Problem with G3M expressions - probably because of Wicked Fantasy Morphs

I have modelled today in DAZ Studio 4.8 on a new character for my library. I have used several morphs from the "Wicked Fantasy Morphs" to model parts of the face (Chinn, Ears, Nose). So far, so good.

But when I want to add a expression from the morphs library, anything get out of control.

This happens when I us about 57% of the "Contempt"-Slider


And this when I set "Fear" to 100%


Has anyone an idea? I don't want to remodel my character.

Comments

  • Please post a shaping preset for the shapes you used, if it isn't just one of them that triggers this. I just tried a grab-bag of shapes from the WFM set and there was no problem with any of the expressions I tried.

  • I've found out, that i have that effect on the nose when I use the Wicked Fantasy Morphs for the nose.I've send you a PM with a link for a video that documentate this effect.

  • XenaXena Posts: 650

    It's definitely my morphs causing the problem ... sorry about that :(

    BUT I'm not sure what to do about it. The morphs are created exactly as Daz specify, which means all the facial ERC is correct, so I don't know why it's doing what it's doing. For example, that Nose Tip Up you show in your video only affects the Nose, Left Nostril and Right Nostril facial bones, and all of those are set in the ERC so they shouldn't move incorrectly when any expression that contains those 3 bones is dialled (which is what seems to be happening).
    Perhaps if you contact Daz support someone there might know what's going on and be better able to help you.

  • Yes, I can see that with some (not, oddly, all) of the nose and nostril shapes - some of the ERC values do look a little large, though figuring out if they are wrong will take some fiddling. Please open a support ticket to report this.

  • I've reported that. Hopefully someone can help.

  • DAZ_JoshDAZ_Josh Posts: 1,367

    Xena, I took a quick look at it to see if I could find what is going on. With Nose Tip Up specifically (I haven't checked the others) when you dial up that morph it sends the nose and nostril bones down to the origin rather than aligning them with the shape change. That will definitely cause oddities when expressions or other pose controls are dialed up that rely on those bones being in the right location.

    I'm not sure what happened to cause the bones to move in this way, but you will want to remove the bone movements from any of your morphs that have this issue and run Adjust Rigging to Shape again to get them in the correct positions.

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