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Stuck in a loop between "missing files" warning and "Duplicate Formulas"...
"The offending morph may be inside a file that's named something completely different" Do you mean that the morph may be in a dsf not called "BC HEAD"?
That's interesting...and completely confusing (fully admiting I'm in way over my head).
What happened in order:
-Installed new product and get the Duplicate Formula Warning.
-Uninstalled new product and get the missing file warning.
-Closed, opened, and resaved several scenes, but still received the "missing files" warning.
-Found the "BC Head" morph controller was still an option under the parameters tab
-Deleted the Morph controller there, restarted, and loaded a scene.
-Got the "missing file" warning, but the "BC Head" morph was no longer listed as an option.
-Saved and reloaded the scene, and no longer get a "missing file" warning.
So, I'm opening all the effected scenes one at a time, checking that the morph controller inst there, saving them...and that seems to work. I've always heard that the controllers being deleted don't really change anything, like you said they'll just pop back up on the next character/scene load. The problem didn't seem to sort itself out until I deleted that morph dial though.No real idea to be honest, I know just enough about Daz to get myslelf in trouble, then come to the forums begging for help :)
Which, thank you for the help again! Hopefully someone else will find this if they ever have this problem.
The We Will Miss You, Chohole Complaint ThreadMy complaint for the morning. The Cinema4D Bridge is barely functional at best, but is still advertised as a compatible product on store pages when it's really only good for static props and a varying selection of Genesis-era figures (Minus clothing/accessories, which refuses to export properly most of the time) and Morph export is hit-and-miss. Dragon 3 for example, about 85% of the morphs export and the rest come in 'empty' and I have to do myself later, along with the usual jazz of weighting issues and joints being all aligned improperly. I just want to be able to properly use the stuff I buy waah...

Still better than re-rigging everything from scratch (Which I kinda have to do with clothing and accessories, since the majority of them export without any weighting whatsoever) or worse yet MAKING everything from scratch ooof. I hear others can't get it to load at all, so I consider myself fortunate that I can at least get most stuff to export out, even if the results are rarely ideal.
But since I rarely use human figures anyway.... Well, it serves my purposes most of the time. It's just frustrating it doesn't work as advertised :(
M4 morphs for the-witch-and-the-warlock applied but no sliders found to vary themvic3d said:
Ok thanks Leana, so for genesis items there should always be sliders but for M4 sometimes there are not correct?
For genesis characters it's more likely you'll have a character slider, but not all of them have one.
Creating new sliders for V4/M4 line was very complicated due to how their morph system works. The way morphs work in figures like Genesis makes it way easier, so people started to add those as they made mixing characters much easier.
Carrara Challenge #61 – Iconic movie Scene - WIP ThreadPhilemo_Carrara said:
Headwax said:
yes I tried to post stuff last night - am not near mu compter at the moment so no prepost images - will post them later the images are 6000 pixelx if you ant to click them
First image - used Ron's vine brushes to paint in some extra ones.
I think this is The Temple of Doom - where the big spherical rock chases Indiana Jones down the lava tube
One really needs to see the full image. So many details become visible. The preview doesn't do justice to your art.
+1 - a true iconic scene to boot.
And Philemo, thanks for your Poldark comment. :) The face morph project sounds interesting.
M4 morphs for the-witch-and-the-warlock applied but no sliders found to vary themvic3d said:
Ok thanks Leana, so for genesis items there should always be sliders but for M4 sometimes there are not correct?
I will try your method later to change the value of each of the morph it doesnt sound too horribly hard-
thank you!
Originally the V4 and M4 didn't have 'fullbody morphs', but you had to dial everything separately for each bodypart (bone). Only when the first Genesis figure was released, all the morphs could be dialed in from the base figure.
They were released in 2006 (Victoria 4) and 2008 (Michael 4) and the technology has made big improvements since then, they are old and it shows.
M4 morphs for the-witch-and-the-warlock applied but no sliders found to vary themOk thanks Leana, so for genesis items there should always be sliders but for M4 sometimes there are not correct?
I will try your method later to change the value of each of the morph it doesnt sound too horribly hard-
thank you!
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICIKainjy said:
I Dforce sono oggetti mesh, pertanto puoi:
- usare il mesh Grabber e gli altri strumenti che usi per aggiustare i vestiti (applicare folate di vento e salvare la deformazione ottenuta, attivare la deformazione fisica mettendo opportuni ostacoli, ....)
