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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 8:14 am)



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


RAMWorks ( ) posted Fri, 17 February 2012 at 12:59 PM · edited Fri, 03 January 2025 at 11:11 AM

Hiya,

Yea, me, RAMWolff, the DAZ Studio user... I've created a set of full body morphs for Genesis along with some fix morphs... my stupidity was to create the fix morphs to work on both areas of the body and in some cases one arm might be up and the other in another position completly.... so there is my issue.  So I created a CR2 of Bruno and all my morphs (about 97, 10 of which are fix morphs) because I was under the impression that Poser had a way to split symmetrical morphs... If I can get this figured out I really want to create a "legal" cr2 export of just my work for Genesis, not sure how I will do that, that's another matter all togther as I want to share him and his morphs with the Poser community too (I'm very much for things being right between both camps... just saying) ... so I DO have Poser Pro 2012 and can't find a way to split these morphs.  Is there any help with this or will I have to recreate these morphs?? 

Also I had setup my add on Runtimes in PP2012 and when I invoked the program today none were there... is this a known bug??  Don't like that one bit.  I do have the update applied so not sure what happened. 

Thanks for the help, if there is any to be offered!  :-)

Richard

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hborre ( ) posted Fri, 17 February 2012 at 1:34 PM

On the parameter/properties palette, right side of each dial, click on the arrow icon for the menu, there should be a function listed there for splitting morphs. 

Any newly created runtime must be linked first to Poser before it is actually "seen" be the library.  Clicking the Add Runtime folder on the upper right side of the library will guide you through the steps.

As for Genesis, since it does have it's problems exporting from DAZStudio to Poser, there may be little interest for Poser based characters.  I may be wrong, but the trend now is leaning away from DAZ based Poser content.


lesbentley ( ) posted Fri, 17 February 2012 at 2:07 PM

file_478610.png

😄


RAMWorks ( ) posted Fri, 17 February 2012 at 2:13 PM

Well, I think I'm stuck.  I tried exporting the CR2 from Poser and in DAZ Studio it's a royal mess... I didn't see the split morph option either so I guess these morphs are not viewed by Poser as splitable!

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lesbentley ( ) posted Fri, 17 February 2012 at 2:28 PM

Hborre gave the answer to the question asked, and I gave the same answer as a pretty picture. The answers are correct, but on rereading your post I think the question may be wrong.

Quote - ... in some cases one arm might be up and the other in another position completly.... so there is my issue.

A morph can only affect one actor (body part), the one it is in. So with two arms you have two morphs, neither of them symmetrical. So presumably the correct question is not "how to split a morph?", but rather "how to split an FBM?". How to do that may be a little more difficult to explain, but I'll try to collect my thoughts on the subject, and get back to you as soon as I can.


Winterclaw ( ) posted Fri, 17 February 2012 at 2:31 PM

Are we sure it's even a proper morph and not an ERC or something like that?

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3anson ( ) posted Fri, 17 February 2012 at 2:50 PM

this is Genesis? i thought it was so awesome that fix morphs would never be needed?

sorry, cannot help on the split morphs etc, just thought this question seemed odd, giving all the hype about Genesis being so much better than Gen 4............................


FrankT ( ) posted Fri, 17 February 2012 at 3:15 PM

Quote - this is Genesis? i thought it was so awesome that fix morphs would never be needed?

sorry, cannot help on the split morphs etc, just thought this question seemed odd, giving all the hype about Genesis being so much better than Gen 4............................

So how exactly is that helping?

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lesbentley ( ) posted Fri, 17 February 2012 at 3:41 PM · edited Fri, 17 February 2012 at 3:44 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.


WandW ( ) posted Fri, 17 February 2012 at 4:54 PM · edited Fri, 17 February 2012 at 4:56 PM

Quote - 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...

 

As I understand it, Les, he's working on the exported cr2, which contains his morph as part of those of the exported figure.  The last time I exported Genesis (a couple of Studio updates ago) I found that it exported its morph data as a binary morph (.pmd).  Once you get the morph split in Poser, you could try saving the figure with binary morphs disabled in General Preferences, strip out the DAZ morphs with good old Morph Manager or your favourite CR2 editor, leaving only your morphs in the figure.  If you then reload the figure and save it with binary morphs enabled, you will have a PMD file containing your morphs.  You can then create an injection pose to load them as is done here...

http://www.nerd3d.com/modules.php?name=Content&pa=showpage&pid=13

This should work....in theory, as I've never actually tried this on a WM figure!  😉

If there are rigging ERC's involved, that is out of my league, but I'm pretty sure it can be done...

Thanx for thinking of us Poser users, RAMWolf!  🆒

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RAMWorks ( ) posted Fri, 17 February 2012 at 7:36 PM

file_478614.jpg

I created a total of 10 "FIX" morphs to be used together when the arms are up (as in a flight pose) but instead of saving one magnet at a time as a morph I mirrored each magnet so they affected BOTH sides and saved THAT combination as one morph... I did that for a total of 10 morphs, all separate morph's. 

