How to convert support assert morphs back to non-universal morphs.

I have some morphs that I created for a specific G8 character in a specific scene but I saved them as support assets, so they apply universally to all G8 characters.  If I delete the support asset morphs from the data directory they get removed from all characters including the scene where I need them.  How can I keep them on the original character locally in that one scene, but delete the support asset versions or otherwise stop them from universally applying?

Comments

  • Sven DullahSven Dullah Posts: 7,621

    There may be better ways but you can apply the morph to your zeroed out base character with base resolution, export as . obj. Delete the support assets morph(s), use morph loader to load the morph into your scene. Just save the scene, not as a support asset, it will be saved only to the current scene.

  • LeanaLeana Posts: 11,837

    By "universal" do you mean that they are in the list of available morphs when you load G8, or that they apply automatically (ie with a non-zero value) to every character?

    If it's the second one then it means that your morph asset has been saved with a non-zero default value, so you just need to edit the morph so that default value is 0 and then resave the asset.

  • FalcoFalco Posts: 241
    edited January 2019
    Leana said:

    By "universal" do you mean that they are in the list of available morphs when you load G8, or that they apply automatically (ie with a non-zero value) to every character?

    If it's the second one then it means that your morph asset has been saved with a non-zero default value, so you just need to edit the morph so that default value is 0 and then resave the asset.

    The first one, zeroed out morphs that show up on all G8s.

    Yea I could manually recreate them all by baking and re-freezing but I'm hoping there is a better way.  Many of them are a combination of zbrush morphs and shape movements and some include other morphs, so it's a big hassle to remake them.  

    Post edited by Falco on
  • LeanaLeana Posts: 11,837

    I don't think there's any way to have a morph saved as an asset for a figure not appear when you load the figure.

    I suppose you could try saving the character in your particular scene as a totally new figure and not just as a G8F character, so that it uses a different "data" folder than default G8F.

  • Sven DullahSven Dullah Posts: 7,621
    Leana said:

    I don't think there's any way to have a morph saved as an asset for a figure not appear when you load the figure.

    I suppose you could try saving the character in your particular scene as a totally new figure and not just as a G8F character, so that it uses a different "data" folder than default G8F.

    Well I still think the obvious solution is to not save as support asset, just apply the morphs you want to the base figure at base resolution and make sure everything else is zeroed out, export as .obj, import with morphloader, save as scene or scene subset.

  • FalcoFalco Posts: 241

    Yea I ended up recreating all the morphs through ERC Bake or resending through zbrush and deleting the support asset versions.  Was time consuming but got it all done at least.  Will just keep saving them per character and importing that character as a scene subset if needed.  

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