V4.2 vs. Genesis V5 and Genesis 2 Female V6 and the V4 morph tools

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Comments

  • Male-M3diaMale-M3dia Posts: 3,584
    edited December 1969

    cosmo71 said:
    cosmo71 said:
    genesis and genesis 2 female are good products with lots of possibilities that`s for sure and I did and do try to get my character Dixie to it and also run the skin converter and it looks great until it comes to the lower area (hip region) there you can see the old borders of the texture. And the texturing for the gen product for genesis does not work correctly. for genesis 2 female I just had to inject the converted hip texture and all was fine, the same on genesis would leave half of the prop without texture and tilling was not a solution and doesn`t also brought the needed result. So genesis is not a solution for me. Is the only thing genesis 2 female but as written after running the skin converter you can see borders (hip/inner thigh region)

    Well to be honest, you'll probably have to start looking into editing textures, because it seems to me your complaint is that you can't get the textures to look right, since there are no textures specifically for the genesis gens for your specific texture. That's not really an issue with genesis or genesis 2, but getting textures to work for you. I had a similar issue with converting some textures for Gen2Male, which is a bigger issue because there is no conversion at all for the gens portion of the texture. But that's not really an issue with Genesis, as I have textures for genesis that will work for it.

    But I've been practicing more with photoshop and the map transfer tool and between both I can take the hip from my M4 texture and the gens from another figure and use photoshop to piece a new gens together for my personal use. This way I can reuse what I have, and I'm sure you can do the same as well to get the textures looking the way you want for your figure. 'Rotica even has morphs for the G2F gens and between those, you can get an equivalent look for your character.

    I know, have these morphs ;) but I have no photoshop :(

    Gimp may help as well.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    ExP does add new channels - the CR2 just readscripts a set of master-list pz2s, which are created by the CreatExPFiles utility, which in turn read the channel and ERC details for the morphs so that theya re there ready for the deltas to be loaded by injection. The CR2 never needs to be changed for an ExP update.

    No, the createExPFiles recreates the base figure CR2 based on in the child directories. This is why an older CR2 will not inherit any new ExP products until you re-run the script. So if you have a CR2 with WWG in it, it will not inherit any additional ExP channels because WWG in not a ExP product to begin with. I believe that it was made around the time morphs++ and possibly elite was out. It will not have any other additional products in it unless you decide to hand edit the file to put the references in.

    When I created several M4/V4 products using ExP, one of the first tech support questions I would get would be because the customer would install the product (which runs the createExPFiles script), then load up an old CR2 that does not have the references to my product in it and would ask why they do not see my morphs. That's because they have to load in a new M4/V4 CR2 from the DAZ People folder which contains the new references and add their old injections from products back in.

    This is one of the primary reasons that I do use genesis, since ExP was basically a precursor to the dynamic morph system that does not require injections. I can add as many custom morphs to a product as I want and not have to worry if they loaded or if I have to reload my old morphs.

    Genesis aside, can I or can I not take a new V4 cr2, add custom channels that are not in conflict with preexisting channels, save the new cr2 under a new name and still be able to inject morphs like the morphs++ package?

  • Male-M3diaMale-M3dia Posts: 3,584
    edited December 1969

    icprncss said:
    ExP does add new channels - the CR2 just readscripts a set of master-list pz2s, which are created by the CreatExPFiles utility, which in turn read the channel and ERC details for the morphs so that theya re there ready for the deltas to be loaded by injection. The CR2 never needs to be changed for an ExP update.

    No, the createExPFiles recreates the base figure CR2 based on in the child directories. This is why an older CR2 will not inherit any new ExP products until you re-run the script. So if you have a CR2 with WWG in it, it will not inherit any additional ExP channels because WWG in not a ExP product to begin with. I believe that it was made around the time morphs++ and possibly elite was out. It will not have any other additional products in it unless you decide to hand edit the file to put the references in.

    When I created several M4/V4 products using ExP, one of the first tech support questions I would get would be because the customer would install the product (which runs the createExPFiles script), then load up an old CR2 that does not have the references to my product in it and would ask why they do not see my morphs. That's because they have to load in a new M4/V4 CR2 from the DAZ People folder which contains the new references and add their old injections from products back in.

    This is one of the primary reasons that I do use genesis, since ExP was basically a precursor to the dynamic morph system that does not require injections. I can add as many custom morphs to a product as I want and not have to worry if they loaded or if I have to reload my old morphs.

