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Thank you for the help. I did a couple of ERC freezes as I made changes to the morph. I'll be sure not to do an ERC freeze next time until I'm 100% happy with the morph. I'm having an issue with the directions though, as I can't seem to see the left column. I expanded the window by a lot but I'm not seeing a left column.
Here's what I'm seeing:
I'm not sure how to get to the YScale and ZScale.
Lovely render! Thank you for the feedback! :) I'll try and do a seperate head and body morph next time. Thanks for testing her!
Ohhh PRETTY! I love the render! What texture are you using? :)
BTW, thank you for testing her and sharing a render of her! I appreciate you taking the time to help me!
Hover your mouse over the line between Node/Property and Node<figure> in the header. It will change to a handle indicator when you hit the right spot. Click and drag to make Node/Property bigger, so you can see the details. (this is another of the bizarre things in the Studio UI, that this window opens with the most relevant data in a tiny bit and least given the rest of the layout space.)
Ok, thank you. I got the column to show up, here's what it's showing. Which ones do I delete?
YScale (YScale) and ZScale (Zscale) for the Left Eye.
YScale (YScale) for the Right Eye
Ok. Done. :D Do I then do another ERC freeze? Or no ERC freeze and just save it as a Morph Asset?
Ok, I didn't ERC freeze again - think that may mess it up? So I just exited out of edit mode then saved it as a Morph Asset again. Here's the updated file (attached). Let me know if the error message comes up again.
I noticed that I get that same error message as soon as I load Genesis 8 Basic Female as well. :( Any ideas on how to fix that?
You should ERC Freeze - but don't do two freezes on the same property, if you need to adjust it find the link in the Property Hierarchy, right-click, and use ERC Bake to "thaw" the frozen links (which gives the same values to all the properties, but set locally, so that you can adjust them or add new properties and do a clean freeze).
Ok, so if I need to make changes do "ERC Bake (Delta Add, Add, Subtract)" first then after the changes do another ERC freeze?
Just save. You can use the Properties Heirarchy to add or remove ERC links, they are frozen without further action. The reason it's not too good for making many adjustments is because there are so many things in the list. It's more useful for making small changes, or for making tricky controller chains.
But once you change something here, it is basically "frozen" so you can just save it. Remember to save over the existing file. Otherwise, you'll have two copies of the same morph, and studio will load which ever one it finds last.
Bake, make chnages, freeze.
Thank you for your help! Your patience is much appreciated! :D
Here's the updated file (attached). Let me know if you still get the error message still, if you would. :)
Also, I get that error message when I just load the Base Genesis 8 Female. Just clicking on the G8F female icon and trying to load that gets me that error message:
Do you know how to fix that or do I need to uninstall and reinstall the Genesis 8 Female files?
Edit - It also gives me that error message when I just try and load Victoria 8 too. I think maybe it might be caused (maybe?) by one of the other morphs I created. I probably did a double ERC freeze on one or two of the other morphs I made. I'll see about going through the new morphs I've created and see if I can't find the issue. If that doesn't help I'll try uninstalling and reinstalling the Genesis 8 Female files with the Install Manager and see of that fixes the issue.
Ok, good deal. I'm learning! Yay! heheh Thanks, Richard! :)
I thought you might get that. You have dups in you other morphs, too.
My suggestion for fixing them. Dail one up. Verify it is posing right. Resave it.
Basically, when you get the dues arror, it should only be loading of the two duplicate formulas. Saving the morph she mean the new copy doesn't have the dupe in it.
I could be wrong. In which case, you should probably delete the morphs and re make them. It is a case of nuking the site from orbit to fix the problem, but if resaving them doesn't work, then it really is the only way to be sure. (like I said, my ability to id the dupes in Karli was a lucky break. Normally it's much much harder)
Ok. Cool, that sounds like a good plan. :)
Could you check the updated Karli morph (attached to this comment) to see if you still get the duplicate message?
Sure, but not for at least an hour. Falling asleep while working so, I might run of steam tonight.
Ok, I totally understand - whenever you have the time. I just want to make sure that the issue is fixed before trying to do any more morphs. lol
Thanks for ALL your help! You've been really great and I think I would have given up by now if not for you and a couple others giving me help and encouragement.
