a way to separate head and body morphs from a single FBM?
FSMCDesigns
Posts: 12,843
in The Commons
Hoping this is a way to do this. I have a product from a vendor at another store and the characater comes with a single morph, no separate head and body morphs. I love the head morph, but don't care for the body. The vendor pretty much told me that I am SOL, so I have stopped buying from them till they separate the morphs, but not holding my breath. If there is a way to do this, then I can take another look at some other products that i am interested in that don't come with separate morphs.

Comments
many have tried
the issue is DAZ figures from genesis onwards is one mesh whereas V4 etc had a separate head you could use in morphloader etc.
you need to preserve vertex order so if you slice off the head in say Hexagon etc to create objects to load morphs it must be rejoined exactly as the original, I dare say it is doable with geografting, I do not have the know how but someone in theory could create a head only geograft sort of like RAWArts severed man to do this stuff that maintained vertex order, his sadly does not.
There is a way in DAZ Studio as I know
Xenic has a good tutorial about it.
In this case you will loose the body morph, so if you want to keep, you have to make a copy at first. Rename in parameter tab (properties) as .... BODY (both morph name and label).
Save as morph asset, and remove Genesis. When you load it again, same morph will be there twice. As original name, and the other ended with BODY in the name. After you can use the method as you can see in the tutorial video. So what you named as .. BODY, you can select the head vertices and remove the morph from it and from the original, you can remove the body part. If you want to keep the original, you can make 2 copies .. rename one as ...Head and the other ... Body.
You can use the export-import method too, but renaming is faster for me.
I hope you understand me :) I explain complicated way (English is not my language)... but when you see the video, you will figure out what I am thinking.
You can export the moprh as OBJ and then reload it in Morph Loader pro using the new options to attenuate (by a weight map probably), or you can just plain load a copy of the morph, then use the Geometry Editor to select the vertices of the head, make the morph a favourite, and from the right-click menu Moprh Editing>Remove Selected deltas from Favourites. Then invert the selection, unfavourite the trimmed morph, favourite the other, and repeat the removal step. The remove deltas is all or nothing, which may leave an unacceptable transition; loading the OBJ as a morph loses any joint adjustment or correction morph links.
Thanks all, this gives me some hope and something to work with. Appreciate the responses!
this is new useful info to me
It's good to see that it is possible. I've picked up a fair number of Genesis (1,2, or 3) figures that I really like, but there are times I really only want to use the head or body, and if the whole character is one single morph, it limits what I can do. It's not just a head/body thing, though. For example, even though the Troll for Genesis has separate head and body morphs, if I use its body, I'm stuck with the feet. That isn't really an issue unless I'm trying to do a body that is a mix of the Troll and something else, say Mr. Hyde (who also has separate head and body morphs). The combination of Hyde's relatively human feet with the Troll's elephantine feet gives a really weird result. Being able to separate sections into different morphs could have a lot of use, even if the process is a bit difficult.
For that matter, I've been having a hard time sorting it out for just basic morphs for anyone that's not the height of G8F. Needless to say, I'm having to make a LOT of solid morphs.
Because most women aren't 5'9". I have adult female kits in progress from 4'7 all the way to 6'6.