ghostship2 opened this issue on Sep 01, 2021 ยท 15 posts
ghostship2 posted Wed, 01 September 2021 at 7:35 PM
I'm running into a problem with morph dials. The "smile simple" morph on V4 pushes her mouth up towards her nose. To fix this I set up a master dial with that morph and the mouth height morph so that when the smile activates the mouth moves down to compensate. This doesn't work for characters which use the mouth height dial already synced to some other dial. What can I do? Turns out to be a lot of character morphs that do this like this one pictured.
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
primorge posted Wed, 01 September 2021 at 8:47 PM
You can create a copy of that morph/controller to an injection, rename it internally and externally in all parts that comprise it, and re-inject it. Then the second renamed version won't be called on in any other dependencies because all of it's parts won't be referenced by anything else.
primorge posted Wed, 01 September 2021 at 8:52 PM
It's a tricky one though, it's got a bunch of attached value operations.
primorge posted Wed, 01 September 2021 at 9:08 PM
You might also try baking down and spawning a morph from just that dial, renaming the resulting morph, applying a match centers command to the involved actors (head, all the tongue parts, upper and lower jaw; you'll pick them from a hierarchy when you apply the command).
An even more primitive way to do it, which will simply move just the external facial/head mouth morph rather than the internal mouth parts would be to export just the head (after applying the dial at 1) as wavefront obj (all options unchecked and make sure V4 is at 0 EXCEPT for that morph, no rotations or translations applied) and reapplying the result as a renamed morph target to the head. This will just adjust the external mouth height, not the inner mouth parts.
primorge posted Wed, 01 September 2021 at 9:28 PM
Give me about a half hour. I'll make you a custom mouth height morph for V4 and link it here. It'll have to be custom, a pmd INJ. Can't share proprietary morph data owned by Daz...
Should fix your problem.
TwiztidKidd posted Wed, 01 September 2021 at 10:40 PM
Some Photoshop dials? lol
primorge posted Wed, 01 September 2021 at 11:34 PM
Here's a custom morph that's basically identical to V4's Mouth Height Dial. I used Blender's proportional editing and face maps functions to smooth translate the surrounding mouth areas and inner jaw and tongue actors I then applied as FBM and used the Match Centers command to have the actor's origins follow the morph translations. I set up the dial so that a value of 1 will move the mouth and mouth part actors down, as you seemed to want...
primorge posted Wed, 01 September 2021 at 11:35 PM
At -1
primorge posted Wed, 01 September 2021 at 11:36 PM
At 1
primorge posted Wed, 01 September 2021 at 11:52 PM
Should work identical as V4's original mouth height dial, if maybe a little stronger, with no dependency conflicts. I doubt you'll need the full ranges of the dial. Limits are 1/-1 min max.
primorge posted Thu, 02 September 2021 at 12:05 AM
Oh. I see twiztidkid fixed it for you... removing the link ;)
primorge posted Thu, 02 September 2021 at 6:16 AM
...Forgot to mention, the dial appears in the 'other' parameter group, put it there so it wouldn't be as likely to get lost amongst other morph dials. It can be properly dialed from the body, or, if you have master sync enabled, from any body part the dial appears in.
ghostship2 posted Thu, 02 September 2021 at 9:27 AM
@primorge got file! Thank you for the help! @Twiztidkidd What witchcraft is this? AI Deepfake? I noticed you had a few gallery images that looked like real people.
W10, Ryzen 5 1600x, 16Gb,RTX2060Super+GTX980, PP11, 11.3.740
TwiztidKidd posted Thu, 02 September 2021 at 9:47 AM
Thank you for looking at my images
primorge posted Thu, 02 September 2021 at 1:39 PM
Glad I could help