Baking Morphs to a new Zero State?

JayfeatherJayfeather Posts: 70
edited December 1969 in Daz Studio Discussion

I'm trying to figure out the best way to word this...

Is there a way to morph an object and then save a copy that morphed object with its current morphs defined as the zero state? Lets say I've got a skirt, in its loads up as a mini skirt but it has a morph to lengthen it. I want to apply that morph, and then create a version of the skirt that zeros to the long state.

This would help out greatly when auto fitting clothing with styling morphs to Genesis. That being said my hopes for a solution don't seem all that good, as I'm sure a work around like this would be well documented if in fact it worked...

If I recall, In 3DStudio Max a morph is merely two objects with the same number of vertices, So It shouldn't be that difficult to say "Object 2 morphs in to object 1" rather that "Object 1 morphs into object 2" If I edit the skirt in 3DStudio Max a should be able to perform the operation without loosing the current rigging right?

Comments

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    DAZ Studio does not handle morphs in the same way as 3ds Max. The original mesh is a rigged object and the program sees it as such, and the morphs are saved as modifications of that rigged object's base shape. As such, what you're talking about is not possible in the way you're talking about doing it.


    You COULD try exporting the morphed version as .obj and also the unmorphed one. Then you would reimport the morphed one and rig it from the rigged original using Transfer Utility (make sure you have "source" checked for morphs). Then you would need to load the exported obj of the old version as a morph in order to get that shape and save it all to library as a new conformer.


    I don't see why you can't just use the morph the regular way, but this SHOULD work.

  • Richard HaseltineRichard Haseltine Posts: 102,309
    edited December 1969

    I'm not sure how well using the original item as a source for transferring the rigging to the morphed version would work - in the case of the skirt, for example, there would be a lot of skirt in the long version that received indirect projection at best.

    What were you hoping to do, in respect of auto-fitting and morphing, by rebasing the shape? There may be other ways to achieve the same goal.

  • JayfeatherJayfeather Posts: 70
    edited October 2013

    I got it to work, Kind of. Before I was testing this In an older version of Daz Studio, I thought I had updated to 4.6 but apparently I was mistaken.

    However, The auto fit for this particular item still didn't go as well as I would have liked (Loin Cloths and Auto-fit still don't get along...)

    Thanks for your help.

    Post edited by Jayfeather on
  • Richard HaseltineRichard Haseltine Posts: 102,309
    edited December 1969

    Yes, anything like loin cloths or skirts is going to at least need refinement (if nothing else, smoothing the weight maps on the legs to give a smoother transition and quite possibly adding new bones to control them instead of or as well as the leg bones). I don't think changing the base shape would help with that, it's a limitation of projection from a biped to a mesh that doesn't have separate legs.

  • DAZ_cjonesDAZ_cjones Posts: 637
    edited October 2013

    I'm trying to figure out the best way to word this...

    Is there a way to morph an object and then save a copy that morphed object with its current morphs defined as the zero state? Lets say I've got a skirt, in its loads up as a mini skirt but it has a morph to lengthen it. I want to apply that morph, and then create a version of the skirt that zeros to the long state.

    This would help out greatly when auto fitting clothing with styling morphs to Genesis. That being said my hopes for a solution don't seem all that good, as I'm sure a work around like this would be well documented if in fact it worked...

    If I recall, In 3DStudio Max a morph is merely two objects with the same number of vertices, So It shouldn't be that difficult to say "Object 2 morphs in to object 1" rather that "Object 1 morphs into object 2" If I edit the skirt in 3DStudio Max a should be able to perform the operation without loosing the current rigging right?

    Just as another note. In the latest 4.6 you will see an action called "Update Base Geometry...". If you have the latest menu this action is in "Edit/[Figure or Object]/Geometry" or in the Scene tab option menu under "Edit/Geometry".

    It will ask you if you want to just update the vertices or to update the full geometry. In your case you probably just want vertices. It will then ask you to pick a geometry file. This can be any obj of your geometry as long as the vertex count/order matches, ie an export of your geometry with a particular morph applied. This update will preserve the painted weight maps, but you may need to reposition bones depending on the severity of your geometry change.

    Post edited by DAZ_cjones on
  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    I'm trying to figure out the best way to word this...

    Is there a way to morph an object and then save a copy that morphed object with its current morphs defined as the zero state? Lets say I've got a skirt, in its loads up as a mini skirt but it has a morph to lengthen it. I want to apply that morph, and then create a version of the skirt that zeros to the long state.

    This would help out greatly when auto fitting clothing with styling morphs to Genesis. That being said my hopes for a solution don't seem all that good, as I'm sure a work around like this would be well documented if in fact it worked...

    If I recall, In 3DStudio Max a morph is merely two objects with the same number of vertices, So It shouldn't be that difficult to say "Object 2 morphs in to object 1" rather that "Object 1 morphs into object 2" If I edit the skirt in 3DStudio Max a should be able to perform the operation without loosing the current rigging right?

    Just as another note. In the latest 4.6 you will see an action called "Update Base Geometry...". If you have the latest menu this action is in "Edit/[Figure or Object]/Geometry" or in the Scene tab option menu under "Edit/Geometry".

    It will ask you if you want to just update the vertices or to update the full geometry. In your case you probably just want vertices. It will then ask you to pick a geometry file. This can be any obj of your geometry as long as the vertex count/order matches, ie an export of your geometry with a particular morph applied. This update will preserve the painted weight maps, but you may need to reposition bones depending on the severity of your geometry change.

    Ohohoho. THAT'S going to save me some time on big clothing sets that require revision. Thanks for pointing it out!

  • boumayboumay Posts: 31
    edited August 2019

    In 4.12, when I updated the existing geometry after Goz'ing it back and forth. It worked, so I saved my daz scene and the next day, the scene didn't retain my updated Goz'ed geometry and reverted back to before the changes.

    What happened?
    Do I have to freeze a state or something?
    How intuitive is that? I lost one day of work.

    And, now, if I try to save my work by exporting the obj from the zbrush project (which saves the changes, it), import the morph using morph loader pro, daz units, I get weird morphing, not the changes I made at all.

    Any help is appreciated.

    Thank you in advance.

    Post edited by boumay on
  • boumay said:

    In 4.12, when I updated the existing geometry after Goz'ing it back and forth. It worked, so I saved my daz scene and the next day, the scene didn't retain my updated Goz'ed geometry and reverted back to before the changes.

    What happened?
    Do I have to freeze a state or something?
    How intuitive is that? I lost one day of work.

    Is this a morph that had been saved as an asset (or was suplied as an asset)?

    boumay said:

    And, now, if I try to save my work by exporting the obj from the zbrush project (which saves the changes, it), import the morph using morph loader pro, daz units, I get weird morphing, not the changes I made at all.

    Did you have Reverse Deformations on in Morph Loader pro, and was the figure in the state it was in when you initially sent it to ZBrush?

    boumay said:

    Any help is appreciated.

    Thank you in advance.

     

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