TUTORIAL - Creating a Genesis/G2F/G2M/G3M/G3M Full Body Morph for DAZ Studio Pro 4.6 by RKane_1
Okay, this is a repost from the old forums but I thought it would be helpful to put here. It is not as illustrative because you cannot post multiple pics in order anymore in the new forum (or I have not mastered that trick) so I placed the links to the images there for you.
Creating a Genesis/G2F/G2M/G3F/G3M Full Body Morph for DAZ Studio Pro 4.6 by RKane_1
with GENEROUS assistance (They wrote most of it and I copied it from the DAZ forum where we had this discussion) from josephquick & RAMWolff and finally, last but not least, Richard Haseltine whose the author (I think) of the original document that can be found here: Tweaking A Figure Skeleton for a Custom Shape (WIP)
For this Tutorial, I used :
• DAZ Studio 4 Pro or higher
• Hexagon 2.5 (or some other modeller such as Blender or ZBrush, which is my favorite)
Both DAZ Studio and Hexagon were gotten for free during the giveaway that DAZ had in February through April of 2012 but the cost currently is uncertain.
Exporting and Modelling Genesis
1. First make sure Genesis is at its lowest subdivision level and in its zero position. In the Parameters Tab, go to the little menu icon in the top corner -> Zero -> Zero Figure to instantly remove all poses and shaping modifiers to your figure.
IMPORTANT NOTE ABOUT EXPORTING G3F AND G3M: HI! :) If you zero the figure before you export, it will remedy this but, just so you know this is very important. Before you export either G3F or G3M, turn off the Mouth Details Morph and the Navel Morph. To see what I mean, load either G3F or G3M. Go to the base figure in the Scene Tab and then, in Parameters, select "Currently Used". Now, even though you haven't touched your figure dials yet, you will see two dials turned up to 100%: "Mouth Realism HD" and "Navel". Turn both down to zero before you export your figure and this will rectify issues you will have otherwise with your final morph.
There is also a VERY good tutorial on correcting these if you have already made a few morphs WITHOUT changing these, Cleaning Up Morphing Mistakes by Xenic101
2. Export Genesis out as a .obj file in DAZ scale.
3. Open the Genesis.obj file in your modeling app. (In DAZ Studio Pro, you should be able to just go to File>Go to Hexagon and these first three steps will be done for you if you are Using Hexagon. Same for Go to ZBrush for ZBrush users.)
4. In the modeling program you've chosen, change the figure to your heart's content BUT DO NOT change the total number of Vertices. This means do not subdivide and leave it subdivided or use any tools which add vertices to your model. It must remain the same number of vertices from export to import.
In Hexagon or ZBrush, there are certain tools that will add vertices. This is a no-no as it will prohibit the object from being imported as a morph and make it so your morph won't... well... morph.
In Hexagon, you should be safe with the simple tools that modify Scale, Position, and Rotation as well as Bulge, Smooth, Pinch, Bloat and my favorite Tweak. Never change the Subdivision levels permanently. If you are doing a morph that will change both sides of the Mesh in the same way but mirrored, you use the Symmetry function on the "X" axis.
Zbrush has a very rich palette of tools as well, moreso than Hexagon however the cost is much steeper. Most of the brushes will work fine without any issue.
In this example, I have lengthened the palm of Genesis for some monkey like hands I wished to make.
Returning Genesis back to DAZ Studio
5. Export the model making sure to utilize DAZ scale (If you have Hexagon, use File>Go to DAZ Studio or, if you have ZBrush, the GoZ bridge should be there as well for you) and bring in the model back into DAZ Studio. If you have Hexagon and the Hexagon Bridge, this is an easy step. After making your changes in Hexagon, you simply to go to File-> Send to DAZ Studio, though you may wish to save your work In Hexagon for use in the future.
With ZBrush, the same information applies.
