Morph Master

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Comments

  • ElorElor Posts: 4,228
    edited August 30

    DoctorJellybean said:

    [...] has anyone worked out how to collide it with 2 figures sitting on a sofa?

    I would create the morph from the first figure, dial that morph to 0, then create the one from the second figure separatly if they are sitting far enough to each other because it allows to tweak each of them independantly.

    There is also script called 'Morph Master 06 Combine Collision Objects', so select the two figures, use it and you'll have a new object called Joinedobject ready to collide if you prefer to only have one morph or if it's better to have one morph (if the figures are too close to each other).

    Post edited by Elor on
  • TugpsxTugpsx Posts: 921
    edited August 30

    I used a setup like this for 2 people sitting on a bench. Having 2 collision object that can be simulated.

    Screenshot 2026-08-30 104723.png
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    Post edited by Tugpsx on
  • TugpsxTugpsx Posts: 921

    DoctorJellybean said:

    I guess @matew is too busy with updating his products to read this thread, so I'm hoping someone has an answer.

    One can collide a sofa with a single figure sitting down, but has anyone worked out how to collide it with 2 figures sitting on a sofa?

    BTW check out 6min into the video tutorial provided in the 1st post
    Full video tutorial: Mastering Morph Master: An In-Depth Tutorial for Beginners and Pros 

  • TugpsxTugpsx Posts: 921
    edited September 2

    Having too much fun with MorphMaster. This is the default slide animation that comes with Studio.
    This one was done in DS6. Some of the scripts work, but important scripts like delete morphs do not. therefore the removal process is manual by putting properties in "Edit mode".

    MMSlider.gif
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    Post edited by Tugpsx on
  • TugpsxTugpsx Posts: 921
    edited September 2

    Here is another older test of MorphMaster

    Post edited by Tugpsx on
  • matewmatew Posts: 119

    Hi everyone,

    I'm sorry it has taken me so long to get back to this thread. I've been completely absorbed in another project that was very important to me, and I ended up neglecting just about everything else.

    That project is now finished, and I'm turning my attention back to my scripts. I want to update all of them for DAZ Studio 6 and add some genuinely new features I've thought of since their original releases.

    The dForce Archmage update is already finished, and I'm currently writing the User Guide. Wearables Manager is still in progress, but most of it is ready. After that, I'll look at what I can do with Morph Master and the rest of my scripts. At the very least, I will make them compatible with DAZ Studio 6.

    Thank you for your patience, and for continuing to share your questions, feedback, and examples here.

  • barbultbarbult Posts: 27,635

    Your tools are some of the best. I'm glad to hear that they will be updated for DS6. Will the new improved versions still work in DS4?

     

  • matewmatew Posts: 119

    barbult said:

    Your tools are some of the best. I'm glad to hear that they will be updated for DS6. Will the new improved versions still work in DS4?

     

    Thank you for your kind words.
    Yes, sure, they will work in both DAZ Studio 4 and DAZ Studio 6.

    And I just created a new thread for dForce Archmage - 2

     

  • ElorElor Posts: 4,228

    Will the first versions be updated to work in DS6?

  • matewmatew Posts: 119

    Elor said:

    Will the first versions be updated to work in DS6?

    I haven’t gotten around to reviewing Morph Master yet.

    I’ll gather all the feedback and feature requests and go through all of my notes about possible additional features.

    If there’s enough there to justify Morph Master 2, I’ll work on a new version. If it turns out to be just a handful of minor improvements, I’ll simply release an update for the current version of Morph Master.


    I'll let you know when I decide.

  • matewmatew Posts: 119

    However, it may take some time. So, I'll publish the DAZ-6 support fix first.

  • matewmatew Posts: 119

    I updated Morph Master to v1.2 and submitted the update.

    It contains several bug fixes and, most importantly, DAZ 4 and DAZ 6 Support.

  • edited October 6

    matew said:

    I updated Morph Master to v1.2 and submitted the update.

    It contains several bug fixes and, most importantly, DAZ 4 and DAZ 6 Support.

    yes  heart  yes

    Post edited by Richard Haseltine on
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