Forum: Poser - OFFICIAL


Subject: IS there a way to split morphs that are symmetrical??

RAMWorks opened this issue on Feb 17, 2012 · 20 posts


lesbentley posted Fri, 17 February 2012 at 3:41 PM

OK, I forgot we were talking about Genesis. Genesis is, apparently, a new type of figure, and not only that, but if I understand things correctly it's not even a Poser compatible figure, and will only work correctly in D|S. I can't tell you anything about D|S figures, I can only tell you how things work in Poser figures. These things may work the same in D|S Genesis, or they may not.

Say I have an FBM (Full Body Morph) named "MyMorph". For our current purposes we can think of the FBM as having three components. Individual targetGeom (morph) channels in each of the affected actors, a valueParm (FBM) channel in the BODY actor. Slaving in the individual targetGeom channels to slave them to a master channel in the BODY, eg "valueParm MyMorph".

In that case the slaving code in the targetGeom (morph) channels might look like this:

            valueOpDeltaAdd
                Figure 1
                BODY:1
                MyMorph
            deltaAddDelta 1.000000

If I wanted to convert this into two separate FBM's, one for the left side of the figure and one for the right side, I would need two different valueParm channels in the BODY, say "valueParm MyMorph_L" and "valueParm MyMorph_R". The slaving code would also need to be edited to point to the appropriate master channel. So in the left hand morphs you would use this:

            valueOpDeltaAdd
                Figure 1
                BODY:1
                MyMorph_L
            deltaAddDelta 1.000000

And in the right hand morphs you would use this:

            valueOpDeltaAdd
                Figure 1
                BODY:1
                MyMorph_R
            deltaAddDelta 1.000000

If you need to split the symmetrical parts (eg head, hip, etc) into right and left morphs, you could use the "Split morph function as described in the first posts. Of course all the above can involve a lot of editing, depending on how many actors are involved. It may even be easier to create separate right and left FBMs from scratch, depending on the methods you use and the tools you have available.