Problems with geograft morph merging

I'll try to explain this as clear as i can. its basically about combining/merging multiple morphs into a single slider, everything works fine, i do the export at base resolution, i hide the unnecessary stuff, then importing with morph loader pro and so on all of that works fine. but now i have a specific problem when using both g8f and geograft morphs.

 

So basically there are 17 morphs that im combining, all which are morphs from the GEOGRAFT, but then there are another 4 morphs which are from the GENESIS 8 FEAMLE FIGURE itself, in the morphs section of that figure. Making it a total of 21 morphs having to be turned into a single morph for the geograft. However, when I'm exporting, only the 17 morphs from the geograft are merged into one, those 4 ones from the figure are completely skipped. I'm trying to find a way to merge all the 21 morphs, so the 17 morphs are already merged no issue but i need to also merge them with the other 4 ones from the G8F morphs (which are not directly geograft morphs).

 

I believe it could be because when i did the obj export I only selected the geograft, but if I select both the geograft and the figure I believe it wouldn't work

 

So, is there any fix for this or any alternative? I do use blender in case I can do something with it, I just can't figure out what to do. Or maybe could I possibly convert the G8F morphs into geograft morphs somehow?

Comments

  • crosswindcrosswind Posts: 9,559

    First, when exporting, you don't have to hide stuff at all, in OBJ Export Options dialogue, tick Filter by Objects, choose Selected Roots in Objects dropdown list.

    Then I don't quite understand what you really want, so let's confirm first: You want to make a single morph on G8F, when it's dialed, the shape of 17 morphs on the geo-graft plus 4 morphs on G8F will be in place, is that correct ? And you don't want to keep 17 + 4 morph properties any more, right ? 
     

  • MasterstrokeMasterstroke Posts: 2,304
    edited August 1

    I think crosswind is right, as far as I can tell.
    Morph your character with its geograft as you like it.
    Export BOTH as obj at base resolution
    Set those morphs in question (Character AND geograft) to Zero now.
    Use Morph loader Pro and have "Primary figure from Graft" in the top down menue activated on your MAIN character.
    Just in case have "Reverse Deformation" set to "YES"
    If you are happy with the resulting morph, place it in your prefered parameter hirachy.
    Do not forget to save your new morph asset.
    Now repeat the process, but THIS TIME, you have the geograft selected.
    Now place your morph for the geograft in the same hirachy order as your main character morph before.
    Example:
    Main Character:
    Actor:
    My morphs:
    coolmorph

    Geograft:
    Actor
    My morphs:
    coolmorph

    Don't get confused, if you don't see your "coolmorph" on your geograft, because it is hidden.
    Save your morph, if you are happy with it as a morph asset.
    You can see this morph, if you check "Show hidden Properties" in your Parameter tab.

    For using your "coolmorph", you will only need to use the "coolmorph" dial on your main character, the morph on the geograft with the same name and position will automaticly follow.
    Close your project, but DON'T save the scene, in order to avoid the risk of dublicate formulas.
    Reopen your character with its geograft and it should work fine. You can save the scene from now on.
     

    Post edited by Masterstroke on
  • crosswindcrosswind Posts: 9,559
    edited August 1

    That's almost the SOP as Masterstroke said above.

    Only: as for Export BOTH as obj at base resolution...  actually just selecting G8F to export it as OBJ will do. 

    The final step needs to be Adjust Rigging to Shape with G8F selected and the single morph dialed, ERC Freeze the single morph on G8F.  Save two morphs on G8F & geo-graft as Modifier Assets (morph assets). Then delete those 17 + 4 morphs as needed.

    Edit: You may further need to check the morphs' behaviors by posing the figure, see if there's any corrective morphs need to be made.

    Post edited by crosswind on
  • lapaji9579lapaji9579 Posts: 0

    So basically there are 17 morphs that im combining, all which are morphs from the GEOGRAFT, but then there are another 4 morphs which are from the GENESIS 8 FEAMLE FIGURE itself, in the morphs section of that figure. Making it a total of 21 morphs having to be turned into a single morph for the geograft. However, when I'm exporting, only the 17 morphs from the geograft are merged into one, those 4 ones from the figure are completely skipped. I'm trying to find a way to merge all the 21 morphs, so the 17 morphs are already merged no issue but i need to also merge them with the other 4 ones from the G8F morphs (which are not directly geograft morphs).

     

  • Richard HaseltineRichard Haseltine Posts: 108,043

    Merging morphs is in any event a bad idea as it breaks any joint corrections or other corrections linked to the original morphs. Better to make a new controller property.

  • Richard HaseltineRichard Haseltine Posts: 108,043

    Merged threads - please don't multi-post, and please use only one account for posting.

