Need help with character creation (Morph Controlled Morphs, etc.)
I'm new to Daz and I'm trying to create a character, but all of the official tutorials on the site are out of date. I've read through some older posts and gleaned a few things, but I kind of need specifics.
So, I've sculpted my character, and I've completed all of the steps in the "Advanced: Creating Morph Controlled Morphs (WIP)" tutorial up to "Step 4: Establish Morph Criteria". And from there, I know from reading other threads that the "Property Editor" no longer exists and that I'll be using the "Property Hierarchy" pane and the Parameter pane in edit mode, but can someone give me a specific example of how I move a corrected morph in my parameter pane into where it needs to go in the property hierarchy pane and any additional settings I need to apply? I started with the "Mouth Smile Open" morph, if anyone could use that as an example...
Or if someone could just point me to a tutorial, free or to buy, that explains this in a way that's up to date, I'd appreciate it.
Comments
Please link to the tutorial you are following, so we can see what is required.
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/assembling/tutorials/creating_morph_controlled_morphs/start
OK, this is actually easier and can be done purely with the Parameters pane in Edit mode. Following the tutorial, you would set the Goblin morph, the MCM, and the EyeCloseR morphs to 100%, then put the Parameters pane in Edit mode by right-click, and right-click on the Goblin morph, then select ERC Freeze. In the dialogue uncheck the EyeCloseR morph in Sub Components, then go to the Attenuate section and select the EyeCloseR morph there, then click Accept.
That said, you can't use the same method for multiple corrections - those would have to be done using the Property Hierarchy. The method is essentially the same as the tutorial, with the Parameters pane replacing the left side of Property Eeditor and the Property Hierarchy replacing the right. You can right-click on a property in the Parameters pane and select Show in Property Hierarchy to get to it quickly. One change is that the Controllers/Sub-components are now split into 1st Stage (Add/Subtract) and 2nd Stage (Multiply/Divide) so by dragging into those you cut down some of the ERC type setting in the tutorial.
Thanks for the response. That's exactly what I needed to know.
I'm still a bit confused about which link I would be dragging my MCM into, add/subtract or multiply/divide, but if I understand it correctly, I would be dragging the EyesClosedR morph into multiply/divide because it controls multiple parts of the eyelid, instead of the individual "left eyelid upper outer", "left eyelid upper inner" etc.(?) I've noticed you can't expand the head controls for some characters to the extent that you can for others. Is this because you would have to individually sculpt a morph for each of those parameters, like the "left eyelid upper outer", or does it have something to do with how the creators rigged their figures? Like if you were creating a figure you were trying to submit for the store, you couldn't just use the "adjust rigging to shape" feature?
Also, when I use morph loader pro to bring in my corrected morph, it seems to automatically add a smoothing modifier to my entire figure. Is there a way to prevent this so I can keep fine detail, or is there a way to isolate an area of the body that the smoothing modifier is applied to?