- esportarli ed editarli in un software 3D (con gli strumenti sculpt o altro). Se non cambi il numero di vertici puoi rimportarli come morph, altrimenti li importi come nuovo oggetto e usi il Transfer To
- puoi esportarli ed usarli come base/modello creando capelli in un altro software come blender (https://youtu.be/PXh8Pnt2lUA ). Poi reimporti i nuovi capelli. Vedrai che gli strumenti di blender (o Maya o 3DS Max o Cinema4D) sono molto simili agli Strand. Io uso Maya (plugin Xgen) e ti posso dire che è simile ma con molte più funzioni. Blender tanto è gratis e su youtube trovi un sacco di tutorial su hair/fur.. per cui provare a vedere non ti costa nulla.
E poi mi devi davvero spiegare come fai a convertire un caschetto in una coda di cavallo senza kitbash.
Basta allungare le ciocche (scalando la singola ciocca) e reimportarli come morph o come nuovo oggetto.
Tutto questo già lo faccio di mio, tranne la cosa con Blender.
VOlevo un kitbash per accelelare i tempi di produzione. In fondo si fa prima a weldare una frangia pronta e poi a risuddividere che ad estrudere tutto quanto dalla base.Da quel che ricordo i capelli generati con Blender non possono essere esportati in OBJ o altri formati, hanno cambiato il sistema nel frattempo?
Se davvero è possibile fare qualcosa la dentro, imparerò. In fondo già lo uso per dipingere i modelli, aggiungiamo altro al paniere.
M4 morphs for the-witch-and-the-warlock applied but no sliders found to vary themThere are no sliders included because they're not morphs, they're characters which use the shapes++ and creature creators morphs. The pack includes presets for each character which sets the value of the various morphs the character uses, but they don't have a "character slider" like many characters for the genesis figures do. So no, you can't apply only a % of the character to M4 by moving a slider, you would need to change the value of each of the morphs that character used to "<current value> * <% you want>" for that. eg if your character uses "Aged Hands" with value 0.9 when full and you want 30% of the character you set "0.9 * 0.3" as the value of the morph (Yes, I know, that's tedious, especially since V4 and M4 can have partial morphs listed under a body part).
There is no different colors on the sliders because that isn't possible with morphs in poser format. However if you look in the parameters tab though you'll see that there are subcategories under "morphs | shapes". The creator of the morphs packs can setup a subcategory when creating their set, and in that case you'll see only the morphs of that subcategory when you select it in the list.
And no, there's no way to tell a full body morph "apply only to the body and not the head". If the vendor has provided a morph for "full body" and one for "head only" you can remove the head influence by setting the "head only" morph to -1 though.
Carrara Challenge #61 – Iconic movie Scene - WIP ThreadUnifiedBrain said:
Nampara Cove
This is not an iconic moment, but rather an iconic setting in the Poldark saga. The shipwreck, the smuggling operation, and Ross's nude swim all happened there.
I decided not to render the swim, as I didn't want people fainting at their keyboard. :)
To some extent, Cornwall's rugged coastline is the star of the show. Incredibly picturesque scenes.
Ross Poldark is M5. Got to play with the facial morphs A LOT, which was fun and instructive. In general, I've been focused on portraits lately.
The outfit is Corsair from Luthbel. HMS Victory is the ship. The terrain and water are all Carrara.
No postwork, mostly because Philemo's plugins have made it possible to adjust almost everything within Carrara.
Very nice scene. You could sell it as a book cover. My wife is disappointed you chose not to render the swim
. Yes, playing with the face morphs is a lot of fun. I'm trying to set up a methodology to identify facial features and map it to the relevant morph. It's funny how this changes the way to look at faces.
Stuck in a loop between "missing files" warning and "Duplicate Formulas"...The offending morph may be inside a file that's named something completely different. Removing the dial in parameters tab, only removes the dial for that figure in that session, the next G8F you load, will have the dial again as long as the offending morph file is installed into the G8F morph folders.
The properties window of the offending morph may give clues to which product it belongs to, especially if there is a path to a thumbnail.
Can you seperate a part of clothing from itself?You might be able to create a morph doing that, but doubt it.
More likely, you'd have to alter the item in Blender (or whereever) and import back; in affect, creating a new garment.
Stuck in a loop between "missing files" warning and "Duplicate Formulas"...PerttiA said:
You can get rid of the "files not found" by saving the scene and opening it again. That error is caused by having your scene saved when BlackCat was still installed.
Thanks PerttiA, that was my first thought as well, but it seems that this thing is sticking around despite that trick....persistant little morph...
