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Modeling a character for Genesis.
Posted: 21 December 2012 07:18 AM   [ Ignore ]   [ # 46 ]
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I have a question vital to DAZ3D.

If my character is morphs created by me. Can I file for save “duf” as a propfigure, so where does it come with bones adjusted to their proper shape.

But in my testing, Daz Studio saves everything with my document. All of Genesis - Base, Genepool, UVSets,
how to distribute it legally.

Why save in PropFigure - duf ? - Just because the character just comes with the bones set adjusted.

I can not save the bones with my character set of sliders.

Help me my Friends moderators.

Thank you.

Beto.

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Posted: 21 December 2012 09:29 AM   [ Ignore ]   [ # 47 ]
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Roberto Melo, if I understand your question correctly it’s that you want to know why it is you save a morph to a separate file?

The answer is this: so you can, yourself, use it on other characters, and so you yourself can distribute your custom morph.

If you do not Save As: Support Asset: Morph Asset, then you will have it embedded with one single figure.  That can be a good thing if that’s what you want.  It will mean your character file will be a whole lot bigger, though.

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Posted: 21 December 2012 09:40 AM   [ Ignore ]   [ # 48 ]
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wancow - 21 December 2012 09:29 AM

Roberto Melo, if I understand your question correctly it’s that you want to know why it is you save a morph to a separate file?

The answer is this: so you can, yourself, use it on other characters, and so you yourself can distribute your custom morph.

If you do not Save As: Support Asset: Morph Asset, then you will have it embedded with one single figure.  That can be a good thing if that’s what you want.  It will mean your character file will be a whole lot bigger, though.

Only files saved using Save As->Support Asset->Morph Asset can be distributed. On a related note, you have to use “Reverse deformations” in the morph Loader Pro option to create of morph of only your changes. For example if you make a morph for M5, you have to have the M5 morph active, then use morph loader pro to load your morph against that, using the “Reverse deformation”. That will create a morph of only your changes. Then when you save that morph, you can distribute it and will require people that own M5 in order to use your morph.

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Posted: 21 December 2012 11:41 AM   [ Ignore ]   [ # 49 ]
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Male-M3dia - 21 December 2012 09:40 AM
wancow - 21 December 2012 09:29 AM

Roberto Melo, if I understand your question correctly it’s that you want to know why it is you save a morph to a separate file?

The answer is this: so you can, yourself, use it on other characters, and so you yourself can distribute your custom morph.

If you do not Save As: Support Asset: Morph Asset, then you will have it embedded with one single figure.  That can be a good thing if that’s what you want.  It will mean your character file will be a whole lot bigger, though.

Only files saved using Save As->Support Asset->Morph Asset can be distributed. On a related note, you have to use “Reverse deformations” in the morph Loader Pro option to create of morph of only your changes. For example if you make a morph for M5, you have to have the M5 morph active, then use morph loader pro to load your morph against that, using the “Reverse deformation”. That will create a morph of only your changes. Then when you save that morph, you can distribute it and will require people that own M5 in order to use your morph.

It’s hard to communicate with an English translator, please excuse me.

1 - The character was created entirely with custom morphs. The character is my creation and I distribute it, when, and where you want. This is already my creation.

2 - Done I saved the character, morphs assets (s).

3 - The morph works with all the figures, but the skeleton and scruffy. Always have to use the command: “Adjust rigging to shape.”

4 - The only way I could save my character, is lined with the bones of the form: Figure Prop Asset. Just as it is the characters of DAZ3D, distributed with DazStudio 4.

5 - Even creating a Prop Figure assets, is nescessário
the document created when I saved as Morph Asset (s).

6 - The problem is that saving a Figure Prop Assets. This also saves the documents of Genesis. Along with my Figure. Without these documents to my figure, it not works with the basic morphs, and accepts no morph of Genesis.

7 - These documents Genesis Base can be distributed,  with my Prop Figure assets?? That is the question.

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Posted: 21 December 2012 11:59 AM   [ Ignore ]   [ # 50 ]
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You not only need to save the morph, you must also save the Character Preset.  And then send it to a friend to test it to make sure it all works.

Your custom morphs may be distributed.  You’ll find them under My Library/data/daz3d/genesis/base/morphs/

You will find the character preset wherever you saved it.  I would recommend saving it under My Library/People//Genesis/Characters/ (with a Sub Folder like Bruuna or whatever).

Nice work, by the way.  The figure looks fantastic!

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Posted: 21 December 2012 02:28 PM   [ Ignore ]   [ # 51 ]
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Roberto Melo - 21 December 2012 11:41 AM

1 - The character was created entirely with custom morphs. The character is my creation and I distribute it, when, and where you want. This is already my creation.

When you loaded your custom morph using Morph Loader Pro, did you select “Reverse deformations”?  if you did not, that is incorrect, because it saved Genesis information with your custom morph and you cannot distribute your morph like that. You have to load your morph with “Reverse deformations”.

3 - The morph works with all the figures, but the skeleton and scruffy. Always have to use the command: “Adjust rigging to shape.”

4 - The only way I could save my character, is lined with the bones of the form: Figure Prop Asset. Just as it is the characters of DAZ3D, distributed with DazStudio 4.

If you adjust the rigging, you have to use the Property Editor and “ERC Freeze”... this will save your rigging changes to a morph dial. Save this as a “Morph Asset” and you will not need Prop Figure.

When you finish, you will have 2 morph files: 1) your custom morph and 2) a file that controls the custom morph and the adjusted rigging.

I’m not at my computer to make pictures, so maybe someone can help explain it better.

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Posted: 21 December 2012 02:37 PM   [ Ignore ]   [ # 52 ]
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Wait, are you starting from Scratch?  I thought you had a V4 set of custom morphs that could be GenXed…

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Posted: 21 December 2012 06:02 PM   [ Ignore ]   [ # 53 ]
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I always just use this video for saving a morph http://www.youtube.com/watch?v=BI-a9XiXBNM it doesn’t matter where you made the shape the principal is the same, adjust the rigging and do the erc freeze then save as a morph asset, ( file/save as/Support Asset//morph asset…..) then it doesn’t need anything other than daz studio and genesis to work.

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