Creating Joint Controlled Morphs

marth_emarth_e Posts: 187
edited April 2014 in The Commons

Hello,

I'm trying to create a Joint Controlled Morph (JCM) and I'm trying to follow this tutorial:

http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/assembling/tutorials/creating_joint_controlled_morphs/start

I understand that the Property Editor has been replaced in Daz Studio 4.6 by the Property Herarchy tab so I'm having lots of problems trying to follow the tutorial.

My question is, in the new Property Herarchy Tab where can I find the options to configure the link attributes: ERC Type, Scalar, Save with, like in the following image of the old property editor tab:

jcm.png
900 x 646 - 207K
Post edited by marth_e on

Comments

  • kitakoredazkitakoredaz Posts: 3,526
    edited April 2014

    I believe you means, property editor changed to hieralchy pane.
    then you may need to enter edit mode in parameter tab option to work easy.
    (edit mode + hieralchy pane = property editor)

    you can drug property from parameter tab to Hieralchy pane,, so that
    it work easy to set ERC link (sub-components and controller) for each properties.

    about how to set value, or erc type,, see below link,, it may help I hope.
    you just need to click each small triangle of property, then extract in hieralchy pane,,
    then click each value which you hope to modify,, (or pull down menu)

    http://www.daz3d.com/forums/discussion/36026/

    Post edited by kitakoredaz on
  • marth_emarth_e Posts: 187
    edited December 1969

    That's right, kitakoredaz. Thanks for the reply.

    So of what I understand.
    -Right click on the parameter tab to check edit mode.
    -Once in edit mode I can drag the parameter to the property hierarchy tab.

    -As I can see there are two options in the Property Hierarchy tab:
    -1st Stage which seems to be the way to configure it as delta add.
    -2nd Stage which seems to be the way to configure it as multiply

    Am I wrong?

    Thanks in advanced, :)
    Martha

  • FistyFisty Posts: 3,416
    edited December 1969

    Edit mode in parameters tab, open bone and bend direction in hierarchy.. drag the jcm morph over the 1st stage and release. Expand the little triangles to find the scalar settings. Don't forget to set limits on your jcm morph to -0 +100 so it doesn't apply in the opposite direction that you want and if it's a negative bend to set the scalar number negative.

  • marth_emarth_e Posts: 187
    edited December 1969

    Thank you very much, Fisty.

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    Hi sorry to late reply,,

    then About the 1st and 2nd ,It seems dicided how Formula of DSON works,,
    daz DSON doucments say about Formula how calculate,,

    http://docs.daz3d.com/doku.php/public/dson_spec/object_definitions/formula/start

    first gather all "add (about subtract or delta add , keyed too) " after that, multiple (divide etc)

    Though I can not full understand the logic,, but before I editted the order and change type ERC in DSON to test,
    it cause un-expected effect ^^;

    so that just keep the rule (and we can not select multiple for 1st stage, in the pane,
    may be designed not to cause mistake I think,,)

    then you can change "Type" by clicking the Type:ERC [ ],
    for each Controller or subcomponent, fromula stage.
    you may find some type (add delta-add, key) for 1st stage, and (multiple divide ) for 2nd stage.

    and can change calculation way for your purpose and test them^^
    eg Key type is very powerful,, you can decide subcomponents value about each Controlelr value.

    eg you can make (Controller 0, subcomponentA 0) (Controller 0.5, subcomponentA 0.2) (Controller 1, subcomponents 0.3)
    as if animation interpolation. and tweak curve type too @@b

  • marth_emarth_e Posts: 187
    edited December 1969

    Thanks a lot for the help, kitakoredaz.

  • I have a question about morph creation itself.  Specifically, what program/procedure are you using to easily Mirror the Shape of a morphed figure.  Mudbox has a flip mesh function but that actually flips the mesh... if it's re-imported into Daz in that state, then the right and left sides are reversed.  There's got to be a way to do this without re-sculpting the whole other side of the figure.

    Thanks

  • Ideally you should sculpt with symmetry, then you can (probably) paint that symmetrical sculpt onto one side or the other of a base shape to make the split morphs - I don't know Mudbox to say how that would be done. If you have already made a one-sided morph can you flip the mesh and then use that as a background constraint to paint the morph into an un-flipped copy of the base shape?

  • Kerya said:

    Thank you very much for the reference.  That script works perfectly on all Genesis platforms (G1, G2 & G3) !!!!!!

  • marblemarble Posts: 7,500
    edited March 2016
    Kerya said:

    Thank you very much for the reference.  That script works perfectly on all Genesis platforms (G1, G2 & G3) !!!!!!

    I can't get the script to work at all. Perhaps it only works on Windows PC's (I have a Mac). By the way - does it only work on figures (people) or should it work on clothing, props, etc?

    Post edited by marble on
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