Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 15 11:01 am)
You first have to import the morph using Poser's file menu into a compatible figure, then use Morph Manager, CR2Edit or MacConstructor to move the morph to another compatible figure (P4female-to-P4female, Michael-to-Michael figure, etc.) I guess if you know the file structure well enough you could cut and paste the info from an .obj file into a .cr2 or write a utility that would do it, but easier just to import. That said, I have cut and pasted a group of my custom head morphs from one section of a .cr2 to another, so the dials would be in a more convenient order, but it's easy to mess up. AlWAYS work on a copy of the file.
Gryffnn, use your CR2Edit to rearrange the dials. This is from the help, but there is even a tutorial with pics. "Double-click a body part to show its morph dials. Click on a dial in the top list, then on the bottom list to transfer it. They will be arranged in the order you click them. If you leave any, they will be appended in their present order. Click the tool icon on the left when done - before you move any dials, you can click it to cancel." That's all there is to it. There's really very little need to go into the Poser-specific Manual Editor, with over 50 tools to automate painstaking drudge work. There are also tools to extract an embedded obj from a PPP CR2 or PP2, or to extract it and convert the CR2 to use the external OBJ, all in three clicks -- 2 comfirmations, and 1 information about the locations of the new files. Jaager, sounds like a good reason to keep your P4 installed even if you "upgrade" to PPP! Another reason for me to stick with P4 (actually, a late beta of P4, which is stable as a rock and DOES handle Mike and Vic, the things it is missing I don't need) Dan http://www.zenwareonline.com for CR2Edit, ZenPaint, ZenTile, VueMaster and the complete line of Zenware graphics apps
Thanks, gryffnn. I was hoping that I had missed something. It would be great to be able to drag and drop an OBJ onto a Cr2. Poser is so SLOW with all the steps needed to add morphs. Jaager, I'm sorry to hear that you are having trouble getting responses for the things you are doing with Poser. If you can give me a specific project to try, I would be happy to help. I do pretty well if I have a specific goal to work on.
In this case, it is not so much a project, as trying to show character providers a way to do a face morph (or body morphs) without needing to use either a CR2, or a raw OBJ file. It is not morph carriers either. It is a pose file. Nan is using a version of it with her character faces. But she is providing a mixture of dial settings for V2 and injecting an outside morph. I have been trying to show what to do with this, once you have the face set up, if V2 based, Or have the authors provide it straight up, if it is V1 based. All of the four faces that I have done - are including V2 morphs, so I cannot do these as a singleton for anyone but me. All the V1 face morphs are someone else's. I am just surprised that there is no enthusiasm for the potential for loading a 5 Meg Vicki and being able convert it to any number of different faces or bodies with the click of a pose file. Using a figure with all the morphs already in it, the file would be much larger. It is a way of having every face morph you have down loaded, on the figure without really being on the figure- with the added bonus of having the eyes set properly, at the same time. And you do not need to have eye trans settings made into an eye morph to do it. I am not providing the product, I am providing the knowledge to make the product. Individual users seem to go screaming into the night at the thought, I was hoping a couple of popular authors would try it and let everyone else see it in action. Never mind, I'll shut up and go away about this.
Yes, DraX calls it delta injection and I call it Mor donor.
Essentially all you do:
Copy a character head morph from a CR2 and paste it into a new document.
Open a Face pose file and copy the version header and the lines:
actor head:1
{
channels
{
Paste these above the morph name.
add the required number of } at the end (I am pretty sure it is three in addition to what comes with a morph from the middle of a stack.
Anyway, make sure the # of { = the # of }
Now, change the name of the morph
targetGeom YOURS to be targetGeom Fox
(if it is a V1/V2 file)
It must be the name of a morph already in the target CR2.
I put in a special purpose morph for this:
targetGeom Faces
All you do:
copy a morph, paste it just below itself in the CR2.
change the name to targetGeom Faces
delete all of the lines beginning with "d", but leave the empty brackets.
change this line to be: indexes 0
and if it is a Vic head morph make sure:
numbDeltas 10041
Whether you add a blank morph to the CR2 or use an existing one, make sure the name of the morph: targetGeom ____ in the pose file is the same as one in the CR2.
Down inside the morph is a line: name ___, this is the dial name, not the morph name, do not confuse the two. The dial name should be that of the character.
Save your file to the face Library and give it a name ending with .fc2 - usually the character name.fc2
Open the figure and when you apply the pose, the morph should appear.
If you want it at once, make sure
k 0 1
is the key setting in the pose file, and I make the limits
min 0
max 1
because 10000 for morph limits offends me.
This not exactly how I do it, I use MM4 and copy the morph to an empty FC2 file - Which is everything I told you to copy from the face file to the morph document.
I also have sections for each eye below - with the three trans channels and the min/max and key for each.
I then render the face, resize it to 91x91 convert it to PIC and use the rsr conversion program to make the library icon for the morph.