  • Yea I get that I can do two different morphs, one that combines the 17 geograft ones and another one that combines the 4 morphs from the G8F, but I was looking a way to have all of them in just one (specifically being a morph for the geograft), I guess it's not a big deal but I was trying to figure out which is why i was asking around here

    I'm doing this because the morph i'm trying to create out of the 21 morphs is meant to be used in Blender as a shape key, then I'll add a driver to that shape key/morph and link it to a bone for a rig, which is a rig meant to be used mainly for animations

    But if the only way is creating the two morphs (one out of the 17 and another out of the 4) then I'll try some workaround or something, I guess I could possibly use the 4 morph one as a JCM somehow?

  • that account (lapaji9579) is not mine by the way, i don't know who that is, i only have one DAZ account

  • crosswindcrosswind Posts: 9,559

    lapaji9579 said:

    So basically there are 17 morphs that im combining, all which are morphs from the GEOGRAFT, but then there are another 4 morphs which are from the GENESIS 8 FEAMLE FIGURE itself, in the morphs section of that figure. Making it a total of 21 morphs having to be turned into a single morph for the geograft. However, when I'm exporting, only the 17 morphs from the geograft are merged into one, those 4 ones from the figure are completely skipped. I'm trying to find a way to merge all the 21 morphs, so the 17 morphs are already merged no issue but i need to also merge them with the other 4 ones from the G8F morphs (which are not directly geograft morphs).

     

    We' ve already showed you the process above. You should've selected G8F rather than the geo-graft to export as OBJ. 

  • crosswindcrosswind Posts: 9,559

    pijatetaricapelotudosgddgsdg said:

    Yea I get that I can do two different morphs, one that combines the 17 geograft ones and another one that combines the 4 morphs from the G8F, but I was looking a way to have all of them in just one (specifically being a morph for the geograft), I guess it's not a big deal but I was trying to figure out which is why i was asking around here

    That is not really correct. What we showed you above is just to create one controlling morph (a single dial) on G8F figure, by just importing the same OBJ twice, one on G8F, one on the geo-graft, by using the way of Primary Figure from Graft (Facet Order) in MLP. Since the geo-graft is a conformer to G8F figure, so the morph combined for 17 morhphs on the geo-graft will Auto Follow the controlling morph on G8F. You shoudn't make the controlling morph on the geo-graft... (though technically you're able to do it in another way)

    I'm doing this because the morph i'm trying to create out of the 21 morphs is meant to be used in Blender as a shape key, then I'll add a driver to that shape key/morph and link it to a bone for a rig, which is a rig meant to be used mainly for animations.

    With the standard method we showed you, it's very easy to make what you want in Blender by using Diffeomorphic Daz Importer add-on. All morphs with their ERC Links in Daz can be imported into Blender and the add-on automatifcally creates Shape Keys / Drivers for you.

    But if the only way is creating the two morphs (one out of the 17 and another out of the 4) then I'll try some workaround or something, I guess I could possibly use the 4 morph one as a JCM somehow?

    If you really want to create only one morph property to control all 21 morphs, you can do it in Property Hierarchy. Create a single controlling morph on G8F or the geo-graft, then drag 21 morphs to its Sub-Components > 1st Stage.

     

  • For some reason none of these worked at all or did what I wanted it to do, but to be honest at this point I just kinda gave up and I'll just rely on using the 2 separate merged morphs, I'll just make one of them behave like a corrective morph in Blender I guess, it's good enough to be honest

    Also diffeomorphic is such a mess that I didn't even want to deal with it, I actually don't even use it, I prefer just doing fbx/obj export and imports regularly since I only need the model/morphs/weights, I make my own rigs and I also prefer doing texture setup manually

    Thanks for the help anyway

  • MasterstrokeMasterstroke Posts: 2,304
    edited August 2

    Richard Haseltine said:

    Merging morphs is in any event a bad idea as it breaks any joint corrections or other corrections linked to the original morphs. Better to make a new controller property.

    Depends on the morphs. In cases of problems, rigging to shape will help.
    I recommand this one for the job. Does the same thing like the DAZ tool, but it is just more easy to use.
    https://www.daz3d.com/shape-rigger-plus

    Post edited by Masterstroke on
  • Richard HaseltineRichard Haseltine Posts: 108,043

    Masterstroke said:

    Richard Haseltine said:

    Merging morphs is in any event a bad idea as it breaks any joint corrections or other corrections linked to the original morphs. Better to make a new controller property.

    Depends on the morphs. In cases of problems, rigging to shape will help.
    I recommand this one for the job. Does the same thing like the DAZ tool, but it is just more easy to use.
    https://www.daz3d.com/shape-rigger-plus

    At best that will restore the status quo ante, by adding yet more morphs and links to the figure - a single master slider will also add a property and links, but it should be less impactful.

Sign In or Register to comment.