build a base figure for use in MC.
Load Vicky 4 and inject/load complete Morphs++ and Muscle packages into the figure.
No dial work neccessary !! Only save this figure back to library under the name "V4++Muscle Base" for example.
Second you load MC and on the figure tab load the "V4++Muscle Base.cr2".
Now there in BODY section you checkmark all used FBM's, in your example:
Bodybuilder, Definition, Fitness, Amazon, Thin, Voluptous, Pearfigure, Heavy.
Hm, I don't have the muscle pack so I don't know. Are these morphs only given in the single bodyparts or do they have also a couple of dials in the Body actor of the figure ?
Anyone if they are only in the single parts then you go to the abdomen section in MC and checkmark ExternalOblique, RectusAbdominus and the third unreadable below your red text. This will cover your actual example completely.
Only if they are also given as morphs in Body actor you better checkmark them there in Body section. So if one or other is working in more actors you can use them also there and transfer them in one go to the clothing.
Now load your clothing in the clothing tab and make your decisions in the transfer tab like I described. After pushing Transfer MC will work a bit and then your clothing including the morphs is ready on drive.
Load the new created clothing and conform it to V4. Depending on the setting of the Enable CrossTalk option in transfer tab the clothings morphs will fit directly or not to the morphed figure. Without cross talk you have to dial the same values in clothing either by hand or (I recommend) use the free Copy Morphs script by D3D here in freestuff to copy the morph values from figure to clothing.
And then the clothing should fit perfectly ... ok, may be you need to use the V4 magnetize pose on the clothing but thats the usual way to have the deformers also in the clothing. That should be descrobed in clothings readme if the magnetizeing is needed or not.
That was the Amazon morph what is sometimes looking not so good. But this isn't the reason here.
There are two possibilities:
First it look like you need to magnetize the clothing. Please look to your library in poses categorie and find the V4 Magnetize folder. Should be installed with V4 install.
Select the clothing and execute the first magnetize pose cause you only have one V4 in scene. Rest of that poses are for 2, 3, 4, ... V4's clothings.
Normally the poke through then should be gone. Especially at the thigh this is looking strongly like that missing.
Second or if first didn't help you can fix the poke through while going to the single actors and pushing the one or other morph dial a touch higher. So for example in the thighs pushing the heavy morph of the outfit a little bit should resolve the problem.
B.t.w. thisis the point cause I do not love thesuperconforming so much. I have often found that the morphs in Figure and clothing are not completely syncronous. So even with superconforming there is may be need to refit a little bit.
This can happen if a outfit is rather tight fitting. And I suggest Heavy cause this morph is working rather linear.
Third solution could be to have a new run with MC and trying to change some of the transfer option values. But I really think that's not the problem.
I strongly bet the magnetization will help for this ... as usual. Your figure is bending at the thighs and at the stomach so exact there the poke through is. This bending is activating the internal deformer magnets for better looking bulge with bend parts. And exactly this is what is brought to the clothing by the magnetize poses.
"Hm, I don't have the muscle pack so I don't know. Are these morphs only given in the single bodyparts or do they have also a couple of dials in the Body actor of the figure ?"
They do come in both...
"I strongly bet the magnetization will help for this ... as usual. Your figure is bending at the thighs and at the stomach so exact there the poke through is. This bending is activating the internal deformer magnets for better looking bulge with bend parts. And exactly this is what is brought to the clothing by the magnetize poses."
Magnets, I have never had the best luck with those, but I'll give it a try. One of the issues with close fitting clothes is that you have like an "In between" morph point that in my experience, magnets, nor morph dials don't find. Notice also the waist? That is another issue on some clothes if you increase the wiast size it is too large, and makes the hips off, or vice versa. I guess it would be one of those "Too Hot,Too Cold" things. Never can find that "Just Right", which is why I got MC! ;)
Again....You ROCK! Ralf also complimented your skill at explaining MC! Says maybe he should have you on board as a tut dude!
Hugs
Ariana
Is there water in your future or is
it being shipped away to be resold to you?
Water, the ultimate
weapon...
www.futurefantasydesign.com
But I just did a short exercise using all your dial settings including BodyBuilder but no muscles cause not in my RT.
And the leggings are my own creation also here in freestuff as Windwalker Footwear ... all who will download, you have to go into details and use the links in the text there cause sadly Rendo's download button is broken totally on this pack. No problem their tech staff is informed and working to fix it ... hopefully ... :crying:
But anyway these leggings are not super tight fitted but as you see with a little bit bending the get poke through (left side on thighs).
But using the magnetize on them all is fixed and best fitting ... if you look sharply you will see that they are a little little bit more bulged. Thats from simulated muscle work with bending the legs ... :laugh:
The tribute for most natural looking polygon build people ...
So give that a try I think that solves the problem ...