    Genesis aside, can I or can I not take a new V4 cr2, add custom channels that are not in conflict with preexisting channels, save the new cr2 under a new name and still be able to inject morphs like the morphs++ package?

    The new morphs you create using ExP would be in separate channels that will not conflict with other products or use the community or DAZ injection channels. Because morphs++ is ExP, those are already set aside as well (as well as other DAZ morphs products such as elite, muscle or ethnic morphs). ExP creates channels for your morphs that aren't in conflict with anything else. So that would be yes.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    icprncss said:
    ExP does add new channels - the CR2 just readscripts a set of master-list pz2s, which are created by the CreatExPFiles utility, which in turn read the channel and ERC details for the morphs so that theya re there ready for the deltas to be loaded by injection. The CR2 never needs to be changed for an ExP update.

    No, the createExPFiles recreates the base figure CR2 based on in the child directories. This is why an older CR2 will not inherit any new ExP products until you re-run the script. So if you have a CR2 with WWG in it, it will not inherit any additional ExP channels because WWG in not a ExP product to begin with. I believe that it was made around the time morphs++ and possibly elite was out. It will not have any other additional products in it unless you decide to hand edit the file to put the references in.

    When I created several M4/V4 products using ExP, one of the first tech support questions I would get would be because the customer would install the product (which runs the createExPFiles script), then load up an old CR2 that does not have the references to my product in it and would ask why they do not see my morphs. That's because they have to load in a new M4/V4 CR2 from the DAZ People folder which contains the new references and add their old injections from products back in.

    This is one of the primary reasons that I do use genesis, since ExP was basically a precursor to the dynamic morph system that does not require injections. I can add as many custom morphs to a product as I want and not have to worry if they loaded or if I have to reload my old morphs.

    Genesis aside, can I or can I not take a new V4 cr2, add custom channels that are not in conflict with preexisting channels, save the new cr2 under a new name and still be able to inject morphs like the morphs++ package?

    The new morphs you create using ExP would be in separate channels that will not conflict with other products or use the community or DAZ injection channels. Because morphs++ is ExP, those are already set aside as well (as well as other DAZ morphs products such as elite, muscle or ethnic morphs). ExP creates channels for your morphs that aren't in conflict with anything else. So that would be yes.

    Thank you for your help in this. I was getting ready to bang my head against a wall.

  • rbtwhizrbtwhiz Posts: 2,485
    edited December 1969

    ExP does add new channels - the CR2 just readscripts a set of master-list pz2s, which are created by the CreatExPFiles utility, which in turn read the channel and ERC details for the morphs so that theya re there ready for the deltas to be loaded by injection. The CR2 never needs to be changed for an ExP update.

    No, the createExPFiles recreates the base figure CR2 based on in the child directories. This is why an older CR2 will not inherit any new ExP products until you re-run the script. So if you have a CR2 with WWG in it, it will not inherit any additional ExP channels because WWG in not a ExP product to begin with. I believe that it was made around the time morphs++ and possibly elite was out. It will not have any other additional products in it unless you decide to hand edit the file to put the references in.

    When I created several M4/V4 products using ExP, one of the first tech support questions I would get would be because the customer would install the product (which runs the createExPFiles script), then load up an old CR2 that does not have the references to my product in it and would ask why they do not see my morphs. That's because they have to load in a new M4/V4 CR2 from the DAZ People folder which contains the new references and add their old injections from products back in.

    This is one of the primary reasons that I do use genesis, since ExP was basically a precursor to the dynamic morph system that does not require injections. I can add as many custom morphs to a product as I want and not have to worry if they loaded or if I have to reload my old morphs.

    No, Richard is correct.

    Whether or not a CR2 is setup to utilize ExP is separate from what DzCreateExPFiles does. The utility does not modify a CR2. The utility [re]generates the "middle man" (primary) PZ2 files, based on the contents of the actor named subdirectories, each time it is executed. Those primary files are referenced by a CR2 file that has been configured to use the ExP system.

    When a new CR2/PZ3 is saved, the readScript statements that were in the ExP enabled CR2 originally loaded are not preserved - the contents of the file is read (Poser) or imported (DAZ Studio) and converted to internal data structures; the statements in the file are discarded once the files are finished being processed. This is why saved CR2s will not load ExP products that were added after a given save occurred. The CR2 exporter in DAZ Studio provides an option for generating a CR2 that "Uses ExP." The ExP Export plugin for DAZ Studio (FST or CCT) provides a visual interface for defining/producing the secondary "product" files.

