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Use different morphs for a geograft than what is used on the base figure?
I might be wrong, but I think you might be able to do that in the same way that you can make a custom fit morph to replace a projected morphs in clothes, ie you create your custom morph with the same internal name as the morph you're replacing.
Use different morphs for a geograft than what is used on the base figure?I made a geograft, replacing part of a mouth, specifically, but when I use the mouth open and close morphs on the base figure, I don't like the results it gives me.
What I would like to have happen is, for example, I make an open mouth morph and that's the only thing that affects the geometry when the base model's open mouth morph is affected.
So, if Base model open mouth is 1, then custom geograft model open mouth is 1, while it does NOT use that projected morph that gets automatically generated on the geograft.
How would I go about doing this?Why did they remove Brow Inner Up/Down But Kept Inner Brow Up??Hylas said:
I recommend this, having 8 and 8.1 expressions at your disposal really gives you a lot of possibilities!
Except that the first post gives the wrong instructions (talks about deleting stuff in the FACS folder)
Making the G8 base expressions (and any expressions that are using them) work on G8.1 requires removing dummy/placeholder expressions that are installed to G8.1 morph folders - These dummy/placeholder expression files have no other function than to prevent the base G8 expressions from loading.
The dummy/placeholder files are located in;
...\Data\DAZ 3D\Genesis 8\Female 8_1\Morphs\Daz 3D\Base Pose Head\ (255 files, can be more if you have additional DAZ expression packs)
...\Data\DAZ 3D\Genesis 8\Female 8_1\Morphs\Daz 3D\Expressions\ (24 files, can be more if you have additional DAZ expression packs)
...\Data\DAZ 3D\Genesis 8\Male 8_1\Morphs\Daz 3D\Base Pose Head\ (255 files, can be more if you have additional DAZ expression packs)
...\Data\DAZ 3D\Genesis 8\Male 8_1\Morphs\Daz 3D\Expressions\ (24 files, can be more if you have additional DAZ expression packs)Please make sure you are removing the files from G8.1 morph folders and not G8 morph folders.
Note 1; If you are logging in to DS and letting DAZ Connect (within DS) to install/update your content, you may have these also in an other location that has "\Data\Cloud\" in it's path
Note 2; Do not remove any files from "FACS" or "FACSExpressions" foldersHow do I use Skin Folds & Creases HD for Genesis 3 & 8 MaleIf you mean Bullwarg, firstly activate SFHD Controller, then give Bullwarg a pose, and freely dial SFHD partial crease / folds morph as you wish. Then send the frog to Blender via Diffeo or DTB bridge to Blender, the former support importing Favorites / custom morphs as well as HD morphs... I believe you've known how to make them work...
Stange Skin Indentations after clothes removal.Those are morphs that the vendor made to show skin pressures (creases) on body when clothing fit on the figure. You can check ReadMe, and load Wearables with or without special morphs as you wish, and/or Zero morph properties as Gordig said.
How to create pose from morph?Right, it's just a shape ~ You know what... I guess that the author first of all posed the figure to such a "shape" (also plus some partial body morphs...), export the figure to OBJ, zeroed the figure and import the OBJ file as a morph with MLP.
So I afraid if you do need to "convert it to a Pose", you have to align both figures to the world center, pose G8.1F according to that shape AMAP... and you might not get a 100% same result as you never know what posing data / PBMs the author used...
How to create pose from morph?That's the thing, I don't think it's a pose per se. The morph changes the positions of the arms, legs and head to a significant degree though. My hope was to create a pose from those changes, that could be applied to the g8.1F base mesh without changing the shape as the morph dose. I attached some screens. Left side figure is g8.1F with morph applied, right side is g8.1F base mesh. Basically I want the g8.1F base mesh in the same alignment as the figure on the left. I want them to overlap as much possible.
How to create pose from morph?crosswind said:
coder.sb said:
crosswind said:
Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.
Here's a shot of the sub-components, looks like there is Joint info there, but I am not 100% sure what I am looking at.
Those are joint Positions (origin/end) after Adjust Rigging... rather than joint Rotations coming from Transform Properties (ss1)... but yea, some so-called "morphs" might be just a control property of combined pose controls by ERC Freezed.
That's a long list of sub-components, it's hard to tell... but you can always try: 1) right-click in Parameters pane to turn on Edit Mode; 2) right-click on the Morph property, ERC Bake (Delta Add, Add, Substract...). See what will happen.
Then select a bone, for instance, left thigh bend, left shoulder bend... yada yada, and check if it has any rotation values in Parameters pane - General > Transforms
ERC Bake doesn't seem to do have an effect. I'm not seeing any values in the transforms before or after.
How to create pose from morph?coder.sb said:
crosswind said:
Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.
Here's a shot of the sub-components, looks like there is Joint info there, but I am not 100% sure what I am looking at.
Those are joint Positions (origin/end) after Adjust Rigging... rather than joint Rotations coming from Transform Properties (ss1)... but yea, some so-called "morphs" might be just a control property of combined pose controls by ERC Freezed.
That's a long list of sub-components, it's hard to tell... but you can always try: 1) right-click in Parameters pane to turn on Edit Mode; 2) right-click on the Morph property > ERC Bake (Delta Add, Add, Substract...).
Then zero the morph, see if the pose persists... or select a bone, for instance, left thigh bend, left shoulder bend... yada yada, check if it has any rotation values in Parameters pane - General > Transforms
How to create pose from morph?crosswind said:
Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.
Here's a shot of the sub-components, looks like there is Joint info there, but I am not 100% sure what I am looking at.
