Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Hi Jaager, Okay, I managed to copy/transfer a full body morph (FBM) from Michael v2.0 (M2) to Michael V1.0 (M1) using the rename M2 source CR2 to PZ2 and copying to the target M1 CR2 via Morph Manager v4.0 (MM4). The control dial for the FBM shows up in my target M1 CR2 but does nothing when I use it. Am I correct in concluding that the reason for this is that: all the (relevant) partial body morphs (PBMs) addressed by the copied FBM of the M2 source CR2, e.g in each specific body part, would also have to be present (i.e. copied over to) in my target M1 CR2 in order for the copied FBM to work? If the above is true: ARRRGH! (Slaps his head) What I was trying to do was to use a M2 full body morph in an M1 character to reduce the size of the final CR2. As M2 is almost 3 times the size of M1, it becomes a real strain on system resources when I have more than one M2 running around in a scene, not to mention other figures and accessories! In this connection, could you kindly explain why I am able to successfully transfer a combined face morph (via MM4) from M2 to M1 which works without the source M2 PBMs present in the target M1 CR2? Thanks for all your help!
I think I just may have had a moment of enlightment: Full Body Morphs (FBMs) are not really morphs but control dials that affect the figure "globally" or "remotely". The "real" morphs are in each specific body part that they were created for, i.e. partial body morphs (PBMs). As the head is a specific body part, combined morphs from M2 may be transferred successfully to M1 without the original M2 morphs being present in the target M2 CR2, i.e. the combined morph consists of the relevant M2 morphs being copied over. Doh!
By Jove, I think he's got it! That's right, an FBM is just a control dial linked to multiple PBMs scattered all over the body. You'll have to transfer the related PBMs to your new CR2 for it to work. You can trim the CR2 size down considerably; transfer only the morphs you'll be needing. Mike 2 has close to 600, and you're unlikely to use even half of them on a single character.
Congrats! the light clicks on.
The issue of partial body morphs, and how DAZ has structured all this, is something else.
Most of M2's (V2) morphs are both Full and Partial body morphs. I was confused by what partial meant, when it was first introduced by Rob and Charles.
Full body means that the control is in the Body section. The slave morph might only be the left nipple, but it is still a FBM if the control in in Body.
Partial means that the morph doing the controlling is on an actual body part and is itself a real morph. (It can be a morph with no actual deltas, but it is on a body part.)
What DAZ did was to take those morphs that only affect a region of the body and have the FBM dial control one morph in a logical central location. e.g. breast shape morphs that do both breasts and controlled by a dial on chest. This chest dial may not actually alter the chest, but it affects the morphs on each collar.
These controlling PBM morphs, do not have the pbm- extension as a general rule.
These morphs can be controlled from both masters at the same time. This does not mess up a result, but you do not easily know the values. What I mean: breastshape8 in Body- set it to 0.5, go to chest - no number on the dial - breasts are larger anyway, turn the chest dial to 0.5 and the breasts are larger still, but the chest dial shows 0.5, the two collar morphs show zero.
Your idea about M1 is sound, but you are missing a strength of Poser. You do the dials on M2 until you get a shape that you like, right? OK, do a Spawn on every group that the morph affects. Copy this one morph for each group to M1, but go further. Delete all of the construction morphs from M1. You have the shape you want, why do you need them?
Leave the face morphs that make expressions, but delete the ones that make a character, your single morph is all you need to make Mike into Joe. The Face morphs are by far the worst size monsters.
M2 also has some very valuable Fix morphs. Copy these over.
When you get rid of FaceHeart and company, you will se a really big difference. Use M2 to generate shapes to Spawn, not to use in a scene.
Hiya, this is a SUPER informative thread so thanks peeps. But, I'm gunna shoot my questions now. 1) Now that we have our "striped" Vicki 1, is there a way to delete the full body morphs? I just don't want to see the dials like soften hip and what not. 2) Umm... I think thats it really :p I am currently stripping morphs from my V2 char into a slim trim Vicki 1. Thanks again Jaager and Little Dragon and Arendar. - Gazukull
Wait I do have a question!! Say you spawn all yer morph targets and call them.. umm Larissa or some such. If you strip all the other morphs except for those, do you get cross talk if yer stripped CHR2 and a normal Victora 2 are in the picture? I intend to try it as soon as I am done with this, but if someone already knows that would be kewl too. :p
You get cross-talk when both figures have identical morphs (or morph names actually) and the morphs are ERC. That is, you have made them FBM. If you have stripped a figure, and are using a spawned morph for each group to be the character, you just set each of those to 1.0. Since there will be no competing morphs, there is no reason to make them FBM, they can each be set one by one. So, no cross-talk. To delete the valueParm (FBM) dials from Body: 1) open the CR2 in EditPad and cut. 2) change the extension to pz2, open it in MM4, go to Body, expand the morph list, select a morph and hit Delete, or if you want them all gone, right click on the Morphs line and choose = delete all morph targets. Save as a CR2, or just save and change the extension back to cr2.
You will get cross-talk with the joint fixes, if you include them. The ForeArm controls its partner in the Shldr. So if you set the fix on the right elbow of figure 1, the rShldr of figure two will set set also. This is a morph in common between V2 & M2, knee fix is also. Read the thread on cross-talk for the various ways to avoid this. I think there are also shoulder joint fixes that are common between the two also. Of course, if you are using two of the same figure, there will be problems with all of the fixes. But again, only half the morph on the second figure will respond. Most of these have no central control. The control is on the same group with the joint dial that causes the deformity and it has no master usually. Even if it does, this is not a morph that you would be setting from Body,
My guess is that reducing the file size of each figure by ~85% should make a lot of things go faster and Poser be less prone to catatonia. Have you thought of going into Body on some of your figures and setting Scale (not X/Y/Z, never touch those in Body) lower? It will vary the heights. If the head comes back too small, go to head and take it up 3-6%. Be sure to scale each of the eyes up an equal amount. The clothing may or may not automatically adjust to the Body scale. Lock also has a strange effect on this. The hair will need to be scaled like the head.
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Does anyone know how I can transfer "full body morphs", i.e. those on the "body" of the figure, say from Michael v2.0 to Michael v1.0, or from a P4 Nude Male to another P4 Nude Male. I have tried using Mr X's Morph Manager, but this nifty program only allows me to copy/transfer partial body morphs of selected "bodyparts" instead of full body morphs on the "body". And my experience with the CR2Edit program has been to create MAT pose files, not copying or transferring morphs.
Any word of advice would be greatly appreciated!