Dealing with CBS morphs, is there an easy way?

I have asked this before, but the solutions were just not viable for me. I'm stuck. So, in a desperate state, I am asking again, hoping for a different solution. 

The problem in a nutshell: I have a monstrous library of characters. Many I have used and still am using in projects. Many from very popular vendors I like very much. But these characters fire off correction morphs, I think they are called (Cbs), whenever I pose any character, in any pose. As you can imagine, zeroing out 40 or 50 morphs after every pose can be quite frustrating.

The solutions I have been given are to remove the character from my library. But I am stuck because I have used these characters in projects, and I can't just delete them from my library, and I like them, so I really don't want to. Or

Fix the controller for the correction morph myself. The problem with that is, I guess I am just not smart enough. I have tried, and they keep coming back, or new ones pop up every time I buy a new character.  I am not very savvy with Daz Studio when it comes to the nuts and bolts of the program. 

So in desperation, I was crossing my fingers and hoping for a magic trick someone had discovered to turn off these corrective morphs off with a one- or two-click process. Sometimes I have 5 or 6 characters from different vendors, injecting these corrective morphs on my character at once. They add up and distort the character. I can't believe this hasn't become an issue with more people. These characters injecting the corrective morphs are from some of the most popular vendors and I hope I can keep them in my inventory because they are very well made...except for the correction morph problem. Believe me, I understand what I am doing here. I am asking the same question, hoping for a different answer. Usually I get mad at people for doing that, but like I said before, I am desperate. I am at a make-or-break state with my entire Genesis 9 inventory. Right now, I pose my character, then enter the "currently used" tab to find all the cbs morphs applied, and start zeroing out all of them, so it's not impossible to deal with, but not very practical either. 

 

 

Comments

  • crosswindcrosswind Posts: 10,125

    Right ~ though it's tedious but adding character's morph as a Controller to the 2nd stage of corrective blended shapes (cbs) is the only correct way to fix the issues, if one doensn't want to uninstall the char products ~~ 

    Anyway, each step is still simple: with Edit mode, locate the problematic cbs, right-click to Show in Property Hierarchy..., drag character's body morph to the 2nd Stage Controller of the cbs, then Save Modified Assets... It always works as long as you do it correctly.

    If the issue persists, try Clear DSON Cache Files in Preferences... then load G9 to check.

    If there's other better solution, I'd love to know as well.

  • PadonePadone Posts: 4,277

    Can you point one character injecting bad shapes to G9 ? Because I'm lucky enough to never have encountered this issue, so I'd like to try and deal with this myself. Also, if you say these are from well known main vendors, I wonder why they don't get them fixed. I also wonder why DAZ doesn't deal with the vendor, once the issue is known if the vendor refuses to fix it then the product should be retired ?

  • lilweeplilweep Posts: 2,859

    crosswind said:

    Right ~ though it's tedious but adding character's morph as a Controller to the 2nd stage of corrective blended shapes (cbs) is the only correct way to fix the issues, if one doensn't want to uninstall the char products ~~ 

    Anyway, each step is still simple: with Edit mode, locate the problematic cbs, right-click to Show in Property Hierarchy..., drag character's body morph to the 2nd Stage Controller of the cbs, then Save Modified Assets... It always works as long as you do it correctly.

    If the issue persists, try Clear DSON Cache Files in Preferences... then load G9 to check.

    If there's other better solution, I'd love to know as well.

    I agree that's the only way. And it's actually not many steps to do this for one cbs.  For 50 different cbs files, it's also not that bad, albeit a little time consuming.

    I think it's important to let the vendors who created these problematic files to know the annoyance they have caused. I would personally send them a condescending messge, but that's just me.

    I was thinking perhaps there is a way to auomate the process with a script. Theoretically, a script could rewrite the library of dsfs and add controllers to them, since they are just text files, but unfortunately the script would need to be able to make an intelligent judgment on:
    a) the name of the controller (not all vendors use the standard convention for naming head and body morph controllers, nor cbs files, and standards have changed over time)
    b) which controller to use on the cbs (the body morph would control body cbs and the head morph would control head cbs etc)

     

  • crosswindcrosswind Posts: 10,125

    lilweep said:

    crosswind said:

    Right ~ though it's tedious but adding character's morph as a Controller to the 2nd stage of corrective blended shapes (cbs) is the only correct way to fix the issues, if one doensn't want to uninstall the char products ~~ 

    Anyway, each step is still simple: with Edit mode, locate the problematic cbs, right-click to Show in Property Hierarchy..., drag character's body morph to the 2nd Stage Controller of the cbs, then Save Modified Assets... It always works as long as you do it correctly.

