bishop666 opened this issue on Dec 27, 2007 · 17 posts
bishop666 posted Thu, 27 December 2007 at 8:59 AM
Hi:
Is it possible to add to P7's Phoneme creating mouth morph dials by creating custom dials and if so, how does one go about doing so?
Thank you in advance.
bishop666 posted Fri, 28 December 2007 at 5:31 PM
Am I to assume, by the lack of reponse, that it is not possible to create additional mouth morph dials for the purpose of adding phonemic morphs?
estherau posted Fri, 28 December 2007 at 6:09 PM
nah - just everyone is away for xmass. You just zero back all your other dials then creat full body morph. love esther
I aim to update it about once a month. Oh, and it's free!
bishop666 posted Sat, 29 December 2007 at 9:22 AM
Hi Esther:
Thank you for your reply.
By full body morph, are you suggesting the creation of a morph target on the morph page?
Regards,
Ron
markschum posted Sat, 29 December 2007 at 10:06 AM
To create a morph you make the morph you require , either with magnets , a combination of existing morphs ,and export the modified geometry . Or by exporting the mesh to a modelling program and altering it .
Then you can take the new geometry and create a morph dial for it .
Some of the phonemes used by things like Mimic are I beieve simply the Mouth open , etc , dials.
bishop666 posted Sat, 29 December 2007 at 11:48 AM
Hi:
Thank you for the information.
I understand the requirements for creating a morph but I am not clear on how one goes about creating a new morph dial. If I create the morph and then export it, and assuming that I am doing all of this with Poser 7 alone (no additional external software), where do I export it to? And if it is to be re-imported back into P7, how do I then create the new dial?
Thank you in advance,
Ron
bishop666 posted Sat, 29 December 2007 at 12:35 PM
Hello once again: Well, i believe that I may have answered my own question. By simply using the "Spawn Morph Targets" choice I was able to create a new mouth morph dial. Thank you all. Ron
estherau posted Sat, 29 December 2007 at 5:01 PM
yep - that is the way to do it. Then click on reset figure, then dial your new dial to one and you will see your change. Love esther
I aim to update it about once a month. Oh, and it's free!
bishop666 posted Sun, 30 December 2007 at 8:54 PM
Hi Esther: Thank you for your past assistance but it seems that I have run into a bit of a glitch with the mouth morph dials and certain props. For example, when using an M3 figure and applying a DAZ beard, adjusting the injected mouth morph dials causes the beard to conform to whatever posture the mouth or lips assume. If, on the other hand, I zero all of the dials and then spawn a new mouth morph dial, subsequent adjustment of that dial does not allow the beard to conform to the newly postured lips. If i zero that dial once again and try to recreate the same phoneme with the originally injected dials, the beard conforms perfectly. I have parented the beard to the figures head but to no avail, the same problem exists. I suspect that I am missing something crucial in the creation of the morph dial since I assume that the newly spawned morph is nothing more than a copy of the changes made by the injected morph dials that were employed in its creation. Do you have any ideas??? Thank you in advance, Ron
estherau posted Sun, 30 December 2007 at 9:31 PM
hmm - odd. in poser preferences have use external binary morphs unchecked. see if that helps. reload the beard and conform it again - does that help? otherwise try the beard with a dial up face of your morph, then when the beard conforms perfectly, try spawning a dial for the beard to match?
I aim to update it about once a month. Oh, and it's free!
bishop666 posted Mon, 31 December 2007 at 10:10 AM
Good Morning Esther:
Thank you for your thoughts.
Actually, I tried all of your suggestions prior to placing my post. It would appear that in the process of spawning a morph target, something is being ignored. The created morph works fine without the facial hair (beard) but for some reason ignores its conforming characteristics. I have no idea where to go from here in order to rectify the problem.
Happy Near Year,
Ron
bishop666 posted Mon, 31 December 2007 at 5:04 PM
Hello again: It appears that the "beard" is loaded as a second figure rather than a prop. As such, it contains a host of its own morph dials including the phonemic equivalents of the primary figure, M3. If I create a spawned morph dial and then make the same changes on the beard's built-in morph dials the beard conforms properly (unfortunately, this is not a workable scenario for a lip-synched character). Spawned beard morph dials do not work either and exhibit the same problem as the M3 spawned morphs. So, it appears that unless I missed a crucial step in the creation of the spawned morphs, that phonemic morphs will only work on the primary figure, which means ... no beard. On the other hand, I guess an alternative would be to import the figure (character) into Cinema 4D or Maya and create the facial and all other hair from within those programs. It is indeed a consideration for future projects but certainly not for an ongoing project. Have a happy New Year, Ron
estherau posted Mon, 31 December 2007 at 6:44 PM
Hi ron, sorry to hear it hasn't worked. What a pain. I have C4D too put have never tried bringing hairy things into poser. Love esther PS let us know how you get on.
I aim to update it about once a month. Oh, and it's free!
lesbentley posted Mon, 31 December 2007 at 7:55 PM
Attached Link: http://www.rbtwhiz.com/rbtwhiz_ERC.html
I think I know what is happening. The morph channels in the beard will use ERC slaving to slave them to morph channels in the characters head. So the built-in morphs in the beard will already be set up to slave to the built-in morphs in the head when the beard is loaded.You would need to edit the beard in a text editor to slave the appropriate morphs in the beard to their counterparts in the head.
See link at top of this post for more details on ERC.
lesbentley posted Mon, 31 December 2007 at 8:17 PM
The code you would need to add to the channel in the beard that you want to slave to the channel in the head would be:
valueOpDeltaAdd
Figure
head
nameOfMorph
deltaAddDelta 1.000000
Where "nameOfMorph" is the internal name of the morph in the head that you want to slave to, eg "Mouth O". When you want a channel to slave to a figure that is not the figure that contains the channel, you should omit the figure and actor numbers, eg use: Figure
head
NOT:
Figure 1
head:1
This way the channel will slave to a channel in the figure that is currently selected in the scene when the beard is loaded.
bishop666 posted Tue, 01 January 2008 at 12:24 PM
Hi Lesbentley:
Thank you for your assistance, your explanation makes good sense and I will give it a try.
All the best for a happy new year,
Ron
bishop666 posted Tue, 01 January 2008 at 3:54 PM
Hi Lesbentley: Well, you were right on the mark! I made the suggested additions to the corresponding beard channel using a text editor and it works perfectly. Thank you once again, Ron