As I said, you can do a whole body this way. I use
targetGeom Body for these, using the same empty morph, just make sure the
numbDeltas # matches the # for its particular group.
If you get this, I can let you have a copy of the templates, in order to use MM4 to isolate a morph. Vic is all I have right now. One for head only, one for the head and body. I also have Blank morphs in a CR2 that can be used in MM4 to copy blank Body morphs to everything but the digits. Mike would require conversion of the numbDeltas line to be his values, before it could be used on him. P4 and Dork would work the same, they just need their values substituted.
Hi Jaager, I tried morph injection with the Posette a couple months ago and was able to get it to work. Very cool stuff! But I got busy with DialMagic and other work and haven't been able to get back to it yet. I did post a question about the fact that Poser seems to dislike a blank morph in the .cr2 that doesn't have any delta data and crashes, but didn't get any response. Figured folks were off using it in projects and we'd soon see products using this technique. Later it occured to me that I might have had the indexes line set at 1 instead of 0, but I haven't been able to get back to it. Someone (you?) did express concern that non-technical users would freak if dials seemed to appear and disappear. What do you mean about not getting face poses to work? What kind? I don't have any problems. I do have to keep a stripped down Poser4 installed on another drive to import morphs I make in RayDream, then save the .cr2 and open it in ProPack. Dan, thanks for the instructions. I hate to admit I've been too busy to sit down and really explore CR2Edit's extensive capabilities. I think there's a newer user guide to DL, too? Part of the reason I hack files is that I have to fire up VirtualPC to use CR2Edit on my Mac, and part that I don't release a product without really knowing what's in the file anyway. It's high on my list of things to do!
IR, The only difference between a fc2 and a pz2 - is the extension and thus the library it will work out of. Congrats on getting it to work. It also seems that you got the insight into its potential. You get to share the frustration, when you see wasteful methods used. gryffn, I missed the post about the empty morph problem. The problem had to be a mismatch between the indexes # and the actual number of deltas, because V2 has several empty dials from DAZ and these cause no problems. I also did not seriously comment on how a disappearing dial would be recieved. It should not matter. I could not find a way to hide the damn things to begin with. About face poses not working? It is a retorical device, suggesting a result opposite to that I believe to be true, so that I can get confirmation that it worked. The hiding trick is neat, I did not think of that.
Jaager, I must thank you profusely for all the help. There are, however, 2 things I can't seen to get to work right. 1. When I load my new morphDonor Face, how do I set the HDvictoria2 parameter to 0 instead of it's default value of 1? I tried including (what I thought was) the nessacary information in the FC2 file, but it did not seem to work right. 2. Can't seem to place the MAT information in the right sequence within the FC2. When I load the morphDonor, I either get the morph or the texture... Not both. Could you please post the sequence/syntax? Thanks again!
The dial setting to set the key for HDvictoria2 to zero will work, but I would have it off by default anyway. To do what you want, just cut the morph name and key setting from another FC2 file and paste it above the face morph. It had been a while since I did a pose file that did morphs, scaling and textures at one go, but I just tested one , and it works just fine. Here is the transtition: actor lShin:1 { channels { scale scale { keys { k 0 1.08 } } } } figure { name Barbie material SkinBody I had a hair texture setting apended. This does not seem to work.
This is great stuff, but I assume I must replace a morph for each new morph I add? If this is the case, then it would not be very useful unless you have already distributed a figure with a bunch of empty morph dials. Say, I wish to add 100 new head morphs to Victoria 2 via a pose file without replacing any of her existing morphs; can this be done? Beth
I'm not the resident expert on this, but I'd say no. I think you may be missing the point. The idea is not to convolute our character into a huge mass of morphs, and thereby a huge massive Cr2 file to boot! But rather to find a way to apply custom character morphs to our pre-existing cr2. files. The trend has been to just apply the morph target and save it as it's own cr2. An extra 12 MBs or so, when dealing with characters based on Vickie, for evrey character saved in this fashion. It adds up quick. What the morphDonor/deltaInjection does, by means of a miniscule file by comparison, is to change the position of the vertices on the pre-existing cr2 file. I have no problem assigning different morphing parameters to "AsianHead" because I want the character I'm loading and not the "AsianHead" Using this (and I've just started) My 20MB character CR2 files are now only 600K. All the redundant information is no longer there (or needed)!!!
For some perspective:
I see this as useful for character faces and character bodies, not for construction or function morphs.
You can only use one character morph at a time, so you only need one present at a time.
All of your MOR donor poses can have the same master morph name, they will and should replace each other.
Using an existing morph as host, or adding a new one, is up to you. I prefer to use a morph with no deltas, because it is very small.
I do not use V2 as she comes to host characters. Once I have a character, the bulk of the morphs are no longer needed.
The figure that I use has face expressions, JCM, fixes and some function morphs. It is ~6 Meg.
It can instantly be any one of 150 faces and 30 different bodies. It can only be one at a time. The morphs that hold these different character morphs, add very little to file size on their own (`15K), because they have no deltas.