    If the issue persists, try Clear DSON Cache Files in Preferences... then load G9 to check.

    If there's other better solution, I'd love to know as well.

    I agree that's the only way. And it's actually not many steps to do this for one cbs.  For 50 different cbs files, it's also not that bad, albeit a little time consuming.

    I think it's important to let the vendors who created these problematic files to know the annoyance they have caused. I would personally send them a condescending messge, but that's just me.

    I was thinking perhaps there is a way to auomate the process with a script. Theoretically, a script could rewrite the library of dsfs and add controllers to them, since they are just text files, but unfortunately the script would need to be able to make an intelligent judgment on:
    a) the name of the controller (not all vendors use the standard convention for naming head and body morph controllers, nor cbs files, and standards have changed over time)
    b) which controller to use on the cbs (the body morph would control body cbs and the head morph would control head cbs etc)

     

    Right ~ just time consuming to me as well. I used to fill tickets but nowadays I rarely buy character products loh ~

    Agreed, a script that can automatically fix the issues would be much better. MikeD developed a couple of script products for diagnosing issues / setting controllers but the scripts are still not fully automatic.

  • surv0101surv0101 Posts: 84
    edited July 24

    Padone said:

    Can you point one character injecting bad shapes to G9 ? Because I'm lucky enough to never have encountered this issue, so I'd like to try and deal with this myself. Also, if you say these are from well known main vendors, I wonder why they don't get them fixed. I also wonder why DAZ doesn't deal with the vendor, once the issue is known if the vendor refuses to fix it then the product should be retired ?

    The reason I didn't point the characters out, is because I didn't want to badmouth a vendor or thier product. In general I have been very happy with them and have used them a lot, and that is what got me into this situation in the first place. That and the fact for some reason I have to buy every new character that comes out, lol. 

    Post edited by Richard Haseltine on
  • surv0101surv0101 Posts: 84

    crosswind said:

    Right ~ though it's tedious but adding character's morph as a Controller to the 2nd stage of corrective blended shapes (cbs) is the only correct way to fix the issues, if one doensn't want to uninstall the char products ~~ 

    Anyway, each step is still simple: with Edit mode, locate the problematic cbs, right-click to Show in Property Hierarchy..., drag character's body morph to the 2nd Stage Controller of the cbs, then Save Modified Assets... It always works as long as you do it correctly.

    If the issue persists, try Clear DSON Cache Files in Preferences... then load G9 to check.

    If there's other better solution, I'd love to know as well.

     

     

    Thank you for such a detailed explanation. I am going to give it a try, but I am going to have to put my learning cap on and do some work first. I think I know what Edit mode is, but I have never used it. 2nd Stage controller? Yup, right over my head, lol.  It doesn't seem too bad of a process once you know what you are doing. I am just not very experienced, and I am going to have to learn what each step is first. But that is ok, there is nothing wrong with learning new stuff. I have some work to do it looks like. Thanks again for taking the time.

  • PadonePadone Posts: 4,277
    edited July 25

    Under advise by the OP I tried Aleda by @Nerdworks, which should be a troublesome girl. What I see is that she gets some morphs with default values as non-zero, meaning the figure in rest pose gets them as non-zero values. Then of course these morphs are reported as used on G9, as for characters other than Aleda the value is zero so different than the default.

    I don't think this is a issue though and everything works as intended. Or anyone has anything to add ?

    https://www.daz3d.com/naturally-bending-aleda-hd-for-genesis-9-feminine

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    Post edited by Padone on
  • lilweeplilweep Posts: 2,859

    Padone said:

    for characters other than Aleda the value is zero so different than the default. I don't think this is a issue though and everything works as intended. Or anyone has anything to add ?