How to create pose from morph?coder.sb said:
crosswind said:
Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.
I appreciate all the help. I will look into that. It's been many years since I've used DAZ, so there's been a bit of learning/re-learning curve involved in this whole process as well. Thank you for patience.
No problem ! We too, always be learning !
How to create pose from morph?crosswind said:
Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.
I appreciate all the help. I will look into that. It's been many years since I've used DAZ, so there's been a bit of learning/re-learning curve involved in this whole process as well. Thank you for patience.
How to create pose from morph?Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.
How to create pose from morph?Richard Haseltine said:
coder.sb said:
Richard Haseltine said:
Is the morph actually chnaging the shape to the new pose, rather than applying a pose and a shape? If so then there isn't - as far as I am aware - a way to automatically split them. You would probably need to manually adjust the pose of a second, unmorphed figure to match the positions of the morph/shape.
Thank you for the reply, I believe the morph is only modifying the shape. The bones do change position slightly after applying, I noticed the values of the bones in the joint editor do change slightly after adjusting the rigging the to the new shape.
Adjusting the rigging is making sure that the centres of rotation are still in the right place rlative to the shape, it has nothing to do with capturing the pose created.
coder.sb said:
crosswind said:
A Pose Preset can only save Pose Control properties ( Modifier/Pose ) rather than any of morph properties ( Modifier/Shape ) ... so if the morph you're using is really a pure Shape, your steps won't work. You have to make a real pose according to what you get from that morph...
However, if it's a control property that can be Baked to Transforms, Pose Preset will certainly do then.
Thank you for replying, what's the process for Baking to Transforms?
Edit>Figure>Bake To Transforms, but it won't help you - it is a way to bake things like the Hand Grasp slider down to individual bends on the finger bones, it won't do anything with chnages in posture from a shape that isn't driving the bends of the figure.
Yeah, doesn't appear to be any way to do this in a quick or efficient manner. This is both baffling and incredibly frustrating having already wasted almost a full day on it. Seems like it should be such simple thing do. The figure has way too many bones to pose them all individually. I unfortunately don't have to days to move all of them around. I don't suppose there is a way to convert the morph into a driver somehow? I'm throwing out hail mary's at this point...
How to create pose from morph?coder.sb said:
Richard Haseltine said:
Is the morph actually chnaging the shape to the new pose, rather than applying a pose and a shape? If so then there isn't - as far as I am aware - a way to automatically split them. You would probably need to manually adjust the pose of a second, unmorphed figure to match the positions of the morph/shape.
Thank you for the reply, I believe the morph is only modifying the shape. The bones do change position slightly after applying, I noticed the values of the bones in the joint editor do change slightly after adjusting the rigging the to the new shape.
Adjusting the rigging is making sure that the centres of rotation are still in the right place rlative to the shape, it has nothing to do with capturing the pose created.
coder.sb said:
crosswind said:
A Pose Preset can only save Pose Control properties ( Modifier/Pose ) rather than any of morph properties ( Modifier/Shape ) ... so if the morph you're using is really a pure Shape, your steps won't work. You have to make a real pose according to what you get from that morph...
However, if it's a control property that can be Baked to Transforms, Pose Preset will certainly do then.
Thank you for replying, what's the process for Baking to Transforms?
Edit>Figure>Bake To Transforms, but it won't help you - it is a way to bake things like the Hand Grasp slider down to individual bends on the finger bones, it won't do anything with chnages in posture from a shape that isn't driving the bends of the figure.
How to create pose from morph?crosswind said:
A Pose Preset can only save Pose Control properties ( Modifier/Pose ) rather than any of morph properties ( Modifier/Shape ) ... so if the morph you're using is really a pure Shape, your steps won't work. You have to make a real pose according to what you get from that morph...
However, if it's a control property that can be Baked to Transforms, Pose Preset will certainly do then.
Thank you for replying, what's the process for Baking to Transforms?
How to create pose from morph?Richard Haseltine said:
Is the morph actually chnaging the shape to the new pose, rather than applying a pose and a shape? If so then there isn't - as far as I am aware - a way to automatically split them. You would probably need to manually adjust the pose of a second, unmorphed figure to match the positions of the morph/shape.
Thank you for the reply, I believe the morph is only modifying the shape. The bones do change position slightly after applying, I noticed the values of the bones in the joint editor do change slightly after adjusting the rigging the to the new shape.
How to create pose from morph?A Pose Preset can only save Pose Control properties ( Modifier/Pose ) rather than any of morph properties ( Modifier/Shape ) ... so if the morph you're using is really a pure Shape, your steps won't work. You have to make a real pose according to what you get from that morph...
However, if it's a control property that can be Baked to Transforms, Pose Preset will certainly do then.
How to create pose from morph?Is the morph actually chnaging the shape to the new pose, rather than applying a pose and a shape? If so then there isn't - as far as I am aware - a way to automatically split them. You would probably need to manually adjust the pose of a second, unmorphed figure to match the positions of the morph/shape.
How to create pose from morph?I have a morph for G8.1F that alters the shape and "pose" of the base figure. I would like to create a pose preset from this morph that can be applied to the base figure without changing its shape. What I've attempted so far is this:
1) applied the morph to the G8.1F base mesh
2) adjusted the rigging to the new shape
3) saved the the file as a pose preset
4) deleted the morphed figure and reimported the G8.1F base figure
5) applied the pose preset to the G8.1F base
Unfortunately after this last step, the pose of the base figure does not change. The bones all remain completely unchanged. Any guidance would be greatly appreciated.