6. Apply the model as a morph to the Genesis figure that usually loads when opening DAZ Studio 4. In the Morph Loader Pro box presented, you can change the name of the morph by clicking on the name "Morph" and choosing a more descriptive name for the morph. In step #15, it will be helpful to name your morph something with an odd letter that is not often used as it helps locate the morph in the ERC freeze stage because you have to scroll through each individual morph that Genesis contains so, word to the wise, steer clear of "J", "M", and "V", if at all possible. (Helpful Hint: Use a dash "-" to start the name of your morph. You can always chage it later and during the ERC Freeze portion of the tutorial, it will be very helpful and quick to find your morph.)
If you are NOT using a bridge, you will need to open Morph Loader and then locate the .OBJ file you intend to use as your new morph after opening DAZ Studio 4. THEN follow the directions above.
You should get the following message after you click "Accept"
and then just click "OK".
7. Go to the Parameters tab and turn your Morph on to 100%. in the Parameters Tab, you should find it under morphs if Genesis is Selected. If you used Morph Loader Pro, then it will be under that heading. If you are simply doing a cosmetic morph where the rigging is not changed, you are pretty much done and can skip to step #17. You can save the morph and be done by saving the figure. If, however, you have completed a morph that changes the Rigging on the Genesis Figure, a little more work is needed. I will still go through these steps as you never know when you may have modified a figure and accidentally moved the wrong vertices. You don't want to find that mistake down the line after doing all these other steps.
Adjusting Rigging to Shape
8. Select the Joint Editor tool from the Tools pull-down menu at the top left section of the DAZ Studio 4 Pro screen.
9. The rigging of the figure should now be visible.Then bring up the Tool Settings tab.
10. Click the thing up in the left hand corner of the tab or Right click on the bones (really anywhere on the figure) and choose "Edit > Adjust Rigging to Shape" option.
11. Make sure the last option "Adjust Orientation" is clicked so that an orange check-mark appears there and click "Accept".
12. A Dialog A dialog box Calculating Mean Value Weights will appear and finish loading. The next step is to do the ERC Freeze to the new rig shape especially if you are saving it as a DSF or DUF file or the rigging will convert back to the original rigging....
13. In the Parameters tab, you will need to be in Edit Mode which you can get to in the Display Options menu in the Parameters tab.
14, Once in Edit Mode, right click on your morph in the parameters pane and select "ERC Freeze..." In the ERC Freeze Option Box that appears. Figure node and Property should be auto-populated (THANK YOU, DAZ!)
15. UNCHECK the "Restore Figure Rigging" check box. That is VERY important or you will have to start over.
16. Click "Accept"
If you have not updated recently, the old instructions are as follows for 4.5 or less.If you can't find the Property Editor Tab, that is a clue that you haven't updated yet. If you are this far and had no problems, skip to Placing your Morph in the Hierarchy section below
13. In the Property Editor tab, right click on the name of Genesis in the Hierarchy section and click ERC Freeze.
14. In the ERC Freeze Options dialog box, select Genesis for Figure and Node should auto-populate.
15. Now, click on the Property bar and on your keyboard, type the first letter of the name of your morph from step # repeatedly until you find the name of your morph. (Yes, this can take a while, unless you followed my hint and used a dash "-" at the beginning of your morph name). If it's not there then you will need go back and save it out as a new DSF or DUF file and do it all over again which means going back to step #6
16. DO NOT CLICK ACCEPT until you UNCHECK the "Restore Figure Rigging" check box. That is VERY important or you will have to start over at step #14.
Placing your Morph in the Hierarchy
17. To place your morph in the appropriate place so that you or others in future can find it in the shaping or posing tab, go to the Property Editor Tab and find your morph. It will be in one of the folders title "Morph" depending on how you brought it into DAZ or it may be in the main Morph file. If you used ZBrush and the GoZ interface, then it will be in a folder titled "ZBrush" Most others are in a folder titled "Morph".
18. Right click on the the name of your morph. This is also a good opportunity to change the name of your morph if you like by right clicking on the morph and selecting "Label". This will change the name of the morph as it shows to you and others in the Shaping or Posing Tab. You may also change the items you may have forgotten to change in the presentation editor earlier such as Minimum and Maximum value and whether your morph should me measured by value or percentage. This info can also be changed by clicking the little gear icon in the Parameters or Shaping tab at the top right side of the morph and then clicking "Parameter Settings".
