Custom Morph Help

Looking for some advice on creating a custom morph:

I want to make some small adjustment morphs (just for personal use) to fix up a character created from a bunch of different morphs. Normally what I'd do is export it dialed in, make the adjustments, then bring it back as a single new morph, adjust the skeleton, and be done. However I'm using Sakura 8 for this one, and the separate eyes + brows are not on board with this.

I've tried dialling in the morphs without Sakura's head, making the changes, then adding her head later, adding her head before making the changes, completely unmorphing the head before adjusting the body, and basically every other configuration I could think of. From what I can tell, her eyes are bound to the skeleton in some way I couldn't really adjust - but could see changing when I adapted the rigging to the new shape. Pretty much any changes to the rigging (even autofitting after minor changes) seems to instantly send the eyes into revolt, and my custom shape has a lot of changes to it, leaving the eyes somewhere inside the head.

Ideally I'm guessing the solution would be to make the morph using solely G8F, but I can't do that because it's an adjustment to a load of other morphs, and without seeing them, I can't model the fixes. I tried dialling Sakura's head out and even as a -100%, but as soon as I do the adjust rigging to shape, her eyes go walkabout. I can only imagine the problem will get worse when I want to add custom fixes to the head itself.

Any suggestions?

Comments

  • ArtiniArtini Posts: 10,308

    I have no advice, but has the same problems with the eyes going out of her head - so for know, I am not using the other morphs on her.

     

  • Can't you do just your adjustment morphs, importing the modified shape (made with all scaling reset to 100% if need be) with Reverse Deformations? If you bake all the component morphs into one you lose all ERC links to corrections - adjust the rigging brings that aspect back, but you've still lost corective morphs on joints or other morphs. Doing it with just your chnages as a new morph there's much less to tidy up.

  • lx_2807502lx_2807502 Posts: 2,996

    Can't you do just your adjustment morphs, importing the modified shape (made with all scaling reset to 100% if need be) with Reverse Deformations? If you bake all the component morphs into one you lose all ERC links to corrections - adjust the rigging brings that aspect back, but you've still lost corective morphs on joints or other morphs. Doing it with just your chnages as a new morph there's much less to tidy up.

    Oh wow - I didn't even know you could change those details in the bottom of the morph loader. That's exactly the sort of thing I was looking for - works perfectly. Thanks!

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