Edited: I'm out now and counting the given possibilities for making tut's and the cost-benfit-balance of such doing ... :laugh:
Thanks again Jo for your hard work on this.
As I said earlier, the reason I suggested removing existing morphs in clothing was because of the strange behaviour the morphs exhibited when there were two the same in the same article of clothing - which behaviour disappeared when I "cleaned up" the cr2. By "strange behaviour" I mean: either the morph did nothing, not in the Body nor in the affected body part... or the clothing would distort out of control in very quick order (with minimal setting/ dial changes). Can you offer any explanation why it would do so?
BTW, this behaviour was fairly consistent across a number of vendor offerings.
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]
First of all a small fixing. As I said uncheck "Ignore morphs already in clothing" in the transfer tab would lead to overwriting these with new morphs, I got a correction by Ralf.
The existing morph will not be overwritten but a additonal new morph will be created though with a new number adding. So clearly to differ from the existing one.
Now for that strange behavior. I'm not sure but dial's not working wether in body nor single actor (I guess your clothing isn't locked as total) could only happen with empty morphs or broken internal settings.
So empty morphs is clear. Only dials as dummys are there and no morph data as such.
Broken internal settings could happen to the connection between body dial and actors dial (holding the morph data). There only a wrong character in text can do that.
But not working actor dials isn't to be done so easy.
And by the internal coding this can stop the dial working but the morph may work via superconforming.
But together with your second behavior the distorting of the clothing, I'm in the opinion that indeed it is a problem with superconforming or better said cross talk.
I can remember to a cloth there the dials didn't work even though it reacted to the figures morphs. Cross talk isn't easy (better nasty) although now used as a legitimized feature.
So having two morphs working to the same mesh region in a very similar way as you would get with MC again copying a existing morph will strenghten the efffect of the morph. And if the first or may be both are superconforming you get to much morphing. And this surely can lead to a mesh "explosion".
So this is one of the point's I'm not such a big friend of superconforming. Also I often get trouble with using more than one figure in images. The internal number of the figures is depending on their loading order. And so often superconforming is making mismatch in using the values of the wrong vicky ... it's what I often got.
So I'm more satisfied with dialing manual or with the use of a script which is getting the right figure and his/her clothing instead of using some weak internal numbering.
Ralf's Copy Morph script from freestuff will do this or the same the loading routines from XL-Library (for this the same coding). But both wouldalso having trouble if two similar morphs are executed at the same time and clothing.
But in this problem than you are really right it's better to delete all existing morphs prior to build them totally new with MC.
Though I love to have clear order in my figures and clothes I did this rarely cause in most cases the given morphs are working well. More do I have the problem that they are not completly given or that no morphs are given.. So I seldom have the problem to replace a given morph.
To have a clear look to this could you give a image how the cloth is looking at the figure and a view to the parameter pallet with morph's settings. This may be best from a actor like abdomen or chest and with P8 if possible cause in P8 the dial's in pallet are showing their original value and the value coming from body.
This may be could help to see the problem best.
And not absolute important but for information was that offerings by one or two vendors or is it cross over equal which vendor. So do we have a vendor's special problem or a general problem of poser which could happen with each vendor's clothings.
I agree with you, Jo - my anecdotal approach unsubstantiated by images or specific instances was a bit poor.
I guess it's one of those almost superstitious things users do: something doesn't seem to work, you try different things until it DOES work, and that then becomes the "right" way to do things, regardless of whether it truly is right, or if it's a kludge that just "happens" to also work. As in anything "computer", there's always more than one way to "skin a cat"... this approach worked for me, so I'll probably continue doing it this way, but reading your carefully, meticulously written tutorial above eloquently indicates that there is actually very little I do know about how the program does its thing.
I know I said this before, I'm indeed very grateful to you (and to ALL) for taking the time to post your discoveries in these forums. This is what makes this such a great forum: contributors like you.
Cheers,
Robyn
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]
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I recently purchased Be Relax! by Pretty3D. I wanted to fit the items (top and jeans) to my character Charlotte (available here in the freebies section). The morphs Pretty3D included didn't really suit Charlotte... couldn't seem to dial anything to work properly (probably just me with my sledge-hammer approach to things). So, I decided to copy Charlotte's morphs to the clothing items using Dimension3D's Morphing Clothes. They copied just fine: all the dials were there, but they didn't do anything.
There was probably something I did wrong... I'll be the first to admit it.
Anyway, what I did end up doing was: I brought up the files in Dimension3D's Poser File Editor and removing all the morph channels I didn't want. Saved this to a new file, which I then loaded in Morphing Clothes and installed all of Charlotte's morphs again. Lo and behold... when I conformed, I didn't have to dial a thing: the clothing fit absolutely perfectly.
Any comments on this phenomenon?
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]
Metaphor of Chooks