19. Before grouping your morph in the Hierarchy, make sure you know the exact location where the morph will be as you will be confronted with a lot of options. Just choose what you feel is most logical. right click on the name of the morph as before and now select Grouping. A large window will open and out of this list, you need to find the intended folder you want to put your morph in.
Determining if Auto-Follow is needed on your Morph
20. Auto-Follow either makes clothing and hair that is Auto-Fitted to your figure change according to your morph too.. When Auto-Follow is on, the morph will also change clothing and hair and props auto-fitted to the Genesis model. This can, however, change nearby props in an unwanted way such as a ripple in the hair if there is a morph on an eyelash and the hair drapes the face. The nearby eyelash morph will skew the bangs that are over or near the eye. For minor facial morphs that don't really change the shape to a major degree, then Auto-Follow is not necessary, but if your morph was extreme enough to warrant using Auto-Adjust Rigginbg to Shape and ERC Freeze, then it is likely that turning Auto-Follow on will be required.
To turn Auto-Follow on or off, you need to right click the morph in the Property Editor and then choose the menu item "Auto-Follow"
Saving your Morph as a Support Asset Morph file
21. Turn your morph to zero before saving. If you do not, every time you load Genesis, it will load with that morph on.
22. Under the File menu, choose Save As→ Support Asset (at the bottom) -> Morph Asset(s) File…
23. Enter your name or company name as the Author Name and a unique name for this morph as the Product Name. Future morphs you can save under this same name if they are grouped together, as this is the name of the folder under your My Library -> data -> DAZ3D -> Genesis ->Base -> Morphs -> (name of the author) -> (name of the file you just made) folder. (For G3F it is My Library -> data -> DAZ 3D -> Genesis 3 -> Female -> Morphs & for G3M it is My Library -> data -> DAZ 3D -> Genesis 3 -> Male -> Morphs)
24.Click open the Figure Properties hierarchy and find your morph. If using ZBrush, it will be under the ZBrush heading. Likewise for Hexagon. Morphloader will load it under Morph menu. click the check box next to it. Do not check the body parts, just the morph. CHECK YOUR MORPH AND YOUR MORPH ONLY. Then Click "Accept".
25. You are done saving your morph. Now it will show up whenever you open a fresh Genesis and can be distributed!
Any input you give is helpful.
Please feel free to ask question about this and the process here in this forum post.
"When I save a morph, the base Genesis loads with the morph applied 100%. It’s no big deal to Zero the Character, just an extra step. But is there a way to Fix this ??"
Yes, Open Daz and zero the figure, the go to save the morph again in a zeroes state. When you save a morph with it on, it will autoapply it everytime when you open up the Genesis figure. If you save it in a zeroes state, then you won't have to.
Also, mjc1016 added a way to do it in a text editor if you prefer just a few posts down.
"My morph seems to change nearby clothing/hair in an unwanted way. OR Clothes don't change when I morph them."
Auto-Follow may be on an undesired setting. When Auto-Follow is on, the morph will also change clothing and hair and props auto-fitted to the Genesis model. This can, however, change nearby props such as a ripple in the hair if there is a morph on an eyelash and the hair drapes the face. The nearby eyelash morph will skew the bangs that are over or near the eye.
To turn Auto-Follow on or off, you need to right click the morph in the Property Editor and then choose the menu item "Auto-Follow"
Thank you for reading my tutorial.
I didn't write this. This is stolen LIBERALLY from posts I cut and paste together in an effort to understand and parse the information together in an easily understandable set of info. The posts originally come from Syrus83227_202e840f4e, Richard Haseltine, Herald of Fire, Sickleyield, Ramwolff, and many others here too numerous to name.