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RAMWorks ( ) posted Fri, 17 February 2012 at 7:40 PM

What happens when Genesis has it's arms up and is morphed out pretty muscularly or BIG the shoulders flatten out in some instances pretty badly, the pecs "bow" out as well and the lats can look like wings ... So these morphs when all dialed to ones desired amount fixes all of the unsightly looking areas. 

As I said though, I don't think Poser is going to be my solution since resaving the CR2 and then reopening it in DAZ Studio... Genesis is a mess.  One side is frozen and the other side looks like it's been crumpled and then applying morphs of any kind the crumpled side just explodes and the other side just stays the same... really horrid! 

 

Wish DAZ and Smith Mirco would have stayed on similar paths... this SUCKS!

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WandW ( ) posted Fri, 17 February 2012 at 8:55 PM · edited Fri, 17 February 2012 at 8:58 PM

I don't believe that Studio can currently import other than the 'classical' sphere fall-off Poser rigging. 

amy_aimei was able to translate the weight mapping for Antonia WM into DS format to bring her into Studio; perhaps she might be able to help you with your import...

http://www.sharecg.com/v/59715/gallery/21/DAZ-Studio/Antonia-WM-for-DAZ-Studio-4

 

I too wish they'd follwed the same path...

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"The [R'osity Forum Search] 'Default' label should actually say 'Don't Find What I'm Looking For'".
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lmckenzie ( ) posted Fri, 17 February 2012 at 9:34 PM

Thanks for pointing that out WandW - hadn't heard of that.

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RAMWorks ( ) posted Fri, 17 February 2012 at 9:52 PM

WOW.. Antonia for DAZ Studio?  COOL!  Thanks so much!  :-)

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Male_M3dia ( ) posted Sat, 18 February 2012 at 3:50 AM · edited Sat, 18 February 2012 at 3:51 AM

You really need a modelling tool to do what you want to accomplish instead, but that's a pricey solution. I believe modo (which DAZ uses to make their characters) has background morphing and reversing morphs back out, which would do as you want.

However, it's probably better to just redo your fixes properly... separate fixes for each side on your character, then use the property editor to control both and save as an ERC freeze... Which you would see if you study the characters a bit closer.


RAMWorks ( ) posted Sat, 18 February 2012 at 10:30 AM

Yea, I began that process last night.  I've got nothing going on on Sunday so I'll probably try to get the other 9 done.  Oh well.. live and learn!  lol 

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Bejaymac ( ) posted Sun, 19 February 2012 at 7:33 AM

Richard you do know that FBM creation for Genesis isn't as 'simple' as it is for V4/M4, it's not just a case of loading in the morph and saving it, you also need to check that it works with the rig & WM, if it doesn't work you then need to adjust the rig or WM or both to get it to work, you then save that info in with the morph.

If you turn 'on' the show bones parameter and check out the DAZ own morphs for Genesis, you'll find that none of them have the same rig as the default Genesis, the basic male & female shapes change the arm,hand,collar & pectoral bones, the Gen4 shapes are also like this, which is why when you load a pose for the basic female onto Genesis when V4 is dialed the legs don't go where their ment to.

If you check out some of the character sets available you'll find that they require you to use a DAZ morph first, this is so they can use that morphs rig on their character without having to re-rig it.


Male_M3dia ( ) posted Sun, 19 February 2012 at 8:59 AM

Quote - Richard you do know that FBM creation for Genesis isn't as 'simple' as it is for V4/M4, it's not just a case of loading in the morph and saving it, you also need to check that it works with the rig & WM, if it doesn't work you then need to adjust the rig or WM or both to get it to work, you then save that info in with the morph.

Actually is it is simpler than doing V4/M4, especially if you doing several body morphs that you are mixing together. Either you're doing the ERCs for those shapes or you are plugging it right into Gen4's version of the gene pool by using the ExP exporter (which I use so that it doesn't interfere with the custom injection channels which may get overwritten by other vendors' morphs). I just finished a project for M4 that has several full body morphs, head, foot and hand morphs and it took a day to get all that stuff in there.  Genesis went much quicker, about an hour at the most. And you don't have to mess with weight maps or rigging, just scale your bodypart or body or set parameters, ERC freeze and save.


RAMWorks ( ) posted Sun, 19 February 2012 at 10:45 AM

Never did any custom body morphs and NEVER did clothing for Gen 4 figures... but as Male-M3dia mentions it apparently IS easier and as stated you can create custom morphs and have the clothing fit that automatically.  I'm working diligently on redoing my fix morphs, got two of the 10 done (so a total of 6 morphs created so far (2 symmetrical, 2 Left and 2 Right morph).  Now I need to figure out if there is a way to slave these morphs to certain arm poses, like Arms Up and Down so they kick in as needed.  I know there is a way to add code for this... is this called ERC or what is that called?  I asked on the DAZ forums but no one has bothered to offer help.  I notice that with some DAZ morphs when one morph is activated that other morph dials are activated so I don't see a reason why if I use the Arms Up and Down movement there shouldnt be a way to make this happen as well. 

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