Weightmaps and morphs.

ghastlycomicghastlycomic Posts: 2,531
edited December 1969 in New Users

When I make a new morph for a figure can I also adjust the weightmaps for the figure and then save the new weighmaps with the morph?

Comments

  • Richard HaseltineRichard Haseltine Posts: 101,011
    edited December 1969

    No, at least not yet. It's something that has been asked for, but I suspect it would be hard to do in an efficient manner.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Dangit. I've been making a kid morph for the G2F morph by rescalling all the body parts but when I do that the shoulders no longer bend properly. If I could repaint the weight maps for the shoulders it would really come out nicely.

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    but you can only tweak , buldge weight map and make ERC for your character morph. if you hope so.

    the difficuiity is you can not tweak the buldge map properties,
    in proeprty editor.
    you need to make them by wieght map brush buldge map intensity.

    I made buldge controlelr for gen2female collar, minus and plus, to access easy.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    So I can adjust the bulge map in the weight map brush for the shoulder and do an ERC freeze on that adjustment and it will be applied every time I dial up the morph?

    Is it just the same as doing an ERC freeze on a regular morph? Is there a tutorial on this?

    Here's the problem in picture form. Genesis 1 is on the right and my child scaled Genesis 2 is on the right. I have the proportions almost identical but I've got more definition and a little more baby fat on the Genesis 2 map. Looks more realistic in the T-pose but as soon as you move the shoulders there's a hard line where they bend.

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  • jestmartjestmart Posts: 4,449
    edited December 1969

    That has nothing to do with the weight mapping. You need to adjust the rigging to the new shape, see this thread.

    http://www.daz3d.com/forums/discussion/6483/

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    So then "adjust rigging to shape" automatically in the joint editor isn't a good idea if you've created an extreme morph? I should manually re-rig it?

  • kitakoredazkitakoredaz Posts: 3,526
    edited July 2013

    of course, most important part is adjust rigs for the morph shapes. ,do your best. I think,,

    then all I suggest is after you set rigs for the shape as your best.

    I do not think, buldge map tweaking can remove your all problem.

    then I may try make morph and set erc with collar, sholder, arm rotation at first.
    (JCM as you know)

    it need to work when you apply your morph and, rotate each node only.
    these tutoriall are written here.

    http://docs.daz3d.com/doku.php/public/publishing/start
    http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/assembling/tutorials/creating_joint_controlled_morphs/start

    it is all documents I could find about making ERC for daz triax figure,
    after that I learned by my self, tweaking with the gerat property editor,, ,, and check dsf files.

    but even though, I make all JCM, about some mix rotation range,, made problem. eg bend 45, forward 60 etc,,
    I understand,, when I make morph,, there seems problem , the morph face do not keep clean arrangement
    as same as original genesis mesh. (even though the shape is clean ^^;)

    anyway,, afetr try JCMs, then you can use buldge map too. (there seems no other way to change
    figure shape,, I think. morph or weight-map. and we can not change weight-map for morph)

    not need change original buldge map. (and we shoud not do so, without try new genesis)
    you can change, only the value in wieght brush tool with rotate figure node.
    then check how it work.

    (but you never save modified assets, it actually change buldge wieght value)

    if it work for you, you can set ERC freeze, with your character morph..

    then,, I made controllers to add value, for each buldge map defaullt value.
    as same as make simple ERC.

    then if I need to adjust buldge weight, I use the controller. it actually change weight buldge intensity.
    but if I use zero figure, all controller value ,(not hidden) turn zero.
    so that the genesis buldge weight value trun to default (not zero. it is very importtant ^^;)

    I do not set budlge wieght value ERC for character morph,, ,
    (because, after set ERC , it make me difficult to adjust for each case) though it is easy,
    after make controller for buldge map. (I can access them in property editor, then set ERC as I want)

    Post edited by kitakoredaz on
  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    Thanks everyone! I'll see if I can't fix this.

  • ghastlycomicghastlycomic Posts: 2,531
    edited July 2013

    So I've been reading up on the JCMs and it all seems pretty straight forward.

    But I have a question. From what I'm reading JCMs only apply when the morph they're assigned to is dialed in, am I correct?

    Now are the JCMs on the base genesis figure only dialed in when the base Genesis morph is applied and not when you apply another morph?

    I've basically made my basic child morph by rescaling the body parts into their proper childlike proportions then using some of DieTrying's 182 Morphs (one of the best genesis morph building tools) to rough in the shape then using sculptris to finish the detail work.