    ...

    PowerLoader Core is DzCreateExPFiles ported to DAZ Script, with the addition of a visual interface, a developer mode and an edit mode. PowerLoader Developer executes PowerLoader Core in developer mode and is used for generating configuration files for said interface. PowerLoader companion scripts invoke PowerLoader Core configured for a specific figure. The PowerLoader plugin provides a context menu item on ExP enabled figures that executes PowerLoader Core in edit mode.

    Delta INJection/REMoval, Community Channels and DAZ Channels (generation 3) are a precursor to ExP.

    ExP (generation 4.2/4) is a precursor to the automatic loading of certain assets (i.e. properties, morphs, UV sets, etc) in TriAx figures (generation 5)... which actually extends beyond figures and into DAZ Studio native props as well.

    -Rob

  • Male-M3diaMale-M3dia Posts: 3,584
    edited December 1969

    rbtwhiz said:
    ExP does add new channels - the CR2 just readscripts a set of master-list pz2s, which are created by the CreatExPFiles utility, which in turn read the channel and ERC details for the morphs so that theya re there ready for the deltas to be loaded by injection. The CR2 never needs to be changed for an ExP update.

    No, the createExPFiles recreates the base figure CR2 based on in the child directories. This is why an older CR2 will not inherit any new ExP products until you re-run the script. So if you have a CR2 with WWG in it, it will not inherit any additional ExP channels because WWG in not a ExP product to begin with. I believe that it was made around the time morphs++ and possibly elite was out. It will not have any other additional products in it unless you decide to hand edit the file to put the references in.

    When I created several M4/V4 products using ExP, one of the first tech support questions I would get would be because the customer would install the product (which runs the createExPFiles script), then load up an old CR2 that does not have the references to my product in it and would ask why they do not see my morphs. That's because they have to load in a new M4/V4 CR2 from the DAZ People folder which contains the new references and add their old injections from products back in.

    This is one of the primary reasons that I do use genesis, since ExP was basically a precursor to the dynamic morph system that does not require injections. I can add as many custom morphs to a product as I want and not have to worry if they loaded or if I have to reload my old morphs.

    No, Richard is correct.

    Whether or not a CR2 is setup to utilize ExP is separate from what DzCreateExPFiles does. The utility does not modify a CR2. The utility [re]generates the "middle man" (primary) PZ2 files, based on the contents of the actor named subdirectories, each time it is executed. Those primary files are referenced by a CR2 file that has been configured to use the ExP system.

    When a new CR2/PZ3 is saved, the readScript statements that were in the ExP enabled CR2 originally loaded are not preserved - the contents of the file is read (Poser) or imported (DAZ Studio) and converted to internal data structures; the statements in the file are discarded once the files are finished being processed. This is why saved CR2s will not load ExP products that were added after a given save occurred. The CR2 exporter in DAZ Studio provides an option for generating a CR2 that "Uses ExP." The ExP Export plugin for DAZ Studio (FST or CCT) provides a visual interface for defining/producing the secondary "product" files.

    ...

    PowerLoader Core is DzCreateExPFiles ported to DAZ Script, with the addition of a visual interface, a developer mode and an edit mode. PowerLoader Developer executes PowerLoader Core in developer mode and is used for generating configuration files for said interface. PowerLoader companion scripts invoke PowerLoader Core configured for a specific figure. The PowerLoader plugin provides a context menu item on ExP enabled figures that executes PowerLoader Core in edit mode.

    Delta INJection/REMoval, Community Channels and DAZ Channels (generation 3) are a precursor to ExP.

    ExP (generation 4.2/4) is a precursor to the automatic loading of certain assets (i.e. properties, morphs, UV sets, etc) in TriAx figures (generation 5)... which actually extends beyond figures and into DAZ Studio native props as well.

    -Rob

    This is kind of what i'm saying though. You still need to load from the CR2 that's in the DAZ People folder in order to get the new ExP definitions instead of using older CR2s, which what I was really getting at and the DzCreateExPFiles needs to be run in order to get the new definitions since the CR2 can't be edited.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    Rob

    If I generate a cr2 using the cr2 exporter configured to use ExP, am I then able to use the CCT or FST (I have both) to create extra channels over and above the DAZ Channels and the Community Channels?