    It is not an issue if a morph value is zero without the character dialled in.  The only annoying thing is that it presents itself as "currently used" when it is not.

    By the way, it would not need to have a non-zero default - the vendor could have added appropriate controls instead.  If the vendor wanted the value to be -70 at default, then they should bring the value to -70 under control of the character morph on stage 1 rather than changing the default.

  • lilweeplilweep Posts: 2,859
    edited July 25

    surv0101 said:

    I think I know what Edit mode is, but I have never used it.

    I cannot tell if this is a question. But if you are asking what to do, you need to go into Parameters tab and right-click then select "Edit Mode". You are now in edit mode.

    2nd Stage controller? Yup, right over my head, lol. 

    The method for automatically controlling morphs in Daz uses the Property Heirarchy to define these controls ("Enhanced Remote Controls" <-- long-winded unnecessary name).

    In the Property Heirarachy tab, for each morph you have the option to set Controls via different methods.  The options are:
    1) 1st Stage - here you can use Add, Subtract, Keyed logic to control morphs

    2) 2nd Stage - here you can use Multiply or Divide logic to control morphs

    It doesn't seem too bad of a process once you know what you are doing. I am just not very experienced, and I am going to have to learn what each step is first.

    Well the steps are already described by Crosswind above. So yes you would have to follow the instructions. Whether following steps requires any "learning" is debatable. The instructions all fit on one image (see the attachment)

     

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    Post edited by lilweep on
  • PadonePadone Posts: 4,277

    @lilweep I'm not sure to understand your note. I supposed to use non-zero as default value is perfectly legal in DS. Why the PA should avoid it ? I also gave a look at the stage one controllers for the specific morph, having -70 as default, and looks quite complex, not sure how you are suggesting to "fix it".

    For sure fixing by hand all the non-zero defaults in all the figures would be a nightmare. Unless this is going to really fix something we better leave it as it is, I suppose ?

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  • lilweeplilweep Posts: 2,859
    edited July 25

    Padone said:

    @lilweep I'm not sure to understand your note. I supposed to use non-zero as default value is perfectly legal in DS. Why the PA should avoid it ?

    non-zero as default means when it is zero it will show under "Currently Used", which is annoying if there are many vendors doing such.  "Currently Used" becomes populated with pointless information.

    I also gave a look at the stage one controllers for the specific morph, having -70 as default, and looks quite complex, not sure how you are suggesting to "fix it".

    I never suggested anything of the sort. I said the vendor should have set it up differently so it would not show up on "Currently Used" when it is not in use

    But if you wanted advice on how to fix it I would actually need to see a screenshot... properly expanded out.

    EDIT: Sorry for some reason attachments werent showing when i came into this thread but now i see the attachment.

    EDIT: From what I understand this morph at -70% is currently reporting as not in "currenlty used" in your screenshot because you have Aleda dialled on. But if you have Aleda dialled off, it will go down to 0% and be reported as in use?

    My suggestion was that instead of the vendor forcing this to -70% by default, they should have dialled in the -70% using ERC by controlling the CBS morph with the character body morph. 

    I.e., in practice:
    1.  in Properties, change the default of the morph to 0 
    2. make a new ERC on 1st stage controller - the Controller will be the body morph, the type will be DeltaAdd, and the scalar will be -0.7 . That will do the same as setting it to -70% (but importantly only when the character is actually in use)
    3. You cant have both the body as 2nd stage multiply and 1st stage deltaadd controller. so need to be creative about what should function as 2nd stage multiply controller in lieu of character body morph

    For sure fixing by hand all the non-zero defaults in all the figures would be a nightmare. Unless this is going to really fix something we better leave it as it is, I suppose ?

    Yes you should probably leave it as it is. I think the vendor should have taken a slightly different approach.  I think this vendor is good, so not to suggest their product is not good, just that when you have a few products like this it convolutes the currently used tab.

    Sorry for constant editing of my post. I am finished editing now!

    Post edited by lilweep on
  • PadonePadone Posts: 4,277
    edited July 26

    Thank you, I believe you provided very useful information for everyone facing these issues, at least it is clear now.

    p.s. Perhaps "currently used" should report morphs different than zero rather than different from the default, but this is arguable.

    Post edited by Padone on
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