Character X for Base Y -- who has priority

davesodaveso Posts: 7,838

For example..right now is new base character "Christian". Then there is character for him "Hudson". How much of the base character is present and of the add-on character? 
Is it like ..load Hudson and then add a certain percent of Christian? or vice versa ... or does it matter? 

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,190

    see the Christian thread, I reckon you could dial in Edward 8 if you have him instead going by some of the comparisons in shape not textures.

  • davesodaveso Posts: 7,838

    just noticed that some characters only have 1.0 as their parameter and others are a percent to 100. Those with 1.00 also move the dials for the base character ... not always to 100%, but mostly 50%..that is what I'm trying to find out ... how much of the base character is actually used to define the add-on characters ... 

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,190
    edited January 2019

    someone with Hudson can maybe render him for you without Christian dialed in, you do get fibermesh facial hairs so not a bad buy just for skin and hairs

    I have used characters without their bases it varies how different they look but all look OK

     

    Post edited by WendyLuvsCatz on
  • davesodaveso Posts: 7,838

    i'm not realy interested in those particluar characters, I am more interested in general how much the dials go into making any particular character from the base character. I just used that as example. I have Hudson, btw. 
    Then ..do you load the base fisrt and dial in the character or vice versa..or does it matter. and I did find out that whichever one you load 1st takes priority for the texture. I tihnk..at least it happened to me when I loaded Edward 1st and tried to use Hudson skin texxtures..it would not take the fibermesh brows at all. ... 

  • L'AdairL'Adair Posts: 9,479
    edited January 2019

    When you load Charcter X for Base Y, the Base Y morph is automatically dialed in at the percentage the PA used. It varies from character to character. As I recall, Darwin did one that only used the body morphs from the base. The head was all "Character X." (Sorry, I don't remember which one at the moment.)

    daveso said:

    i'm not realy interested in those particluar characters, I am more interested in general how much the dials go into making any particular character from the base character. I just used that as example. I have Hudson, btw. 
    Then ..do you load the base fisrt and dial in the character or vice versa..or does it matter. and I did find out that whichever one you load 1st takes priority for the texture. I tihnk..at least it happened to me when I loaded Edward 1st and tried to use Hudson skin texxtures..it would not take the fibermesh brows at all. ... 

    Whatever character/base you load, the materials load with it. Changing the shape does not affect the materials. I know if you select a figure and then load another of the same gender and generation, you have the option of 1) changing the selected figure to the new one, or 2) loading a new, separate, figure. I'm rendering at the moment, so I can't verify whether or not DS loads the textures for the new figure when you choose the option "1." I'll get back to you on that in a couple of minutes.

    Post edited by L'Adair on
  • L'AdairL'Adair Posts: 9,479

    Okay, I just tested this by first loading Christian 8, selecting him, and loading Reth, using the option to load the new figure. When it was complete, Reth and his materials were loaded, including his fiber mesh brows. (I did have to delete Christian's fiber mesh brows.)

    I hope this helps.

  • davesodaveso Posts: 7,838

    so did that make a combo of the two? 
    Thanks for checking this :)

  • L'AdairL'Adair Posts: 9,479
    daveso said:

    so did that make a combo of the two? 
    Thanks for checking this :)

    No. Loading one character over the other replaces the first with the second.

    If you want to combine characters, you load one, and then dial in the other character's morph to the extent you like. (But you already know how to do that, don't you?)

    If you load a character that is based on a Base Figure, you can easily find the dials for both. Go to the Shaping Pane/Tab and select Currently Used in the left column. Then in the right, only the shape morphs in use will be displayed. (That can still be a lot if the character uses packaged morphs rather than custom morphs.) If necessary, type in the name of the figure in the filter field to bring up the morphs from that figure. (That's not the only way to find the morphs, but there's usually a lot fewer settings to wade through when you're looking for shape morphs.)

  • barbultbarbult Posts: 26,271
    edited January 2019
    L'Adair said:
    daveso said:

    so did that make a combo of the two? 
    Thanks for checking this :)

    No. Loading one character over the other replaces the first with the second.

    I believe there is a bug in this process. I reported it nearly 7 months ago. As far as I know, nothing has been done to fix it (yet?). This is what I reported:


    June 10, 2018 13:05
    I loaded Oscar for Genesis 8 Male(s). Then I selected Oscar in the Scene pane and loaded another Genesis 8 Male figure (e.g. Floyd 8). I selected "Apply this Character to the currently selected Figure(s)". The result was that the character's materials were NOT CORRECT for Floyd. The eyes were most obviously wrong, because Oscar's Cornea Refraction Weight map was not removed. Specularity was also wrong. I used the V3D Map Manager to make a CSV file of the result, and I see lots of old Oscar maps still loaded. I imagine that fields not used by Floyd were not cleared out. However loading the Floyd 8 All Maps materials file DOES clear out those old Oscar maps. Why is this inconsistent???? Please fix figures to clear out old surface maps and settings, just like material files do.

    The best workaround  appears to be to apply the second character's materials again after loading the second character over the first. Otherwise, it is possible that some of the first character's surface settings will still be used, making the second character look incorrect.

    Post edited by barbult on
  • davesodaveso Posts: 7,838

    things are not so simple when the stuff is actually not working correctly. 

  • WendyLuvsCatzWendyLuvsCatz Posts: 40,190

    yes there are exceptions 

    I found one the other day for Genesis 3 female 

    the character Opal, she is a mix of dials and pose settings and zeroing her sliders does not remove most of it or zeroing shaping

    I had to lose the pose I had worked on in order to zero her out.

  • xyer0xyer0 Posts: 6,347
    barbult said:
    L'Adair said:
    daveso said:

    so did that make a combo of the two? 
    Thanks for checking this :)

    No. Loading one character over the other replaces the first with the second.

    I believe there is a bug in this process. I reported it nearly 7 months ago. As far as I know, nothing has been done to fix it (yet?). This is what I reported:


    June 10, 2018 13:05
    I loaded Oscar for Genesis 8 Male(s). Then I selected Oscar in the Scene pane and loaded another Genesis 8 Male figure (e.g. Floyd 8). I selected "Apply this Character to the currently selected Figure(s)". The result was that the character's materials were NOT CORRECT for Floyd. The eyes were most obviously wrong, because Oscar's Cornea Refraction Weight map was not removed. Specularity was also wrong. I used the V3D Map Manager to make a CSV file of the result, and I see lots of old Oscar maps still loaded. I imagine that fields not used by Floyd were not cleared out. However loading the Floyd 8 All Maps materials file DOES clear out those old Oscar maps. Why is this inconsistent???? Please fix figures to clear out old surface maps and settings, just like material files do.

    The best workaround  appears to be to apply the second character's materials again after loading the second character over the first. Otherwise, it is possible that some of the first character's surface settings will still be used, making the second character look incorrect.

    Thanks for posting this. I had come across this issue, but I did not have the patience to suss out what was happening; so, I just loaded new materials. I thought it was something I was doing wrong.

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