Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 1:41 pm)
First you need to save your character in the figures library. Example, I have a character by EricFarris called Korgian. I load M4 then load the morphs for Korgian and inject M4 with them, then I save him to my library as Korgian.
Go into Morphing clothes and hit "load"
Find Korgian cr2 that I just saved in my runtime and the morphing clothes then gives a list under figure.
Then go to "clothing" tab and load the clothing item you want to convert.
Go to "transfer" tab, you may want to adjust some parms in here or not, if not just hit the transfer button.
Job done.
I hope that helps.
Injustice will be avenged.
Cofiwch Dryweryn.
Heh. Not really. My character was already saved to the figures library, but that doesn't consolidate all the Morphs++ parameters into a single FBM. However, I realized that D3D's own "spawn FBM" Python script will do that for me.
Thanks!
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
I don't have "Morphing Clothes", so can't speak directly of that, but you mention using the "spawn FBM" Python script. Personally I would recommend rather than using the "spawn FBM" script, you use svdl's "SpawnCharacterP6.py" script. The advantage of using "SpawnCharacterP6.py" is that it not only consolidates all expressed morphs into one morph for each body part, it also writes an INJ/REM file for the new morphs. So the next time you want to use that character you don't need to load all the ++ morphs, or use a saved cr2, you can just apply the INJ pose to get your character.
But note a couple of restrictions. "SpawnCharacterP6.py" can't spawn morphs from magnets, for that you still need "spawn FBM", and it only works on figures that use PBMCC_## channels (i.e. most recent DAZ figures).
Thanks, Les. I do have that script somewhere too. I didn't realize it did that. Wow. I guess if it doesn't work for magnets, it won't work for sculpts I did in an outside program?
But this is a good solution for the Morphs++ issue. And for some reason, my spawn FBM stopped working last night to boot, and I dunno why.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
It should work OK for morphs made in some other application, and it will work for morphs spawned from magnets. All I'm saying is that it won't automatically spawn morphs from magnets itself, you have to do the spawning from magnets manually, or use "spawn FBM" do do that part.
The only other issue I am aware of is that the figure needs to have channels with the PBMCC_## naming convention. This is because the script uses those channel to put the new morphs in (you get a choice of which channel to use), and if it does not find them it will not work. Most recent DAZ figures have these channels, including (from memory) V4, M4, V3, SP3, The Girl, and probably a few others. Also, the morphs that you are consolidating don't need to be in PBMCC channels, they can have any name.
Heh. I set those morphs, so I certainly know where they are. Writing them down is not for me. Kinda the point of this thread, ya know? :)
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
@ Believable3D,
In the first post you said.
Quote - But when I'm trying to match a .cr2 built from Morphs++, I have no clue what I'm supposed to check. The little manual tells me to check the morphs I want, well duh- but I can't tell the morphs I want because there isn't anything with my character name on it, and all of Morphs++ is loaded.... and I don't see info in the documentation indicating how to tell whether a given morph is being used for the character.
I think indigone's post...
Quote - If you select the body of V4, and open the morphs++ area, you can see which of the full body morphs have values other than zero. Jot them down, and select them in morphing clothes.
... was an attempting to answer that question in the first post about "how to tell whether a given morph is being used for the character", and indigone's answer is correct on that point. I still think that using the "SpawnCharacterP6.py" is the way to go, because then you only have one morph to transfer to the clothing, and thus both the clothing and figure will be much lighter. But indigone's answer shows that you don't need extra py scripts to use "morphing Clothes". And another important point, using "SpawnCharacterP6.py" on your own PC is no problem, but if this is something for distribution, and if you used any third party morphs, such as the ++morphs, then you won't be able to distribute the morph you made with "SpawnCharacterP6.py". In that case you might have to fall back on the method described by indigone.
I meant how to tell inside of Morphing Clothes. The idea is not to flip back and forth manually. I want exactly what you suggested: one morph. I don't want to fiddle with dials for this; nor do I want to read and copy back and forth.
No problem with distribution. I have a program for creating a properly distributable character; that's not what I want here. I just wanted this to make working with Morphing Clothes easier.
Thanks!
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3
For me I find working with V4 characters and Morphing clothes pretty easy.
When I create V4 character I try and just use only the FBMs in the body and try to not use morphs in the individual body part.
And then when I add morphs to the clothes with Morphing Clothes I can select all the FBMs by choosing Controls on the Select button.
What this allows me to do is in Poser I can select the V4 character's body and copy and then selected the body of the conformed clothes and paste.
You might run into some problems with clothes that have some morphs already in them and they were made to be super conforming.
OIC now!
Yea, morphing clothes doesn't look at a .cr2 and see what's dialed and how much, only what exists in the clothes. And yea, wouldn't that be nice to have an option to look at the .cr2 and its dials add them all up and plop one morph into the clothes that when dialed 1 would be exactly your zillions of dials. Pretty much what the spawn morph does, huh?
It's a great idea, and I'd think if you wrote Ralf and asked for it, he'd probably consider adding it.
On the other hand, I used to spawn a morph and use that to create the morph for clothes, but then if I wanted to tweak my character at all, the clothes didn't fit. So, I stopped doing that and trained myself to look at the body and put in the morphs. It's heavier on resources, but I don't typically have that be a problem in the itty bitty renders I do.
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Okay, I've had Morphing Clothes for ages, but finally popped it out tonight - never used it before. It works great for figures I've sculpted in another app.
But when I'm trying to match a .cr2 built from Morphs++, I have no clue what I'm supposed to check. The little manual tells me to check the morphs I want, well duh- but I can't tell the morphs I want because there isn't anything with my character name on it, and all of Morphs++ is loaded.... and I don't see info in the documentation indicating how to tell whether a given morph is being used for the character.
Does this mean that all I can do with Morphing Clothes is add the morphs from Morphs++ individually, but I cannot have single control that I can fire up to 1?
Hope that question makes sense. Basically, I don't want to have a zillion morph dials (that I'll have to set to varying degrees) in order to get my clothing to fit. I want one slider with my character name on it.
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Hardware: AMD Ryzen 9 3900X/MSI MAG570 Tomahawk X570/Zotac Geforce GTX 1650 Super 4GB/32GB OLOy RAM
Software: Windows 10 Professional/Poser Pro 11/Photoshop/Postworkshop 3