Morphs

Hi

 I have a full body morph for a genesis 3 figure and I would like to know if  there a way to save only the body morph without the head morph?

Comments

  • There are a couple of ways to split morphs, one easy bu leaving a sharp join, the other a little fiddly (especially if there are a lot of joint adjustments or JCMs) but allowing a smoother transition.

    The quick method is to use the Geometry Editor.

    1. Click the heart icon on the slider, to make it a Favourite, and make sure that not other morphs (that you don't want to adjust) are in Facourites.
    2. Switch to the Geometry Editor tool and select the head mesh (you can do this most easily using the groups and surfaces lists in the Tool Settings pane)
    3. Right-click in the Viewport>Selection Type>Vertex Selection
    4. Right-click in the Viewport>Morph Editing>Remove Selected Deltas from Favourites
    5. That's made a change to the main morph, not you want to change its name and label so click the gear icon on the slider>Parameter Settings and chnage those
    6. If you want this in other scenes, and if you want AutoFollow to pick the morph up, File>Save As>Support Assets>Morph Asset making sure you save only the newly split body morph, under its new name.

    The other method involves exporting the morphed figure, with no attachments of any kind and at base resolution, as OBJ, doing the same for any corrective morphs that will be affected by the split, then making a dForm and giving it a weight map that is zero wheer you don't want the morph, 1 where you want it fully applied, and has a smooth transition between. Then you use Morph Loader pro to bring the morphs in, and under Attenuate by you select the dForm. Then you have to reconnect the JCMs, and redo any joint centre adjustments (hopefully mostly just a case of copying from the full morph, but still a pain).

  • There are a couple of ways to split morphs, one easy bu leaving a sharp join, the other a little fiddly (especially if there are a lot of joint adjustments or JCMs) but allowing a smoother transition.

    The quick method is to use the Geometry Editor.

    1. Click the heart icon on the slider, to make it a Favourite, and make sure that not other morphs (that you don't want to adjust) are in Facourites.
    2. Switch to the Geometry Editor tool and select the head mesh (you can do this most easily using the groups and surfaces lists in the Tool Settings pane)
    3. Right-click in the Viewport>Selection Type>Vertex Selection
    4. Right-click in the Viewport>Morph Editing>Remove Selected Deltas from Favourites
    5. That's made a change to the main morph, not you want to change its name and label so click the gear icon on the slider>Parameter Settings and chnage those
    6. If you want this in other scenes, and if you want AutoFollow to pick the morph up, File>Save As>Support Assets>Morph Asset making sure you save only the newly split body morph, under its new name.

    The other method involves exporting the morphed figure, with no attachments of any kind and at base resolution, as OBJ, doing the same for any corrective morphs that will be affected by the split, then making a dForm and giving it a weight map that is zero wheer you don't want the morph, 1 where you want it fully applied, and has a smooth transition between. Then you use Morph Loader pro to bring the morphs in, and under Attenuate by you select the dForm. Then you have to reconnect the JCMs, and redo any joint centre adjustments (hopefully mostly just a case of copying from the full morph, but still a pain).

    Thank you for your answer, Richard but where can I find this Geometry Editor tool?

  • It's in the Tools menu.

  • It's in the Tools menu.

    I tried the first method  but when I load the morphs on genesis 3 figures it looks defformed and different than the original.

  • Is it an HD morph? Those can't be split.

  • Is it an HD morph? Those can't be split.

    It's not a HD morph.

  • TheCedizTheCediz Posts: 172

    Or if you dont mind paying for it ---> https://www.daz3d.com/x-morphs

    I used it with great success and it doesn't create sharp joints.

  • TheCediz said:

    Or if you dont mind paying for it ---> https://www.daz3d.com/x-morphs

    I used it with great success and it doesn't create sharp joints.

    Unfortunately it didn't work so I had to rebuild the model from 0.

  • FSMCDesignsFSMCDesigns Posts: 12,754
    TheCediz said:

    Or if you dont mind paying for it ---> https://www.daz3d.com/x-morphs

    I used it with great success and it doesn't create sharp joints.

    Unfortunately it didn't work so I had to rebuild the model from 0.

    That is odd, I use that product to do just that, seperate the head from the body morph. Worked great on Ronen since I didn't care for his head morph https://www.daz3d.com/ronen-character-hair-and-briefs-for-genesis-8-male

     

  • TheCediz said:

    Or if you dont mind paying for it ---> https://www.daz3d.com/x-morphs

    I used it with great success and it doesn't create sharp joints.

    Unfortunately it didn't work so I had to rebuild the model from 0.

    That is odd, I use that product to do just that, seperate the head from the body morph. Worked great on Ronen since I didn't care for his head morph https://www.daz3d.com/ronen-character-hair-and-briefs-for-genesis-8-male

     

    When I used the program and tried to dial the body morph or the head morph nothing happend I don't know why. On other models works but on a specific model it doesn't.

  • SixDsSixDs Posts: 2,384

    "Unfortunately it didn't work so I had to rebuild the model from 0."

    I hate to state the obvious, Claire, but the rule is that you never, ever mess around with your original, always use a copy. That way, if you succeed, you can always deliberately replace the original with the new copy if you wish, but if you fail you can always go back to the original. Sorry that you lost your work.

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