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Dancing Mushrooms, I have 10 pairs of deformers (20 total) all under one master controler. Each mushroom is a different shape (not morphs from the same OBJ), so it would have taken forever to do this with morphs.
Fixing Clothing
...nice.
Some draft points:Let me know if this is preachy or useful:
Best Practice 1:
Parent the Field to the Base, this will move all three parts of the deformer simultaniously. The base and field should have the same center point as much as possible.
Best Practice 2: Three phases:
Phase 1: Initial setup
This is to make sure the center of mass/center of pressure is correct on you figure/prop. Keep the Magnet and Field centered on the base, and only use even scaling. Use the base to translate all three.
Phase 2: Intermediate setup
This is where you start using individual scale X,Y,Z on both Field and Magnet, as well as translate on the Magnet
Phase 3: Advanced Phase
Determine if influence needs to be final changed to weight map or can be kept as sphere
Determine if there is are are additional Deformers needed
Test movement and poses, make final adjustments, If your making a permanent morph, determine if joint corrective morphs or other advanced techniques are needed
More Details by Deformer Component
Base: Center of Jiggle/Pressure, but not a joint. This is similar to a bone but is NOT the center rotation, it is center of 3D force. Don't use Deformers to simulate large rotations, make a new bone or ERC scale instead. A Deformer is perfect for a bicep bulge, horrible for whole arm movement. During initial phase translate only (don't rotate until you have finalized your translate. never scale your base!)
Field: Scale evenly at first (don't scale x,y,z individually until your your base is near finished. All Field trans/rotate should follow/center on base If you think you need to move the field off the center of the base, you probably need to make change your influince to weight map instead of sphere. Scale evenly at first (don't scale x,y,z individually until your your base is near finished.Keep the field as long as possible before making a weight map, consider additional Deformers as well. Weight maps can be time sinks, if you are going make a morph for regular use that's ok.
"Magnet": You will end up using all “Magnet” parameters eventually, but during initial setup just keep the scale even and about 200 percent so you can "feel" where the center of mass is, don't adjust X,Y,Z scale or any other peramiters until you have finished initial setup.Like with the base, if your using magnets for too much rotation, your using the wrong tool, make a new bone. Remember, Deformers are for expanding/contracting muscle, fat, internal bone bone pressure on skin near joints, etc.
Best Practice 3
Use the Right Tool for the Right Job. I may have said this too much already, because it is the mistake I make most often.
If your making high end morphs, you will probably have to combine temporary new bones, ERC scales on existing bones, Deformers, Merchant Resource morphs, and possibly 3rd party software make fantastic morphs.
While I was able to hit number 1 years ago with Deformer only products, Deformers alone probably won't do it these days.
This is probably what most people want, how quickly map.
Thank you for the bullet points and the mini-tutorial, it has given me some insight into what is actually possible with dformers. If you are taking suggestions for your future product, I would like it if there was a way to link a dformer movement to an external figure (say, a character's hand exerting pressure on another character) but I don't know how feasible that is. I would also like to volunteer to beta test, as long as the perspective of someone with barely any experience with this part of the program can be useful. It looks like something I would constantly use once learned.
PS: The Dragonball video was hilarious.
PPS: Linking to tvtropes without an infohazard warning? That's against the Geneva convention, I am sure.
Wow! That's mighty generous of you, thank you for the offer--and I am really hyped to hear about the possible applications of your system. As to whether I would rather wait or not for the documentation, whatever you think would be more useful to you for the purposes of testing would be fine. As to tvtropes awesomeness, completely agreed, it's just that https://tvtropes.org/pmwiki/pmwiki.php/Main/TVTropesWillRuinYourLife
Check your in-box.
Here's how to track deformers on a posed/morphed figure. Further instructions on youtube.
this may help
Nice DFormer setup so far, I like how you polished up all the properties with icons, color and that you made them favourits, this will for shure help people using DFormers. Because I doubt everyone that worked with DFormers had to create and fine tune them one by one, again and again in the past for every single adjustment they made. Very tedious and time consuming and after all they spawned the morph and deleted the DFormers. Again very nice to have a preset of deformers for various tasks.
Having the genesis base shape figure in front as an avatar and the actual caracter included in the node influence is a great idea and a good workaround for the fact that the DFormer use the base shape as referece.
The symmetry option is a nice feature I wonder how you managed the ERC linking of these properties to work across multible DFormers.
For the ease of use it would be great if you just have to select the morphed figure then run a script that detects which base genesis figure it is, loads the unmorphed avatar, then the DFormer preset and sets the influence acordingly.
I once setup some DFormers for to animate the genesis 2 figures breathing by inflating the chest and the belly. Would be great to have such specalized DFromer presets that can be applied with minor adjustments to various genesis generations. Maybe set some limit in the translation and rotation properties to prevent some overshooting changes.