  • Richard HaseltineRichard Haseltine Posts: 110,173
    edited December 1969

    icprncss said:
    Rob

    If I generate a cr2 using the cr2 exporter configured to use ExP, am I then able to use the CCT or FST (I have both) to create extra channels over and above the DAZ Channels and the Community Channels?

    If it's a new figure yes, for V4 you don't need to export a CR2 as you already have one - all you need to do is export the new morphs with ExP Exporter (taking care to include any ERC links as well as the morphs themselves).

  • cosmo71cosmo71 Posts: 3,609
    edited December 2013

    men this is level is a bit to high for me :) I ask myself why ds has limited v4.2 and m4.2 with just these 50 cc channels, why not hundred? so other vendors creating morphs and stuff have much more possibilities.

    Post edited by cosmo71 on
  • cosmo71cosmo71 Posts: 3,609
    edited December 2013

    my problem is that I have some breast morphs that I want to have for v4.2 like swing up/down, swing left/right and some more but I can`t use them because they get in conflict with CC`s I need for my overhaul for DS and for the Bendmorphs for the glute I have. As written, it worked to change the CC channels for the glute into DC channels so these and overhaul do not get in conflict but the breast morphs I can`t change (knowledge base) the morphs for the breasts so it seems are just scripts loading deltas which have the channels. SO I have had a look at the deltas (each) the only I was able to fix was the swing up/down because the do not effect athor actors than the chest but if it comes to the side morphs also collars are involve and the abdomen.

    One propblem is that overhaul also have influence on different actors so it is to much for me to check all. I am a totally newbe on this matter, I just want to render :(

    Post edited by cosmo71 on
  • fixmypcmikefixmypcmike Posts: 19,713
    edited December 1969

    cosmo71 said:
    men this is level is a bit to high for me :) I ask myself why ds has limited v4.2 and m4.2 with just these 50 cc channels, why not hundred? so other vendors creating morphs and stuff have much more possibilities.

    That's the exact problem ExP was invented to solve -- ExP lets you add new channels, hundreds, thousands, however many you need, and each channel dedicated to a particular morph, as opposed to CC channels which cannot be increased and which can get overwritten if you try to use two morphs which are using the same channel.

  • SimonJMSimonJM Posts: 6,093
    edited December 1969

    I think what is being asked is, given a figure that is a 'clone' of V4 (which CAN take the Morphs++ INJections), how does one (in simple steps) manage to get it to take the NBM and NGM Morphs?
    I must admit hat I, too, would be curious as to how you'd go about this as so much of DS is terra incognita for me!

  • cosmo71cosmo71 Posts: 3,609
    edited December 2013

    SimonJM said:
    I think what is being asked is, given a figure that is a 'clone' of V4 (which CAN take the Morphs++ INJections), how does one (in simple steps) manage to get it to take the NBM and NGM Morphs?
    I must admit hat I, too, would be curious as to how you'd go about this as so much of DS is terra incognita for me!

    exactly :) simple quick and easy, I am a hobby "artist" no professional cr2 and morph creator, second thing is, my english is just the english I have learned in school 25 years ago, it is not my mother tongue.

    Post edited by cosmo71 on
  • icprncssicprncss Posts: 3,694
    edited December 1969

    cosmo71 said:
    men this is level is a bit to high for me :) I ask myself why ds has limited v4.2 and m4.2 with just these 50 cc channels, why not hundred? so other vendors creating morphs and stuff have much more possibilities.

    Actually from what Richard has stated, it's not limited. You can use the ExP exporter function to create more channels. You need to include any ERC links and the morphs when you do the export.

  • Richard HaseltineRichard Haseltine Posts: 110,173
    edited December 1969

    One thing to try is opening the add-on in a text editor and search for "readscript" - if it's readscripting the old, non-ExP, CR2 then editing that to point to Victoria 4.2 might fix the non-loading standard morphs, though not any conflicting use of the legacy channels

  • icprncssicprncss Posts: 3,694
    edited December 1969

    cosmo71 said:
    my problem is that I have some breast morphs that I want to have for v4.2 like swing up/down, swing left/right and some more but I can`t use them because they get in conflict with CC`s I need for my overhaul for DS and for the Bendmorphs for the glute I have. As written, it worked to change the CC channels for the glute into DC channels so these and overhaul do not get in conflict but the breast morphs I can`t change (knowledge base) the morphs for the breasts so it seems are just scripts loading deltas which have the channels. SO I have had a look at the deltas (each) the only I was able to fix was the swing up/down because the do not effect athor actors than the chest but if it comes to the side morphs also collars are involve and the abdomen.

