Forum: Poser - OFFICIAL


Subject: Is possible to create new personal morph groups in V4?

fabiana opened this issue on Jun 09, 2012 · 9 posts


fabiana posted Sat, 09 June 2012 at 8:06 PM

Hello :)

I am sure I readed about this in the past but right now I cannot remember where...

I would like to create personalized/custom morphs group where to load/inject my new morphs for V4 face, but not using the Daz or Community channels... I mean, I want to create a group called in example FKDesign and then load my own morphs with all the ERC and EMC that I want over others, eyes, etc... and without the risk of those being overwritted if the user loads any other shaping morphs as custom noses, eyes, etc...

Is this possible? Untill now I didn´t had the need of this, but my memory is lacking and I cannot remember where this was chatted.

fabi

Fabi @FKDesign

One in some place under Southern Stars...
Don't tell me that I am wrong if I say I saw pointed ears this morning, in my mirror... they are there.


Tessalynne posted Sat, 09 June 2012 at 9:13 PM

Pretty sure that the only way to do something like that would be to use the advanced figure set up tools for Daz Studio 3 and create exp files for your morphs ( and no, not a clue how difficult or easy that might be to do or what the process is at all).  Like anything there might be a way to code the process manually, but if so, I've never heard anyone talk about it.

 

Also, you might be able to use the current content creator tools, but I don't know if those still support the creation of exp.  Mostly stuff you will probably have to ask at Daz about to get useful answers.


Gareee posted Sat, 09 June 2012 at 9:29 PM

Yes, you can create new morph channels, but that would mean rtencoding and redistributing the new cr2, because you can't inject new morph channels. (Unless someone fund a work around for that.)

And the whole point of having injection morphs is not having to have alternate cr2 files, so that kind of defeats the whole purpose of it.

 

Way too many people take way too many things way too seriously.


shvrdavid posted Sat, 09 June 2012 at 9:59 PM

You can inject them.

http://www.nerd3d.com/modules.php?name=Content&pa=showpage&pid=13

You will have to make a pose file so it loads them from a read script pose file that loads multiple poses in one click.



Some things are easy to explain, other things are not........ <- Store ->   <-Freebies->


Bejaymac posted Sun, 10 June 2012 at 6:49 AM

fabiana the whole point of the EXP system DAZ did with V4.2, M4 & K4 was to allow venders to have their own channels, and to stop one product from overwritting another.

The problem is that the "easiest" way to do it is with DS and the Advanced Figure Setup Tool, as the EXP exporter cames as part of that set, it might be in DS4 Pro or the CCT but I haven't checked.

The "harder" way is to manually make the .pz2's that go in the "Runtime/Libraries/!DAZ/Victoria 4" sub folders, as it's these that hold the channel, grouping & ERC code.

I've done it the "hard" way for a couple of custom head morphs, so it's not exactly rocket science but knowing your way around the inside of a Poser file does help, the biggest hurdle is that you need to make a set of files for each body part your morphs work on.


shvrdavid posted Sun, 10 June 2012 at 4:05 PM

Its not really that hard to do at all.

Like Bejaymac said, each body part that is affected has to have its own file to inject a new channel into the character. If you get creative with the readscript files, you can call the same channel injection file for all of the body parts.

It would look something like this:

Quote - {
version
    {
    number 6
    }
        targetGeom Your Channel Name
            {
            name Your Morph Name
            initValue 0
            hidden 1
            forceLimits 1
            min 0
            max 1
            trackingScale 0.01
            keys
                {
                static  0
                k  0  0
                }
            interpStyleLocked 0
            indexes 0
            numbDeltas 0
            deltas
                {
                }
            blendType 0
            }
}

This will inject a blank channel for your morph.

Then you have to add it to where ever you want it to appear in the parameters pane.

Quote - {
version
    {
    number 6
    }
                groupNode (Whatever group you want, there is a community group as well)
                    {
                    collapsed 1 (0 will open it)
                    parmNode Whatever you called it in the first one (morph name)
                    }
                }
}

You also have to inject the morph into the channel.

After you have all of the files written and put in the appropriate directories you need to load all of them in one click.

All of this can be done with a readscript file that calls them in order.

Quote - {
version
    {
    number 6
    }
readScript ":Runtime:libraries:   ..... File 1"
readScript ":Runtime:libraries:   ..... File 2"
readScript ":Runtime:libraries:   ..... File 3"
}

This file can be broken down into body parts as well since all it is doing is calling external files which will be executed one at a time.

Hope I did not miss anything.



Some things are easy to explain, other things are not........ <- Store ->   <-Freebies->


fabiana posted Mon, 11 June 2012 at 11:41 AM

OK... let me see if I got it...

My morphs affect only to Head, eyes and eyebrows.

The head has about 8 morphs to inject and the eyes, 6. Those  control the movements of the Surface material that I use in a particular way, as an overlay of shadowing or coloring that actually reacts to the Universe and not the eye movements.

I don´t get exactly if I have to do the set of injection files for each morph or for each body part and then load all the morphs for the head, in ex, in an unique file containing all the head morphs.

Thank you to all!!!!

 

fabi

Fabi @FKDesign

One in some place under Southern Stars...
Don't tell me that I am wrong if I say I saw pointed ears this morning, in my mirror... they are there.


fabiana posted Mon, 11 June 2012 at 2:10 PM

Quote -  

After you have all of the files written and put in the appropriate directories you need to load all of them in one click.

All of this can be done with a readscript file that calls them in order.

Could you please tell me where would be the correct locations?

Fabi @FKDesign

One in some place under Southern Stars...
Don't tell me that I am wrong if I say I saw pointed ears this morning, in my mirror... they are there.


fabiana posted Mon, 11 June 2012 at 2:13 PM

Also, I have found that injecting the morphs directly with the new names into a V4.2 file in PP2012, puts them in the Morph group without doing nothing else, just injecting and removing with simple files.

The problem is that seems not be working the same in Poser 7 that is my other testing reference. With PP2012 I had not to create any group, but in P7 seems that it is impossible or much more complicated...

Fabi @FKDesign

One in some place under Southern Stars...
Don't tell me that I am wrong if I say I saw pointed ears this morning, in my mirror... they are there.