rokket opened this issue on Jan 05, 2016 ยท 22 posts
EldritchCellar posted Wed, 06 January 2016 at 1:57 AM
I'm going to let you in on a peculiar secret about morphing in wings, and older versions of Zbrush without GoZ. The problem is the difference in universe scaling between apps, Poser's scale is tiny compared to other apps. So, when you import your .obj into wings and export it back to Poser a little discrepancy is introduced into the .obj's position in Poser. Not a big or even really noticeable problem when just making a prop with a couple of morphs. It's usually a very tiny translation along the Y and Z axis. When dealing with many dialed morphs it does become a serious issue though. You'll find that every morph you make results in a tiny scaling translation error. These will add up over time, and multiply by however many custom morphs you dial in. Pretty soon you'll have visible jagged edges at body part seams and eyes poking through lids and the like. Here's one way of dealing with this, and an example of subtractive morphing to boot. In this example we'll be using the head of a figure to create morphs in wings.
Import your figure's mesh into Poser from the geometries folder.
Open the grouping tool and select the head group. Click spawn prop. Delete the figure mesh. You're left with just the head geometry in zero pose.
Scale the head prop to 1000%. File export wavefront obj the prop and name that scale 1000.
Import the scale 1000 obj as morph target and apply to your head prop. Restore the head prop to 100%. You now have a morph on your head prop called "scale 1000". If you dial this to 1 the head will scale to 1000%.
Now for morphing. Import the scaled head prop that you exported from poser earlier into wings. Morph using magnet fall offs or whatever. Export your wings morph making sure that you give it a concise name (don't use untitled.obj!). Back in Poser load this morph into the head prop. Dial to 1. Dial scale 1000 morph to -1. The results will look pretty strange, that's ok. We'll deal with that. Export your head prop with both of those morphs dialed in with the same name as the morph you loaded, this will overwrite that old scaled morph. Delete the dialed to 1 morph from the palette, reset the scale 1000 morph to 0. Load that morph target you just exported and dial to 0.100. There's your morph with no translation errors, you can increase or decrease the strength of the morph to taste. A final export of that morph as .obj will result in a full strength morph when at 1. A lot of work for a single morph, but no errors. There's tools that can automate this process, I just do it manually. You can use subtractive morphing for a whole bunch of things, mixing morphs, fixing expressions and screw ups way after the fact, making last minute changes to default features positions (lids partially closed for remapping your .obj, etc.), subtracting proprietary morphs from custom to create legal INJ files, jcm's, etc. Told you I had a weird workflow when morphing with wings, these are things that I discovered by experimenting, dealing with limited resources being a mac user, and agonizing over Poser's ridiculous scaling issues. Of course you can ignore my bizarre hoop jumping method and just use PML or some such, or nothing at all. Just remember that when you start seeing your figure's eyes popping out of its head when you dial in a few of your morphs that I toldya so. I can't tell you the number of times I've seen translation errors in custom morphs in commercial products. Especially before GoZ or PML. Just a few months ago I helped a really nice guy over at the RDNA forum create a .pmd INJ (ended up he was having naming problems with his morph targets that conflicted with internal dial naming, remember what I said about morph target naming?). Anyway, it was a FBM .pmd INJ, and I mean every single body part on v4 was included, I got the INJ working for him but the morph was so mutilated with translation errors that I wouldn't call it distributable by any stretch. A real shame as it was a decent FBM otherwise. Scaling. ;)
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