Forum: Poser - OFFICIAL


Subject: Zbrush Character Morphs in Poser

ObscuroArcanum opened this issue on Oct 05, 2017 ยท 22 posts


AmbientShade posted Wed, 15 November 2017 at 3:36 AM Online Now!

ObscuroArcanum posted at 3:51AM Wed, 15 November 2017 - #4317984

The problem with GoZ is precisely what you mentioned - everything has to be done in one session. (Which was a subject for a different thread I posted at the same time as this one and had no luck with responses.) For doing corrections, GoZ is brilliant but for creating facial or bodymorphs - not so much. It doesn't matter though. I have perfected my workflow for creating facial morphs.

Ah. Apologies for not being more clear on this. You can have multiple sessions, as long as you send each stage of the morph back to Poser and save the figure to the library in order to save your work. If you save the figure in a zbrush format or if you close or even restart/start new scene in Poser or zbrush, then the goZ connection will be lost. It still exists in the cache but for whatever reason Poser will no longer recognize it as being connected to the same version of the figure you're working on - i.e, can't read it - so if you try to send it back to Poser later, it will import as a new, separate OBJ.

So to get around that, for example, if you create a morph in zbrush, then send it to Poser to test it, and need to make corrections, just save that version of the morph in Poser's library (by saving the figure with the morph in it to the library). - (I always do this, and I usually use some form of naming system like FaceWIP01, FaceWIP02, etc.,) Then you can send that morphed figure back to zbrush and add to it, change it, etc. The changes you make will be sent back to Poser as a new, separate morph, and will only look right if you also have the original version of it dialed in, but you can then combine the two morphs into one via the Spawn full body morph command, and delete the original two morphs.

In order to send a morphed figure to zbrush with the morph active, you need to check the box that says 'Export Posed'. Alternatively (and I just discovered this tonight, after using goz for a few years now) - you can open the Settings dialog on the morph dial and set it's min and max values to 1.000. Then when you zero the figure it will only zero out the rotations and the morph will stay at 1.0000 and Poser will send the morphed version of the figure over to zbrush without having to check 'export posed'.

If you have your own system now then a lot of that might not be of much use, but it's there if you decide to experiment with it later. The same method applies to morphing the base OBJ for the figure via goz - the only difference is that you'd import it from the library, send it to zbrush as an object instead of a figure, and then export it as a morph target and reload it via the load morph target menu option in Poser.

ColorCurvature does have a script called PML (Pose Morph Loader?) that will create morph injections from a morphed version of the figure if you've lost your connection between Poser and ZBrush, or if you can't get a morph to load via other means. It's a very handy script and highly recommended. (To give an idea of it's potential, I used it recently to combine all of my daz generation 3 characters into one master figure as fbms).

Doing your method for "Spawn Full Body Morph" I'm not sure how I will then be able to create the INJ/REM files because the morphs for the head and neck morphs, as I mentioned in my opening post, will still be separate and I won't have a single morph name to search for in Poser Binary Editor in editing the .cr2 file. This is how I ended up managing to create my INJ/REM files for the morphs I created in Zbrush.

Here's a link to a guide on creating INJ/REM files. Its rather old but it should still work. http://www.acrionx.com/3d_modelling_poser_tutorials/?pg=how_to_make_INJ_REM_Pose_files_for_Poser_custom_character_face_morphs

Any morph that spans two (or more) body parts is treated as a full body morph as far as I'm aware. I'm really not familiar these days with hand-coding INJ/REM files, but if I recall correctly, it will still inject the morph into the figure and set it for each body part that the morph affects, even if it is only one morph file that's being referenced. I use P11Pro which has a built-in morph injection exporter so I haven't needed to hand code injection files since I started using P11. I'm not 100% sure but 2014 may have the master synched option in the morph dial that is automatically checked on FBMs. So if you do need the morph to be separate morphs, then you can break them apart again by just unchecking 'Master Synched'. But that may only be a P11 feature.

Sorry for the wall of text, lol.