Merging morphs into a new morph

Is there a way to produce a new character morph by combining currently used morphs applied to a Genesis 8 Female Figure? If so, will the new morph only work when the morphs used to make it are installed? Or will it be an idependent morph that can further be affected by the used morphs? Like the difference between a FHM/FBM or CTRL morph.

Comments

  • yes there is:

    1. Delete Eyelashes
    2. Mesh Resolution: BASE!
    3. Morph Head as desired
    4. Prepare a Desktop Folder as temporal
    5. Export Poser Preset OBJ named "CharaHeadApply"
    6. Morph Body as desired
    7. Export Poser Preser OBJ named "CharaBodyApply"
    8. Create a New scene
    9. Load G8F default
    10. BE SURE TO SELECT Genesis 8 Female
    11. Open Morph Loader PRO
    12. click on "Choose Morph Files"
    12. choose / select your 2 morphs on the temporary desktop folder and OPEN
    13.  Accept
    14. a message will say Created Morph Succesfully on both morphs
    15. click ok
    16. Your Morphs will appear on Parameters > Morphs > Morph Loader
    17. Change your sliders to 100%
    18. Open Parameter Settings on first Morph
    19. Name and Label change as desired name for your first morph
    20. Change "Color A" and "Color B"  is optional
    21. Change Min: to 0% and Accept
    22. Repeat for the second Morph if you wish
    23. Now your figure MUST have both Morphs on 100% for the next step
    24. We need to adjust the bones for the new morphs on Genesis 8
    25. Click on black color of the 1st morph and select EDIT MODE.
    26. on EDIT MODE, change value of morph Head to 0%
    27. select BONE EDITOR
    28. Right Click on Genesis for menu > Edit > Adjust Rigging Shape
    29. Accept, the window now is Calculating Mean Value Weights
    30.  Change to SECOND Morph at 100% and select ERC FREEZE > ACCEPT
    31.  Change Second Morph to 0%
    32. Change FIRST morph to 100%
    33. Select G8
    34. Right Click > Adjust Rigging to Shape
    35. Accept, the window now is Calculating Mean Value Weights
    36. Select FIRST MORPH at 100% and select ERC Freeze
    37. Accept
    38. We are going to create a THIRD MORPH linking 1 and 2 Morph!
    39. BE SURE 100% both morphs, 1 and 2 must be on 100%
    40. Right Click on second morph and select CREATE NEW PROPERTY
    41. Name and Label with same name
    42. Change Color A
    43. Default Value of "Min:" is 0
    44. CREATE
    45. A 3rd Morph is done but is not change nothing when move to 100%
    46. on 3rd Morph Select ERC FREEZE.
    47. BE SURE on Property that Both morphs are selected, Raw Value 1
    48. BE SURE your 1 and 2 morphs are on 100% too.
    49. Accept
    50. Now 3rd morph at 100% will change 1 and 2 morphs at 100% too!

  • Two things to note:

    first, you cannot share the result with others as it no longer requires the original morphs - as required by the license - unless the particlar sets used are merchant resource sets, and even then there are likely to be restrictions

    second, by doing this you will lose any links to corrective morphs or joint adjustments, likely resulting in poor posing

    A much safer method it sto right-click to put the parameters pane in Edit mode, apply your shape (or the ehad or body parts if desired to make separate cotnrollers), then right-click in the group you want o house the controller and Create new property, set it up as desied (see above) and accept, set the enw property to 100%, right-click on ity>ERC Freeze (as above). repeat, if need be, for the ehad and ten for a master slider. The result is, because it drives the original morphs, sharable and has all of the needed links to corrective miorphs and joint adjustments but also allows you to vary the strength with a single slider.

  • onixonix Posts: 282

    If you have ZBrush or possibly hexagon or anything else where you can quickly export the model.

    the process is super easy:

    1 apply desired morphs 

    2 export your model with deformations but NOT with the current resolution

    3 dial your morps back

    4 reimport the model as new morph.

    It takes less than a minute to do all that

    in the same way, you can subtract morphs too if you reverse the process.

    ------------------------------

    Method 2 if you don't have Zbrush or if you want to export smoothing modifier(or any other change) as a morph.

    1 apply moprphs

    2 export your object to OBJ

    3 reset moprphs

    2 use Morph loader advanced to create morph from exported obj file

    * nor really sure but you may need to hide/delete all other objects in the scene to whom those morphs do not apply or that may mess up with the import process but I am not sure if it will maybe it will work just fine.

    * exporting smoothing modifier may be a great idea when you need to fix some poke through for your clothes but you don't want to slow down everything toa crawl when Daz is reapplying that smoothing modifier over and over, Or when you are trying to use collision modifier and use to turn colision into morph.

    * it would be great if daz developers added an option to export modifiers as morphs simply to improve performance.

  • onix said:

    If you have ZBrush or possibly hexagon or anything else where you can quickly export the model.

    the process is super easy:

    1 apply desired morphs 

    2 export your model with deformations but NOT with the current resolution

    3 dial your morps back

    4 reimport the model as new morph.

    It takes less than a minute to do all that

    in the same way, you can subtract morphs too if you reverse the process.

    ------------------------------

    Method 2 if you don't have Zbrush or if you want to export smoothing modifier(or any other change) as a morph.

    1 apply moprphs

    2 export your object to OBJ

    3 reset moprphs

    2 use Morph loader advanced to create morph from exported obj file

    * nor really sure but you may need to hide/delete all other objects in the scene to whom those morphs do not apply or that may mess up with the import process but I am not sure if it will maybe it will work just fine.

    * exporting smoothing modifier may be a great idea when you need to fix some poke through for your clothes but you don't want to slow down everything toa crawl when Daz is reapplying that smoothing modifier over and over, Or when you are trying to use collision modifier and use to turn colision into morph.

    * it would be great if daz developers added an option to export modifiers as morphs simply to improve performance.

    Both of these have the drawbacks I mentioned above, which may well be why there isn't a built-in function for the job.

  • the OP thread had no feedback comments?, maybe abandoned the idea to do...

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