Forum: Poser - OFFICIAL


Subject: Creating full body morph that I can distribute? (Poser morph brush)

Xameva opened this issue on Aug 02, 2011 · 11 posts


lesbentley posted Wed, 03 August 2011 at 11:39 AM

(click image for larger view)

Xameva,

Glad to see that you figured it out by yourself. As this is a common question, for the benefit of others who may read this thread, I have collected some info from my previous posts that may be helpful. This post relates to delta injection of custom morphs, morphs that you made entirely yourself, and that are not derivative of copyrighted morphs. If you used any copyrighted morphs at any stage in the production of your morphs, then it is probably a breach of copyright if you distribute them as deltas. As a way to load third party morphs, and apply dial spins to them, you may want to investigate "Injection Pose Builder", I have never used it myself.

There are some utilities that can help you make INJ and REM files.

To make INJ-REM files when the morphs already exist in the figure I usually use svdl's free "SpawnCharacterP6 update" py script. It's very simple to use. In Poiser, dial  the morph that you want to make the INJ for into your figure, then run the script, there are a few options that you need to fill in, they are all fairly self evident. After filling in all the options hit the 'Generate' button (NOT the 'OK' button). One limitation of this script is that it only works for figures that have PBMCC channels.

To make INJ-REM files directly from a morphed obj file (either a full body obj, or a partial obj), I use the free "Pozers Little Helper". Needs a bit of initial set up the first time you use it. Has a bit of a learning curve, but quick and easy enough once you get the hang of it.

If you are using a morphed full body obj, it needs to contain the original grouping, some modelling apps may remove the grouping data. Below is a partial quote from richardson, explaining how to save and restore the grouping using "UV Mapper":


Open UVmapper/ file/load model/ double click on your OBJ/ click OK.
file/ click export uvs
check/ export group names, check/ export material names
Name uvs (mymorph.uvs) /click save. it saves to your objects file. Close UVmapper.

Open Zbrush [your modelling app]... you can subdivide and smooth. just return to sub1 before export.

Open UVmapper/ file/load model/ double click on your OBJ/ click OK.
file/ click import uvs/ doubleclick your uvs
..and File/ Save Model
Obj Export Options
check; export normals, check export UV coordinates, check export materials, check export UVmapper regions and click OK
Double click your object again and Click SAVE Then YES to overwrite. Close UVmapper


If you already have the morphs in a cr2, you can also do the whole job of creating the INJ files in a cr2 editor (eg "CR2Builder" or "Cr2Editor"). First you need to to make a template pz2 file that contains the actors that you want to inject into, each actor should contain a channels section. Say for example the morphs need to be injected into the chest and collars of the Antonia Polygon, V4, M4, or similar figures. You could use this template.

{

version
    {
    number 4.01
    }

actor BODY
    {
    channels
        {

valueParm channels get pasted under this line.

        }
    }
actor chest
    {
    channels
        {

targetGeom channels get pasted under this line.

        }
    }
actor lCollar
    {
    channels
        {

targetGeom channels get pasted under this line.

        }
    }
actor rCollar
    {
    channels
        {

targetGeom channels get pasted under this line.

        }
    }
figure
    {

    }
}

After making the template, you would load the cr2 with the morphs into the left window of your editor, and load the template into the right window. You would then Drag & Drop the targetGeom channels from the cr2 into the pz2 (see attached image). If the morphs are FBMs, you would also Drag & Drop the relevant valueParm channels from the BODY actor of the cr2 into the BODY of the pz2. Note that traditional Delta Injection can only inject a morph into a channel that already exists in the figure, this is why many DAZ (and some other) figures contain blank PBMCC channels, so you can inject custom morphs into them. If the internal names of the channel are not already PBMCC_## names, you can edit the internal names after the Drag & Drop operation. If you want, you can include material settings and map references in the 'figure' section of the pz2.

For figures that do not have blank channels for morph injection, you can use 'PMD Injection' (only works for P5 or above).

A utility that can help with making FBMs is D3D's "Spawn FBM.py". Commercial cr2 editors such as D3D's "Poser File Editor", and PhilC's "PZ3editor", have more features that the free ones listed above.