    I've noticed when I pose the dialled in genesis 2 shaped figure the genesis 2 JCMs do a really good job of correcting the joint distortions but when I apply my morph those JCMs no longer seem to be applied.

    Is there a way I could just reapply the default JCMs instead of making new ones as they seem to do a good enough job of it.

    Pink is the dialed Genesis 2 figure and grey is the finished morph.

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    Post edited by ghastlycomic on
  • kitakoredazkitakoredaz Posts: 3,526
    edited July 2013

    if you want to make morph which can only work with your character morph,
    you need to set ERC with the character morph too.

    if you do not do it,, everytime your genesis (which character you applied or not) bend sometihing
    your morph worked auto.

    then default genesis JCMs for each node rotation. must work how I applied other morphs,and make character.
    so that it is default morphs. they are auto adapted as default.

    of course you can make ERC between your morph and these default genesis morphs, and remove the effect,
    but you may need not, such complex ERC, I think.

    V5, and Child genesis, or A5, they are already affected, default genesis JCM usually.
    then apply each charaqcter JCMs which have ERC with each character morph, I think.

    V5 bend her sholder >> genesis default JCM for sholder work >> then V5 JCM for sholder work
    (it only work when you dial up to V5, by ERC)

    I do not check each JCM,, but usually,, if make character, and character JCM,
    they may make delta moprhs from the shape which genesis default JCM affected. I think.

    then about your case,, you must need to make delta morphs from the genesis default JCM worked.
    and genesis default jcm are usually already worked,,
    without you do not some special setting, (eg you remove the genesis default JCM without intention,
    to work with great proeprty editor ^^;)

    if you make your character by genesis child morph,, it means the genesis child morph JCM work too.
    (the value are decided, the child genesis morph value.
    if it is 0.3 chidl genesis,, the child genesis JCM value multiple 0.3 worked current character.
    with the value of rotation )

    Post edited by kitakoredaz on
  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    This morph is 100% genesis child free. I've spun this one entirely by hand and documented each step of the way. :cheese: just to prove that there is no Genesis 1 at all in this morph.

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    you said,,

    I’ve noticed when I pose the dialled in genesis 2 shaped figure
    the genesis 2 JCMs do a really good job of correcting the joint
    distortions but
    when I apply my morph those JCMs no longer seem to be applied.
    Is there a way I could just reapply the default JCMs instead of making new ones
    as they seem to do a good enough job of it.

    I can not understand,, which JCM you called as default clear.
    if actually there are default JCM for gen2female, or genesis,
    when you use the figure,, which miorphs you applied , it must be worked already.

    but if the JCM are assgiend for other charcter, and you say about them,, (it should not be called as default )
    they are only applied when you dial up the character. vendor made so. (set erc with the character morph value by multiple!)

    if you can find the actuall JCM name which worked for original,,. I may simply save the JCM as different name,,
    and set ERC with original morph. so that it worked when you apply your morph too.
    and make no troubel about origianl files.

    but I can say, it can not work as same as original. without your morph and origianl shape are pefectly same
    at start point.

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    you said,,

    but I can say, it can not work as same as original. without your morph and origianl shape are pefectly same
    at start point.

    Awwwww crap. That makes 100% sense. I don't know why I didn't think of it. Oh well, shouldn't be to hard to make new JCMs. I'm really excited to give this a try. I did not know about these and was always wondering why with some poses my morphs looks pretty bad. Now I know. I guess I'll be redoing all my morphs.

  • Richard HaseltineRichard Haseltine Posts: 101,011
    edited December 1969

    This morph is 100% genesis child free. I've spun this one entirely by hand and documented each step of the way. :cheese: just to prove that there is no Genesis 1 at all in this morph.

    But you are still using the Basic Child as a guide. Why not just make a child shape of your own, rather than trying to match the Genesis shape (which is dubious under the EULA)?

  • ghastlycomicghastlycomic Posts: 2,531
    edited December 1969

    This morph is 100% genesis child free. I've spun this one entirely by hand and documented each step of the way. :cheese: just to prove that there is no Genesis 1 at all in this morph.

    But you are still using the Basic Child as a guide. Why not just make a child shape of your own, rather than trying to match the Genesis shape (which is dubious under the EULA)?

    This morph does not match the Genesis 1 shape at all. Any similarity in proportions is simply due to the fact there is a set formula for human proportions and how they scale with age. And having checked my morph against the Genesis 1 morph just to make sure I can tell you there are differences between where things like the wrists, elbows and knees line up. You could just as well throw around accusations that I am modelling it off the MakeHuman child and it would still have similar but not exact proportions.

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