    One propblem is that overhaul also have influence on different actors so it is to much for me to check all. I am a totally newbe on this matter, I just want to render :(

    Here's the problem with your character as I see it. You have a non-standard V4. Without being able to look at the non-standard cr2, it's difficult to know what channels are occupied by what morphs that are part of the non-standard V4. Add to that the fact that you are using correction morph sets. And if I had to guess, they are made by different vendors. Since different vendors want to sell you their morph sets, they aren't interested in making their products work with any other vendors products.

    The overhaul morphs use ERC. One main dial actually adjust many more dials in different parts.

    Everyone is new to this at some point and no matter how long you have been hacking Poser files, there's always something new to learn. ERC, mat poses, mor poses, Easy Pose and JCM's are all user hacks. Think of how tedious and annoying it would be if you had to apply textures and other maps manually in the surfaces tab for every material zone.

    You asked how to fix some of the problems you've had with your character. If you want everything the way you want it, there is no easy one click solution.

  • cosmo71cosmo71 Posts: 3,609
    edited December 1969

    icprncss said:
    cosmo71 said:
    my problem is that I have some breast morphs that I want to have for v4.2 like swing up/down, swing left/right and some more but I can`t use them because they get in conflict with CC`s I need for my overhaul for DS and for the Bendmorphs for the glute I have. As written, it worked to change the CC channels for the glute into DC channels so these and overhaul do not get in conflict but the breast morphs I can`t change (knowledge base) the morphs for the breasts so it seems are just scripts loading deltas which have the channels. SO I have had a look at the deltas (each) the only I was able to fix was the swing up/down because the do not effect athor actors than the chest but if it comes to the side morphs also collars are involve and the abdomen.

    One propblem is that overhaul also have influence on different actors so it is to much for me to check all. I am a totally newbe on this matter, I just want to render :(

    Here's the problem with your character as I see it. You have a non-standard V4. Without being able to look at the non-standard cr2, it's difficult to know what channels are occupied by what morphs that are part of the non-standard V4. Add to that the fact that you are using correction morph sets. And if I had to guess, they are made by different vendors. Since different vendors want to sell you their morph sets, they aren't interested in making their products work with any other vendors products.

    The overhaul morphs use ERC. One main dial actually adjust many more dials in different parts.

    Everyone is new to this at some point and no matter how long you have been hacking Poser files, there's always something new to learn. ERC, mat poses, mor poses, Easy Pose and JCM's are all user hacks. Think of how tedious and annoying it would be if you had to apply textures and other maps manually in the surfaces tab for every material zone.

    You asked how to fix some of the problems you've had with your character. If you want everything the way you want it, there is no easy one click solution.

    Hmm but I think NGM and NBM are ExP Morphs because the are extra listed on a V4.2, not as DC or CC channels. So if it is possible to add ExP Morphs to v4.2 the CR2 of V4.2 and the WWGII uses the V4.2 CR2 file with also ExP Morphs because the morphs for the hip are also extra listed and no DC or CC channels I do you mean that I have to "say" the WWGII to open the possinility to inject more ExP morphs?

  • icprncssicprncss Posts: 3,694
    edited December 1969

    cosmo71 said:
    icprncss said:
    cosmo71 said:
    my problem is that I have some breast morphs that I want to have for v4.2 like swing up/down, swing left/right and some more but I can`t use them because they get in conflict with CC`s I need for my overhaul for DS and for the Bendmorphs for the glute I have. As written, it worked to change the CC channels for the glute into DC channels so these and overhaul do not get in conflict but the breast morphs I can`t change (knowledge base) the morphs for the breasts so it seems are just scripts loading deltas which have the channels. SO I have had a look at the deltas (each) the only I was able to fix was the swing up/down because the do not effect athor actors than the chest but if it comes to the side morphs also collars are involve and the abdomen.

    One propblem is that overhaul also have influence on different actors so it is to much for me to check all. I am a totally newbe on this matter, I just want to render :(

    Here's the problem with your character as I see it. You have a non-standard V4. Without being able to look at the non-standard cr2, it's difficult to know what channels are occupied by what morphs that are part of the non-standard V4. Add to that the fact that you are using correction morph sets. And if I had to guess, they are made by different vendors. Since different vendors want to sell you their morph sets, they aren't interested in making their products work with any other vendors products.

