Forum Moderators: RedPhantom Forum Coordinators: Anim8dtoon
Poser - OFFICIAL F.A.Q (Last Updated: 2026 Mar 04 1:34 pm)
Here is one way to think about it: Once you have a character, use Spawn morph target to save a combination morph for each group involved. Save the CR2 as this character. Use these character morphs in a CR2 that only has movement, fix, expression, JC morphs. Remove the construction morphs. You many consider having a base CR2 with only these morphs in it and transfer the character morphs to a copy of it. V2 has several joint fix, and new facial expression morphs that would be good to include in the mix. So, to answer your question, there is no need to keep construction morphs from eith V1 or V2 once you have used them to create a character and have saved it.
Three important ones: ElbowFix - R&L - It involves FArm & Shldr. It is a PBM (Partial Boby Morph) with the control on each FArm part of the morph. The advantage is that the joint movement it repairs is the FArm bend, so you can do the repair from one morph at the same time you do the movement. KneeBendFix - R&L - same style - Thigh & Shin - control Shin KneeBulgeFix- R&L - same style - Thigh & Shin - control Shin They are indeed also FBM and are in BODY, but it is less work just to do the fix when you do the bend. These fixes are variable, but not continuous. They can not be automatic. But if you set them up correctly, they can be saved with a pose. It just means that the figure you use to set poses, should only have the repair morphs and NO others. IF you are going to do this, the repair also needs to be off in poses where the joint is not bent. This means that all poses have to be saved with the morph channel on. If the figure setting the pose file has a morph and it is anything (even zero) the pose file will set the morph dials to this (even zero) when the pose is applied. Any morphs not in the CR2 of the figure setting the pose file will be ignored when the pose is applied. Now, you can open every PZ2 in a text editor and cut out the unwanted dials, but it is easier for them not to be there to begin with.
There are others: AbsLeftUp AbsRightUp CollarLUpFix CollarRUpFix HeelInFix ThighInFix ShldrDeltFix ShldrSmall ArmPitFix But these are continuous fixes and therefore are candidates fot JCM. I have made them so. They do not duplicate anything on MillieJCM and they add in nicely. While I can not provide the JCM versions to my customers, I can provide simple cut-n-paste test and directions and will do so. These morphs can be done as manual fixes just as the knee and elbow are done. I just find it easier to let the joint to it for me automatically. It was reassuring to discover that DAZ had only duplicated three of the JCM on Millie (neck, calf, bicep)
I wonder why DAZ3D is not giving a manual to all the purchasers (as I proposed to them a week ago). There are so many issues you have to know with V2, things Jaager explained above and more: lots of threads were about the eyebrows and I had to puzzle around with that for a while till I found out what I made wrong. I'd also suggest a list of all the MTs and what they do (and how they interact). Not everyone wants to spend lots of time with trial and error I guess. What do you think about that? I'm sure there is a documantation of all this at DAZ3D. Will they give us some clues???
I am not so sure that DAZ has documentation. I do morphs pretty much by the seat of my pants. I suspect that DAZ's morpher(s) do the same. Any documentation would be after the fact. DAZ has not offered any new technology here. It is pretty much either state of the art or providing things we asked for. They probably do not imagine everything that will be done with their raw material. This is all a work in progress. Documentation would be nice, but it is about as much work as the morphs and textures and a lot less rewarding. In DAZ's place, seeing as how they must be efficient in generating income, I would consider the manual a regressive use of resources. I think JCM (and JCJ) are more in need of technical explanation than anything DAZ has done. This is probably a major reason why there are no JCM in place for V2. I know I need to get on with it for MillieJCM. But everything for V2 is done at the time, by the user. Nothing is automatic. It is a measure of the quality of the figure, that it appeals to users with a wide range of skill levels. With V2, dig in and explore. You will learn and remember better if you get it on your own and pick up leads here and other forums.
Jaager I admit, it might be less attractive for DAZ3D to publish a manual from a financial point of view. I don't know the personal resources they have. Maybe they are too thin. For me (and I guess for others too) a description of the MTs would be taken greatfully. As I said above, it would save a lot of time. On the other hand you are right: exploring all the new features of V2, to change a dial here and there and seeing what happens can be a lot of fun. I use Poser since many years and I purchased V1 last year, so it's not too difficult for me, but I think other users with less experience might have problems. Apart from that I just like reading manuals (I know that is rare). <;-)
Well right this moment I have to say I'm at odds with Vicky 2. I can do pretty much anything with vicky 1, but all the new bits and pieces, with the text running into the sliders... Arrrgghhh. I'm sure I'll get used to it. I've only had her for a few days. (Finally bit the bullet and got her.) But it's extremely frustrating having to figure out the eyebrows all over again. And other stuff. I haven't figured out the elbow fix and stuff yet.
Silke
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I've got a few characters I've built up with Vicky 1 that have the look I desire them to have. If Vicky 2 is just a cr2 file; is there any advantage to moving these characters over to the new version? Or would my only advantage with her be in the building of new characters in the future?
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