Sorry that took so long.
I gave Karli a spin, and everything seems fine. She's a nice morph.
Mind if I make some improvements?
Thanks. :)
Improvements?
Here's the final character morph for Karli if anyone is interested: https://www.daz3d.com/forums/discussion/182701/diva-freebies
I'll be making more morphs soon and posting them in the freebies section.
Improvements, aye.
Ah, seperate head and body morphs! Nice! Thank you. :) How did you seperate them?
I added some icons to the seperate head and body morphs. Could you test it to make sure the icons are showing up before I release it as a freebie? The updated file with the icons is attached.
Thank you again for seperating the head and body morphs! I'm going to try and make sure my morphs are seperate head and body morphs in the future. :)
I also personalized her smile a bit. It's write it all but some time today, I hope. Brain dead right now. But it's really easy to do for G8. Planing to make G1, 2 and 3 versions
I really want to know about your Personal smile version of this morph as those little extras are something I have yet to try out :)
Here is the Head & Body Split so you can skip at least part of that lesson (Assuming you do it the same way)
To Split the Head & Body Morph - I load the G8 Dev model & add the Genesis 8 HeadSplit dformer (in the Developers Kit)
Load the Object file via Morph Loader Pro & go to Attenuate By & right click to select Weight Maps d-former 1 - Influence Weights
Leave Strength 1 for just the Head
Change strength to -1 for just the Body
I liked her smile already. The new smile is cool though -looks natural. I'll have to learn how to do that. As for G1, G2, and G3, no need to make other versions. It's too much work and was just planning on doing the character for G8F. :) Thank you though! I really appreciate your help!
Edit - The smile really does look good. I'll have to see if I can learn how to make mods to expressions like that. :)
Oh nice! They included a Headsplit deformer - that's a huge help!
Thanks for the tutorial, Louise!
Yeah, doing the head and body has always been kind of a pain until the Attenuate by thing. I was just saying my aim was to make deformers for all the genesis figures. I really was brain dead at the time, or I'd have realized that wasn't a relevant statement.
Making customized expressions is a little bit like adjusting rigging to shape, in that there's an ERC freeze involved. I do it by dialing in a smile then adjusting it. As a rule, I don't use any other smile control to make adjustments, and I try to keep the changes small. It's really a matter of feel.
The key point to doing this is understand that ERC (Enhanced Remote Control) can connect pretty much any property to any other property.
Load up a figure. Right click the parameters tab and go Edit mode.
Select any limb of the figure, and move it. Do whatever you like. You could even use a pose preset. The main thing is to change the figure from the rest pose.
Select the root node of the figure. Right click on any property group (not on the sliders on the right side, on the list in the left) in the parameters pane. Choose Create New Property. Name the Property "A0A0A0A01" The rest isn't important for right now. click create.
Use the search box filter on the parameters tab to find A0A0A0A01. Dial it to 100%. ERC freeze. Click accept.
At this point, anything that was active on the figure is now slaved to that dial. If you had a character morph active, the dial will control that character's strength. If all you did was bend a limb, the dial will bend that limb. If you applied a pose preset, the dial will go from rest pose at 0 to the full preset at 100%.
Close studio at the point. You don't want to save the morph or anything. It's just an exercise to illustrate the fundamental concept for making customized expressions.
If you are making a custom expression, first dial up the base expression. Then make adjustments. (In Karli's case I moved the mouth corners back and up a bit and I think made the mouth narrower. She seemed to have that kind of face. Personally, I don't believe in perfect symmetry, so, as much as I could, I then separated this on right and lift, which are not the same, but similar. Once happy, I make sure to dial out the smile. I usually test the other smiles, at this point, but I make sure nothing but the tweeks I made is active before the next part.