"If I have seen further, it is by standing on the shoulders of giants." - Bernard of Chartres. (English Version - Isaac Newton)
I humbly ask all those who know a good bit to read over and correct any assumptions made by either me or the previous parties in an effort to further understanding of this great tool. Thanks! :)
Auto-Follow: "Auto-follow On" tells DAZ Studio to create a morph in conformed figures when the morph in the base figure is dialed up (if there isn't one already). This allows conformed items like clothing to change to conform to the shape of the new figure. Leaving it Auto-follow off will prevent DAZ Studio from creating this automatic morph. Auto-follow should be on when it will make sense for a conformer to try to mimic the morph in the main figure, and off when it won't. You'd probably want to turn it off for something that shouldn't be mimicked by clothes or hair - eyelash morphs, for example. Hair problems have often occurred with eyelash or ear morphs. Eyelashes shouldn't be set to Auto Follow on as a general rule, ears are harder to judge. There are many reasons you might decide either way - for example, the clothing cleavage modifier on Genesis uses two actual morphs for each visible morph (a hidden one linked by ERC to the visible one); one morph, with Auto-Follow on, fills in the space between the breasts and the clothing follows, while the other, with Auto-Follow off, undoes the effect on the base figure while leaving it active in the clothing.
Adjust Rigging to Shape: Adjust rigging to shape moves the end points of the bones so they line up with the same bits of mesh as they do in the base state. When a morph reshapes the body to the point that the rigging doesn't work, the Adjust Rigging to Shape moves the points about which the joints turn so that they are once more inside the mesh at about the equivalent point - though in some cases that may need a bit of manual adjustment. An ERC Freeze is needed to link the moved joints to the morph, so that when it is off the joints are in the normal position and when it is at 100% they are moved to the modified position (and when it's at half strength they are moved half-way). You need an Adjustment Rigging to Shape and ERC Freeze only if the shape has changed sufficiently that the default rigging does not work, and the freeze should link only the change joint centers as controlled properties of the morph slider. If you have unwanted ERC links you can find and delete them in the Property Editor.
ERC: ERC stands for Extended Remote Control. It's basically a way to make one dial control multiple dials, but it's also a little more advanced than that in DAZ Studio since you can also get it to deal with changes in the figure skeleton on top of premade dials.
ERC Freeze 'Freezes' the current figure pose into an ERC channel. This allows you to set your dials the way you want them to be when your new ERC dial is at its maximum and then use the ERC Freeze to create a new dial property. When zeroed, those same dials will be at their defaults (usually also zero). When at maximum, those dials will be at the limits they were set to previously. The best part about this is that DAZ handles the 'in between' parts as well, so that you can have a 50% dial spin which puts those dials at the middle-ground between zero and their ERC setting. ERC Freeze, by default, links every changed property to the one you set as master. That's why it is important not to have anything set that you don't want linked, though you can (and should) run your eye down the list and deselect anything that is included in error.
It's used for a variety of things. The Basic Child morph on Genesis, for example, uses it to scale the figure down to a child size. The actual child morph would otherwise be an adult-sized toddler! It also reworks the bone structure to match the new figure size dynamically.
If your joint settings are not in their memorized base state then ERC Freeze will see the differences between base state and memorized state as part of the changes it should be linking to the morph, and when it restores the figure it will restore it to the memorized state not the actual state on load. You must memorize rigging before using these features.
You can access the ERC-Freeze command in the "Parameters" tab if you change to "Edit Mode" in the right-click menu. Then if you right-click on any property in "Parameters" tab the menu shows many other useful commands and you can see the "ERC-Freeze" in there.
ERC-Bake: ERC-Bake is the opposite of ERC-Freeze. If a Morph or Pose dial is "ERC-Freeze"ed and has "sub-components" that need to change, it can be reversed by using ERC-Bake. It will delete all the sub-components of that property and make them "currently used“ property values again in parameters pane (unfreeze) so they are easily editable there and can be "ERC-Freeze"ed later. If done with more than one control property all the sub-components these are now "currently used“ can be combined with ERC-Freeze to a new property.
ERC-Bake can be found in the right-click menu of that new property in the Property Hierarchy tab - so the "sub-components" gets deleted from that new property and become "currently used" property values again.