    The overhaul morphs use ERC. One main dial actually adjust many more dials in different parts.

    Everyone is new to this at some point and no matter how long you have been hacking Poser files, there's always something new to learn. ERC, mat poses, mor poses, Easy Pose and JCM's are all user hacks. Think of how tedious and annoying it would be if you had to apply textures and other maps manually in the surfaces tab for every material zone.

    You asked how to fix some of the problems you've had with your character. If you want everything the way you want it, there is no easy one click solution.

    Hmm but I think NGM and NBM are ExP Morphs because the are extra listed on a V4.2, not as DC or CC channels. So if it is possible to add ExP Morphs to v4.2 the CR2 of V4.2 and the WWGII uses the V4.2 CR2 file with also ExP Morphs because the morphs for the hip are also extra listed and no DC or CC channels I do you mean that I have to "say" the WWGII to open the possinility to inject more ExP morphs?

    I'm not familiar with the figure you are using. Is it a morph set that you add to the figure as you would the V4 elite morphs or is it a stand alone cr2?

    If it is a stand alone cr2, I think I see where one of the main problems lies. If the stand alone cr2 was generated without ExP capabilities you cannot add more channels because for lack of a better term, the cr2 is closed. This is one difference between generating a cr2 in Poser and one in the DS set up. DS gives you the ability to generate a cr2 with ExP capabilities. If the stand alone cr2 was generated in Poser, it would not have this capability. Therefore that cr2 is limited to the existing DC and CC.

    I'm not sure if there is a way around this. Maybe if you generated a new cr2 for your Dixie figure and allowing the new cr2 to ExP functionality, this would give you the ability to add more channels or for the cr2 to accept the ExP morph sets it's having issue with now.

    Mind you the above is speculation. If you try it, back up your figure to a safe place before you do anything with it.

  • cosmo71cosmo71 Posts: 3,609
    edited December 2013

    icprncss said:
    cosmo71 said:
    icprncss said:
    cosmo71 said:
    my problem is that I have some breast morphs that I want to have for v4.2 like swing up/down, swing left/right and some more but I can`t use them because they get in conflict with CC`s I need for my overhaul for DS and for the Bendmorphs for the glute I have. As written, it worked to change the CC channels for the glute into DC channels so these and overhaul do not get in conflict but the breast morphs I can`t change (knowledge base) the morphs for the breasts so it seems are just scripts loading deltas which have the channels. SO I have had a look at the deltas (each) the only I was able to fix was the swing up/down because the do not effect athor actors than the chest but if it comes to the side morphs also collars are involve and the abdomen.

    One propblem is that overhaul also have influence on different actors so it is to much for me to check all. I am a totally newbe on this matter, I just want to render :(

    Here's the problem with your character as I see it. You have a non-standard V4. Without being able to look at the non-standard cr2, it's difficult to know what channels are occupied by what morphs that are part of the non-standard V4. Add to that the fact that you are using correction morph sets. And if I had to guess, they are made by different vendors. Since different vendors want to sell you their morph sets, they aren't interested in making their products work with any other vendors products.

    The overhaul morphs use ERC. One main dial actually adjust many more dials in different parts.

    Everyone is new to this at some point and no matter how long you have been hacking Poser files, there's always something new to learn. ERC, mat poses, mor poses, Easy Pose and JCM's are all user hacks. Think of how tedious and annoying it would be if you had to apply textures and other maps manually in the surfaces tab for every material zone.

    You asked how to fix some of the problems you've had with your character. If you want everything the way you want it, there is no easy one click solution.

    Hmm but I think NGM and NBM are ExP Morphs because the are extra listed on a V4.2, not as DC or CC channels. So if it is possible to add ExP Morphs to v4.2 the CR2 of V4.2 and the WWGII uses the V4.2 CR2 file with also ExP Morphs because the morphs for the hip are also extra listed and no DC or CC channels I do you mean that I have to "say" the WWGII to open the possinility to inject more ExP morphs?

    I'm not familiar with the figure you are using. Is it a morph set that you add to the figure as you would the V4 elite morphs or is it a stand alone cr2?

    If it is a stand alone cr2, I think I see where one of the main problems lies. If the stand alone cr2 was generated without ExP capabilities you cannot add more channels because for lack of a better term, the cr2 is closed. This is one difference between generating a cr2 in Poser and one in the DS set up. DS gives you the ability to generate a cr2 with ExP capabilities. If the stand alone cr2 was generated in Poser, it would not have this capability. Therefore that cr2 is limited to the existing DC and CC.

