Forum: Poser - OFFICIAL


Subject: How do you make a morph work like this?

jbearnolimits opened this issue on Feb 09, 2014 · 9 posts


jbearnolimits posted Sun, 09 February 2014 at 2:24 PM

I made a morph to a figure and applied it. The morph looks great. BUT I want to make morphs that will change the morph already made. Since the first morph is needed to be active before the others I want to do how do I make this happen? It seems like when I apply the first morph and then export the obj to make the next one based off of it that when I try to load the next one it effects things in strange ways (things move that shouldn't).


basicwiz posted Sun, 09 February 2014 at 2:42 PM

Not sure I'm on the page, but let me take a whack at this...

When you make a morph and activate it, the base mesh is deformed. When you make an additional morph and export it, you are exporting the sum of all changes made... that is morph1 + morph 2. When you reload morph 2, you now have morph1 (already active in the figure) + morph1 (in the exported morph file) + morph 2 (the new morph.) Try turning off morph 1 and see if that doesn't solve your problem.

If it does, then here is how to do what you want:

Make morph 1.

Save it.

Activate morph 1.

Create morph 2.

Turn OFF morph 1.

Save morph 2.

You will now have two morphs that will behave independently of one another.


jbearnolimits posted Sun, 09 February 2014 at 2:49 PM

Quote - Not sure I'm on the page, but let me take a whack at this...

When you make a morph and activate it, the base mesh is deformed. When you make an additional morph and export it, you are exporting the sum of all changes made... that is morph1 + morph 2. When you reload morph 2, you now have morph1 (already active in the figure) + morph1 (in the exported morph file) + morph 2 (the new morph.) Try turning off morph 1 and see if that doesn't solve your problem.

If it does, then here is how to do what you want:

Make morph 1.

Save it.

Activate morph 1.

Create morph 2.

Turn OFF morph 1.

Save morph 2.

You will now have two morphs that will behave independently of one another.

I think you are very close to what I need...maybe even exactly on it. So you are saying to load the morph 1 to the figure and then when I want to change it load morph 2 and turn morph 1 off?

Because you are right in that when I turn morph 1 off and load morph 2 it works. I only wonder how turning them on and off will look in animation?


basicwiz posted Sun, 09 February 2014 at 2:55 PM

I don't do animation. Can't help you there.


jbearnolimits posted Sun, 09 February 2014 at 3:05 PM

Quote - I don't do animation. Can't help you there.

Thanks though because you gave me an idea. I tried making the first frame with the morph 1 on and the morph 2 off and then made the 120th frame with the morph 1 off and morph 2 on. The animation worked great because as morph 1 went down morph 2 went up by the same settings so that they balanced each other out.


EClark1894 posted Sun, 09 February 2014 at 3:10 PM

If all you're looking to do is animate the morph, Turn on you animation controls if they're not already showing.

  1. At frame 1, Activate morph 1.

  2. Go to the last frame.

  3. Activate morph 2

That's pretty much it. Hit the play button and Poser will run through the frames you have listed to give you a preview of how the morph will look changing from one to another.

You can also uncheck the "skip frames button " at the bottom of the controls to get a more complete look.




jbearnolimits posted Sun, 09 February 2014 at 3:36 PM

Well...it worked with 2 morphs doing what I wanted...but then when I tried to use a 3rd morph it was messed up again. I would rather not have to create a new morph for every keyframe and have to turn one off and one on.

I am making a body part that kinda moves around in random directions. There are about 4 parts that move. They need to be posed independant of each other in animation. For some reason turning one morph on making part a move right is making part b turn north if it's morph is on and such.


Teyon posted Mon, 10 February 2014 at 6:31 PM

have you tried using bones?


Teyon posted Mon, 10 February 2014 at 7:13 PM

Also tying the morphs to dependencies may help with the issue you're having.