V2 is just too large, too cumbersome, and too slow for me to use for renders. I use it to create characters, Spawn a single morph per group of this, copy these spawned morphs into pose files and use these as transfers on the base figure.
If you were to add the 150 character faces to V2 so that all were instantly available by turning a morph dial, the CR2 would be over 50 Meg. I don't think this is very practical. By using this method, you can have any face or body that you can get, or make, instantly available.
And you can do its own scaling, eye location, and texturing at the same time.
OK, one thing I did not say: It is useful to have a reset pose - one for body, one for head, that erases the deltas again, resets scale to 100%, sets the eye back to zero, with some variability for the limits, and reestores your favorite textures.
At the bottom of the actorHead (after the last four }}}}
add this:
actor leftEye:1
{
channels
{
translateX xtran
{
forceLimits 4
min 0
max 0
keys
{
k 0 0
}
}
translateY ytran
{
forceLimits 4
min 0
max 0
keys
{
k 0 0
}
}
translateZ ztran
{
forceLimits 4
min 0
max 0
keys
{
k 0 0
}
}
}
}
actor rightEye:1
{
channels
{
translateX xtran
{
forceLimits 4
min 0
max 0
keys
{
k 0 0
}
}
translateY ytran
{
forceLimits 4
min 0
max 0
keys
{
k 0 0
}
}
translateZ ztran
{
forceLimits 4
min 0
max 0
keys
{
k 0 0
}
}
}
}
Now, to set your eye position, replace the 0 for the channel with your value. min/max and k 0 0
In your case:
translateZ ztran
{
forceLimits 4
min 0.003
max 0.003
keys
{
k 0 0.003
}
force =4
and min=max=key locks the eyes
otherwise, the first pose that you use will erase all your work.
Now, if you look closely, you will see that the eyes are locked at zero by default. This makes adjusting the eyes the first time difficult. A reset pose that sets the min/max= -/+ 0.004 gives some wiggle room.
I usually determine the eye location from its CR2 before I copy it over to a pose file.
But, you can also keep a copy of the pose file open in a text editor, and type new numbers, and test different values instantly in Poser. One advantage of a pose file over a cr2 is that you can use a new version instantly.
Thanks you. I tried listing the actors at the start of the FC2 file and using Morph Manger to transfer my settings from a CR2... This did not work. I just need where things go so that they work as I plan! It works! I now have a character that is compatible with Vickie 1 & 2. I Think I'll add zero reset paramaters to all the other morphs in the face. It will eliminate the face "goofing up" should I load this morDonor character onto a face with morph applied. Thanks again for all your help!
Beth, You can certainly eat your cake too. It may be that I am missing just how you intend to use this. The only problem I see for construction morphs = the targetGeom ___ must already be in the CR2. The guts can be altered, but the slot must be there. You must either have a sh...load of blanks, or lose a morph to get one. For a face, this is fine, you can only use one at a time anyway. For construction, you want them all at once. Now, something bloodsong said in a recent post, gave me an idea about this, but not as a routine method. Here is the deal, I have an all head morph CR2, it has V2, my, and as many public morphs as I find useful. It is 20 Meg, and it has no expression morphs. Recently I was editing someone's face morph to suit me and I noticed that the eyebrows were not level. Since this is an expression morph, I had removed it. To get it back in, since I do not have it loose, I had to close the CR2, take it into MM4 and copy the brow up & brow down morphs in. Then restart Poser and open the file again. Now, I would spawn a head morph, give it a name like "brow1". Open a CR2 with the brow morphs, copy one over to a FC2 template, change its name to "brow1" and use the pose to insert the morph into the spawned morph. There is no limit to the number on morphs you can do this way. But, if someone has provided me with morphs in a cr2, pz2, or fc2, I would just copy them into the figure cr2 before I ever opened it in Poser. Generating a host morph onthe fly, is probably going to me handy, but I see it as a patch - a duct tape type thing.
IR, it would have worked, if you had changed the cr2 extension to pz2, before you opened it in MM4. All channels are available from pz2 and fc2 files. But, to receive the channels, the pose file must have a place for it. For the right eye actor rightEye:1 { channels { } } Each group that you wish to copy a channel for, must have its version of these five lines in the receiving file.
Okay, so I lied -- the tool pictured above will hide any morph dial at all, but to get those pesky ones you have to check off every single instance of it, not just the one in BODY, and that is a lot of scrolling and checking off with V2. I suppose I should automate that as well, but it would slow things down, cuz it would have to check every morph to be sure it isn't part of the pbm. Might take a full minute to make such a PZ2, rather than 30 seconds, LOL! Dan http://www.zenwareonline.com for CR2Edit, ZenPaint, ZenTile, VueMaster and the complete line of Zenware graphics apps
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Is it possible to add a morph OBJ to a Cr2 with Morph Manager? I have tried all the combinations I can think of, but can't find a way. I'm guessing that it won't, but I figured I should ask before I give up. Thanks.