    I'm not sure if there is a way around this. Maybe if you generated a new cr2 for your Dixie figure and allowing the new cr2 to ExP functionality, this would give you the ability to add more channels or for the cr2 to accept the ExP morph sets it's having issue with now.

    Mind you the above is speculation. If you try it, back up your figure to a safe place before you do anything with it.

    No I click on a link or load the character and it apears as v4.2 ready with the new hip morphs as "other" - group without the v4 morphs, these I have to inject, base, elite and ,morphs++ that is why I think that the new morphs of the hip/crotch region are ExP Morphs becaue the don`t use CC channels. With the character came a conforming figure for the (inner)gens that follows the morphs of the hip morphs of the base figure and has also much more other seperate morphs. It is because of realism, this figure as v4.2 looks more real than the new generation figures with there prop

    Post edited by cosmo71 on
  • cosmo71cosmo71 Posts: 3,609
    edited December 1969

    how does this work in poser? I have heard that v4.2 in poser has no limitations on injection channels, how can that be?

  • cosmo71cosmo71 Posts: 3,609
    edited December 1969

    time to go off for today...work...until tomorrow, bye

    :)

  • fixmypcmikefixmypcmike Posts: 19,713
    edited December 1969

    cosmo71 said:
    how does this work in poser? I have heard that v4.2 in poser has no limitations on injection channels, how can that be?

    ExP works the same way in Poser.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    ExP was designed for Poser format content. Go to the wiki and read Rob's tech notes on ExP. ExP works in Poser but you need to generate an ExP capable cr2 in DS. You then need to use the ExP export function to create new channels and set your ERC and/or morphs in the new channels.

    Poser can make use of a cr2 that has these functions in it but Poser cannot create them. About the only limitation to a V4 figure with expanded channels and multiple morph sets injected into them is that it becomes resource intensive. This can lead to slow downs during scene creation, early termination of renders or crashes.

  • BejaymacBejaymac Posts: 1,978
    edited December 1969

    I don't have the product so I can't check it for myself, but it wouldn't surprise me to find that it's a "locked" CR2 which means it's no longer EXP compatible.

    Open Arduino's WWG CR2 in a text editor and within the first six or so lines you should see either, 1) a "figureResFile" line that points to V4's OBJ, or 2) a "readScript" line that points to V4's CR2.

    If it's 2 then it should still be EXP compatible, however if it's 1 then the channels are locked, and you will have to do a serious amount of "hacking" to make it EXP compatible again, and that is something even I wouldn't take on.

    Not sure if it was P9 that got it first or if it was an earlier version, but in Poser you can add new channels with an INJection PZ2 with or without a PMD file, and without the need for python scripts.

    Sadly in DS we have to get a lot more creative to add extra channels.

  • icprncssicprncss Posts: 3,694
    edited December 1969

    Bejaymac said:
    I don't have the product so I can't check it for myself, but it wouldn't surprise me to find that it's a "locked" CR2 which means it's no longer EXP compatible.

    Open Arduino's WWG CR2 in a text editor and within the first six or so lines you should see either, 1) a "figureResFile" line that points to V4's OBJ, or 2) a "readScript" line that points to V4's CR2.

    If it's 2 then it should still be EXP compatible, however if it's 1 then the channels are locked, and you will have to do a serious amount of "hacking" to make it EXP compatible again, and that is something even I wouldn't take on.

    Not sure if it was P9 that got it first or if it was an earlier version, but in Poser you can add new channels with an INJection PZ2 with or without a PMD file, and without the need for python scripts.

    Sadly in DS we have to get a lot more creative to add extra channels.

    I don't have it but from what I'm deducing from the OP, it most likely is a locked cr2. You could hack or you could generate a new cr2 with ExP capabilities for the figure. The bigger issue the OP has is he wants to use several different morph packs, some of which have ERC that may conflict.

    P9 can add channels but the ExP exporter is much easier to use in this case. Actually with the newer versions of Poser, I have found I prefer PMD's. It's a personal thing. I know many users who have had bad experiences with PMD's in lower versions still think of them as evil but SMS has made significant improvements in the past 2 updates.

    Creative to add extra channels? Creative how and why? Is there something I'm not seeing in this?

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