1) I created a character, a pudgy elderly gnome. This involved lots of various different Genesis-based morphs, including DieTrying’s free morphs, but most were DAZ’s own.
2) I posed the character, did some tests etc. and did regular saving. Couple of times I had to close DAZ Studio due to Windows being up its usual hijinks, such as begging for a reboot or so. Character loaded fine.
3) Today, I noticed the Beautiful Hands package in store, grab it, install it (while DS is closed, note) and then load up my character. Instead of having a charming yawn where I left the character, his right arm is sucked into his body. Okay, maybe something happened? I uninstalled the product, loaded again, same thing happens. I reset the pose, save, try again, and still it keeps happening.
4) I loaded up a plain Genesis, and test what happens when I put the arm a-swinging. Nothing as extreme happens, but something is clearly messed up.
So, um. Does anyone have any recommendations how I should proceed? I’m guessing it might be the freebie morph set that is doing this. But I need those DieTrying’s morphs for elderly face and body, but am I able to bake a full-body shape morph out of the knob-twisting I’m done, and just toss the dialed features away and then erase those morphs that are likely messing up things? Or would I still suffer the same fate?
Okay, I removed the morphs, and I’m still getting bizarro results in base Genesis. o_O I have the original character saved as a Hexagon project, so I can transfer it to DAZ Studio as a full morph, but I’m apparently doing something WRONG because I’m still getting bizarro (even more so than above) results with the morph applied… funny thing is that the facial morphs work just fine, but rotating arms etc is just *broken*.
So, here’s what I did:
1) Pick right collar, “bend” up to 12.
2) Pick right shoulder, “bend” up to max (75) and “front-back” to max (75).
Is anyone else getting “taffy Genesis” out of it? Or is it just me?
Check your bones by clicking on genesis then on the joint editor
If your morph involves some scaling up or down, bones also must follow this scaling. If not, then try dial the morph at 100% and all other morph at 0, then Edit->figure->rigging->adjust rigging to shape (don’t adjust bone orientation). If the rigging is oK then, you can do an ERC freeze and resave the morph
Just be carefull not to have overwritten some bad rigging on genesis. Test it without any morph and eventually reinstall DS default content if there is something wrong
Phew, thanks. And bone-scaling seems to help here—I have to scoot, but once I’ve done the grocery run, I will go on with testing; I will need some help with the morph-importing (if anyone can toss a good link for “exporting character morphs from Hexagon” while I’m gone, it would be appreciated—I’m unsure about if I need to make it DeltaAdd or DeltaMultiply or whatnot and then how to save it), I would really appreciate it a lot.
Okay—it really seems that the size was the one that futzed the character, so I reinstalled the morphs and went back to original set-up. (Even so, it would be handy to know how to do those permanent character morph thingees in future, so I have to research.)
I resized my character’s joint set up, as told above and tested that the arm more or less rotates the way it is supposed to do (it still has a tendency to vanish into pudgier bits of stomach, but that’s stomach’s fault at that point).
I just need to know—is this how it is supposed to look like after adjusted rigging? With kinda ummm double-boning? Swimming trunks are there for everyone’s benefit, as there are things the world isn’t ready to see and what’s seen cannot be unseen…