Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Once we have finished our design - as here - we can then produce a morph for it. As I have no knowledge of how to produce the special INJection morphs that are commonly used for Victoria3 (and little interest in them because of the speed penalties in using them - especially under Poser 5) I'd only be able to document the "standard" ways of producing morphs. These basically fit into "keep it to yourself" and "able to share with others" categories. I'll try and get back to saving this as a morph if/when I manage to calm my son down...
A quick file comparison might be in order. While the original exported morph was a massive 5.79 MB (!! Yes, Victoria3 gives big head morphs) the "squished" version is comparativelt small at "just" 1.20 MB. For further space savings it should be ZIPped or RARed up with a readme file for sharing with others (I just used WinRAR on the squished morph and got it down to around 305 KB - much better!). But now then - how to apply the morph...
Great tutorial who3d ! Why don't you upload it in Renderosity's tutorial area ? it will be a better place for it !
Thanks in advance.
:) Eric
You have the morph in as efficient a size as possible at step #25. If you save the CR2, you have the morph.
You can copy it from the CR2 you just saved back into your main CR2 using MM4. Going to OBJ, unless you are going into a modeler - and using magnets to do this, this is not likely - is unnecessary. It is an obsolete way of sharing morphs.
To share, the morph can be copied into this file:
{
version
{
number 4.01
}
actor head:1
{
channels
{
}
}
}
copy/paste the text between the **** into a new file and name it: V3HeadMorph.pz2
Copy the new morph into it with MM4 and share this file.
The name is set. The limits can be set to something more realistic than +/- 10,000.
With V3 now:
If you name the morph at the Spawn step = PBMCC_01 (the 01 can be any number up to 50).
Then go the parameters window for the morph and name it "head wrinkles" or whatever.
Then save the CR2, copy the morph using MM4 into the head morph carrier above. Then save it as V3HeadWrinkles.fc2.
Now, if this file is put in Face library - it will inject this morph into V3 figure CR2. Share this file, and the users do not need to copy anything and anyone can keep the morph out the the figure until wanted.
"You have the morph in as efficient a size as possible at step #25. If you save the CR2, you have the morph." That's the "quick and dirty" way of doing it (and also actually the official documented way!) but not terribly shareable in all cases - often DAZ morph info could be in that CR2. I FAR prefer my second method, which also works with characters other than Victoria3 (which was an important factor in my consideration)... but also there may be a follow-up tutorial which will use a 3D modeller, and also possibly a Michael2 version of the final "Davros Wrinkles" morph I'm aiming towards having been inspired by Bill's work (linked earlier in this thread). I also felt it was important - to me if no-one else - to show how little beyond just Poser (and indeed the stock models, tho the DAZ models are generally better) one needs in order to come up with some surprisingly good modifications. I've seen too many people display talent that use just the dials, and I boggle at how much higher they might soar if only they knew how easy it was to build your own custom morphs. Naturally once you've built a few, you can combine them... and on and on. Imagination's the only real limit. Cheers for the input - and Jaagar, if I DO start putting tuts up "to keep" in the tutorial section, can I include your (credited) post as "the third way"? :) Cheers everybody - it's nice to have feedback - and feedback that's a combination of warm & informative is doubly precious! Cliff
Attached Link: http://www.morphworld30.com/files.html
You should use Traveler's TargoMag for your magnetting. It gives your magnet zone a set of cross hair directly in the middle thus making the magnet zone extremely easy to use. Being someone who uses magnets on an extremely regular basis, I'd not live without it!Cliff, Yes, you may include my addenum.
The 12 line file I have above IS a CR2, if you name it with a .cr2 extension.
You use it to share the morph. That is all the parts of a CR2 that you need to have in a file that MM4 can copy from - into the CR2 you do use. It is easier to use if you give it a *.pz2 extension.
You can add an - actor BODY:1 section and have the FBM dials (valueParm) there to copy in if you have any.
Using the figure.cr2 - which is what DAZ advocates - uses a file with way more baggage than you need. A simple carrier is better.
OBJ are less functional - as far as V1:Mil Kids or M1:Steph.
As deltas, the morphs can be copied directly in. As OBJ, the location has to be compensated for. That does not mean the morphs DO anything useful in the alternate versions of the figures, but as deltas - they only address the changes they make.
Otherwise, figure compatibilty is irrelevant. A morph - as deltas or as OBJ is only for the figure it is made from.
The OBJ version is certainly the form that must be used in forging morphs in other modeling programs.
I know it is my bias, but I don't see the point in using Poser magnets to generate morphs if you can and do use a real modeling program. I took this tutorial as being directed at those who only have the magnets as a resource.
But for morphing the base figure - it is difficult to use magnets to massage the individual points.
I can see their utility with clothing. DAZ would have done something more universally useful if the body shapes they pack clothing CR2's with - were magnets instead. The shape magnets could be used to convert any desired item of clothing.
Since I took this as being aimed at those restricted to Poser, I am saying that there is no reason to go to OBJ, even to share a morph.
A very good reason:
look at the size of even your squished and zipped OBJ for V3 head - it is large - because it is an OBJ it will have every "v" line in the V3 head group - a huge group.
look at the deltas version - zipped. It will only have the data for the points that the morph affects - and this morph does not affect all that many.
Now - You DO want to go to OBJ - IF you want to make sure the morph is symmetrical. This is instance, the morph is taken into MASA'a MTM and mirrored.
You just need a copy of the base head group for the program to use as a reference.
MASA's new Shaper program, will do some mirroring and a lot more. One neat function is a looping animation of a morph's effect. It will also turn a multi-group complex into a single group for morphing (if your modeler makes it difficult to work on several groups at once) and then recuts this single back into the original groupings.
But that is for the one doing the morph, it still should be shared as deltas.
The point (or A point) in using poser magnets even if you can and do use a real 3D modleling program is that sometimes you might as well use a nutcracker instead of a sledgehammer. There's a time and a place for everything, and while the tut was deliberately limited to using just the Operating System-provided ustilities (e.g. Notepad) and Poser, the techniques are deliberately as universal and simple as possible. They don't depend on the V3 figure, a specific 3D modeller, installing Morph Manager or anything at all beyond being able to run Poser. So anyone can follow it. I'm positive that there are INJection morph tutorials out there, and any number of more advanced tutorials on a variety of related Poser issues (for example I'd be amazed if Dr Geep hadn't done a much fuller tutorial on using magnets). But this was just a "simple morph creation tut", for those who aren't already beyond this point.
In either way, this was a great tutorial :o) Thanks for making it.
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You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
Using Poser since 2002. Currently at Version 11.1 - Win 10.
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Attached Link: http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=1320600
Inspired by Redfern's Davros character WIP over at: http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=1320600 I thought I'd attempt to produce some wrinkles for Victoria 3's head. Initially I'm going to be doing fairly generic "forehead wrinkles" but the plan is to make these specifically useful for Bill's V3 character whilst showing the fairly simple steps invovled. This tutorial is NOT specific to victoria 3, although that is the mesh I'll be using. All you REALLY require is a character whose head mesh is sufficiently detailed to perform this task or (shock, horror) a charcter which someone has created a sneaky forehead prop for (Something like a Poser 3/4/5 "wig" but for the front of the skull and no hairs!). To follow this tutorial you'll need Poser 4 or better (though I rather suspect Poser 3 would work) and a little time. Cheers, Cliff Bowman