Then, with Karli, I made a slider for the right, a slider for the left and slider for both, with create property. At this point, while creating them, I should have set them to modifier/corrective, but I may not have. It's not strictly required that you set the modify type for correctives, but for Pose Controls and Shapes, you should. (When you import a morph it's automatically set as Modifier shape, but if you create a controller, like the slider I made to dial both the head and body at the same time, you have to set Modifier/Shape, or Modifier/Shape/Generated manually. What this does is tell Studio which of the restore or zero commands applies to this. If you don't set it at all, the only Restore/Zero Figure will apply. If you set Pose, the Figure command and Pose commands will apply. Similarly, setting Shape means the Restore/Zero Figure and Shape commands will apply.) These expression controls are not meant to be pose controls on their own. That are, instead, things that only happen when Karli Head is turned on. So you don't need to worry about their Modifier type as much. It's just probably a good idea to set it when you create the property.
Now, because the Karli smile was pretty simple, I just dialed up the slider I made for the right, and hit ERC freeze. Then, in the ERC freeze window, I unchecked all the things related to left side of the face. I then unchecked the boxes at the bottom. I don't want the figure or rigging restored. I click Accept. I then dial that morph off. I repeat for the left, this time unchecking stuff that applies to right side. I leave the boxes at the bottom checked, this time because I'm done recording, and I don't mind if the figure is restored now. IMPORTANT NOTE: When I was doing this, Karli was active, so each time through the ERC freeze, I made sure to Uncheck Karli. Always check you ERC freeze for thing you weren't planning to add to the controller. With rigging, this is easy, if tedious. Rigging should always be Orientation, Rotation, or Translation. I've said in place, and I say again, you shouldn't bake scaling into the body or head morphs, but instead save that for character controls. It makes mix and match easier, which is the whole point of splitting morphs and making custom controls and what not. So, unless you really need something to make shape work, ERC Freeze for shapes should always be Orientation, Rotation, or Translation. Tedious to scroll through the list of hundreds of nodes, but not hard to check. For something like a custom expression, it's harder to check but usually vastly less to look at. Where as with the rigging, you just sort of look at the list as it scrolls, hoping your brain will ping on the thing that should not be there (that which does not say Orientation, Rotation, or Translation) with controllers, you actually have to read each items, and ask, "should this be here?"
So at this point, I have a left control and right control. I dial them both to 100%, and then dial up the Both slider I created to 100% The ERC freeze that. Now I have a left control, a right control and control that controls those two controls.
Remember when I showed the Property Hierarchy? Well, now I'm going to go into what it's main use is, as opposed to trying fix duplicate errors.
Pick the both slider right click and show in property Hierarchy. In the parameters pane find the smiles (I tend to limit this to basic pose controls but if you have extend controls you might add them. I don't because sometimes vendors make stuff that calls the basic control, and sometimes the don't. If the extended control does call the basic, and you add the custom control to both, then it will be activated twice by the extended control). In the case of G8, that's Smile open, smile, both smile HDs, but not Smile Simple. So for each of those, I click drag it from the parameters tab to the property hierarchy, and drop it under Controllers > First stage. What this does is ERC freeze a link between the pose control and the adjustment control. At this point, whenever a smile is used, the adjusted expression will activate. Which is not what we want in the end. But we will get back to that.
The right and left sliders I made are put through the same process and connected to Smile Simple Left and Right (which is why Smile Simple was excluded earlier. Simple simple activates SSL and SSR. If it also controlled the adjustment controller, then Smile Simple would end up doubled. If it seems a bit much to have this stuff for just two bits, you might be right. I have made controllers that create separate left and right versions of every smile and frown and most lip actions that aren't so split. People jst don't emote symmetrically, so I want that control. That's me, though.)
The last bit is the magic. With the Hierarchy still open, find the Head morph in the parameters tab. Drag and drop that on each of the three new controllers under Controllers > Second stage in the Hierarchy.
What this does is multiplies the value of the three items by the value of the head morph. If the head morph is off, then the expression adjusters are multiplied by zero and not activated. If the head morph is on, then the multiplication is by 1 and they activate whenever their controlling expression is used. And if the mead morph is mixed and matched, then the expression adjuster is only as strong as the head morph.
At this point, (once you test all the things and make sure they are connected properly), you save the controllers just like any other morph.
@Singular Blues
Thanks for the guide I have copied this into my notes to try out later - Its nice to have something written down as I don't like video :)