Edit: I retrack that earlier statement, it looks like that is indeed part of the problem. Playing around with it, apparenty I had to delete the slider first (in the e property editor), then open and resave the scenes one by one...and it appears to be fixed! Thanks! Guess I should be grateful it was only 15 scenes...but still...blah.
Stuck in a loop between "missing files" warning and "Duplicate Formulas"...Richard Haseltine said:
That probably means that something else also has a BC Head morph, with links to the joint centres. You may be able to identify that character/set and uninstall that, which should leave the current character usable for now.
Richard, thanks for the idea. I did a seearch of my files for a BC Head file that may be causing a problem, but there wan't another file using the same title. I did however got back to the UI and was able to find that there is still a slide control for G8F under the parameters tab for the offending BC Head morph (even though the files have all been removed). Is it as simple as selecting edit mode and then selecting "delete seleted property"? or is that a futile step and there's something more to getting rid of thid morph controller? Thanks!
M4 morphs for the-witch-and-the-warlock applied but no sliders found to vary themDoes this mean there are just no sliders? Don't all morphs have sliders? I just want to apply a small percentage of the morph onto M4
thanks
Stuck in a loop between "missing files" warning and "Duplicate Formulas"...That probably means that something else also has a BC Head morph, with links to the joint centres. You may be able to identify that character/set and uninstall that, which should leave the current character usable for now.
Morph Loader Pro Morph dial issueThis is one of the reasons why baking down to a single morph is a bad idea. Another, related, is that there are often additional corrective morphs delivered with a shape, they kick in when the shape and another property (joint bend, expression) are both applied - for example, to make sure that the lips and eyes can close without gaps or overlaps: by baking you have lost the links to those corrective morphs.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICII Dforce sono oggetti mesh, pertanto puoi:
- usare il mesh Grabber e gli altri strumenti che usi per aggiustare i vestiti (applicare folate di vento e salvare la deformazione ottenuta, attivare la deformazione fisica mettendo opportuni ostacoli, ....)
- esportarli ed editarli in un software 3D (con gli strumenti sculpt o altro). Se non cambi il numero di vertici puoi rimportarli come morph, altrimenti li importi come nuovo oggetto e usi il Transfer To
- puoi esportarli ed usarli come base/modello creando capelli in un altro software come blender (https://youtu.be/PXh8Pnt2lUA ). Poi reimporti i nuovi capelli. Vedrai che gli strumenti di blender (o Maya o 3DS Max o Cinema4D) sono molto simili agli Strand. Io uso Maya (plugin Xgen) e ti posso dire che è simile ma con molte più funzioni. Blender tanto è gratis e su youtube trovi un sacco di tutorial su hair/fur.. per cui provare a vedere non ti costa nulla.
E poi mi devi davvero spiegare come fai a convertire un caschetto in una coda di cavallo senza kitbash.
Basta allungare le ciocche (scalando la singola ciocca) e reimportarli come morph o come nuovo oggetto.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICIKainjy said:
io ho dei prodotti come Gou Luk e HD Kayla ma non sono più disponibili. Inoltre i nuovi sono direttamente per Dforce.
Potresti comprare dei capelli che ti piacciono e poi creare i morph che hai bisogno da te (esportando i capelli Dforce deformati)Scusa, a che mi servono dei capelli DForce pronti?
Se proprio li voglio me li creo da me... Il fatto è che non posso creare degli Strand Based in DForce perchè manca il tool per la conversione. Applicare DForce ai capelli è un attimo, ma per pettinarli mi serve il tool Strand based.
E poi mi devi davvero spiegare come fai a convertire un caschetto in una coda di cavallo senza kitbash.
Morph Loader Pro Morph dial issueRight.
Bone editor brush but do NOT edit the bones with it. Just right-click on one and go for the option to adjust the rigging to the mesh.
With the full morph still dialed in, find it on the Parameters Tab, right-click to enter "edit" mode. Then right-click on the dial again and select "ERC Freeze", click accept. {I normally have the 3 bottom most options checked, some only check the top 2 of those 3}. And then save the morph of course.
AIUTO...CHI CONOSCE L’ITALIANO? PARTE TREDICIio ho dei prodotti come Gou Luk e HD Kayla ma non sono più disponibili. Inoltre i nuovi sono direttamente per Dforce.
Potresti comprare dei capelli che ti piacciono e poi creare i morph che hai bisogno da te (esportando i capelli Dforce deformati)










