Sculptris Morphs for DAZ

ZchuZchu Posts: 31
edited May 2014 in Daz Studio Discussion

NOTE: This thread is to help anyone having Issues with Sculptris to DAZ Morphs. As I solve problems I will Update the first post. Thank you to anyone who contributes


Ok so i am making this thread because I had a very hard time finding anything that shows you how to make morphs using Sculptris.
There is a popular tutorial that also uses Hexagon, which others like myself might not have.

So FINALLY I found this guide, and it actually worked!

http://www.daz3d.com/forums/discussion/39452/

The only problem I am having is if I zoom or move the model around (which i feel is a must if your working on the face) it messes up where the figure is when you put it back into daz :/
This causes the figure to turn into exploding spaghetti when you try to apply a pose.

Now the last part of the thread I shared has a fix for this that seems to work "click Edit>Figure>Rigging>Adjust Rigging To Shape "

My only problem is now clothes wont load onto my genesis 2 figure with the morph i made on. I put Fit to Genesis and it doesn't do anything.
Does anyone know how to fix this? Is it because i moved the model around when i was editing in Sculptris?

EDIT 1: Ok So I figured out it was the zooming and moving of the object in Sculptris that made the figure off in DAZ.
CURRENT UNRESOLVED ISSUE(S) How do you ad details such as built in cat ears on a part of the body that has low details without messing up the morph?

Issue 1 Resolved: How can I zoom in on the face of a figure in Sculptris (so i can add details) without messing up the end results in DAZ?


Also use the camera controls (rotate, pan, zoom buttons) to move around the figure, not the global grab. The global grab will move the position of the figure.

This worked! Not I use the right mouse click and alt key to pan around the scene and it didnt mess up the models Positioning in Daz Studio! Thanks ghastlycomic!
Post edited by Zchu on

Comments

  • ghastlycomicghastlycomic Posts: 2,531
    edited May 2014

    Don't use symmetry because it will collapse the geometry. Have your Detail set to Zero.

    If you want to make a symmetrical morph you'll need to use MT Mirror. http://www.eurus.dti.ne.jp/~masasi/DOWNLOAD/other/

    As long as you don't use symmetry and have the detail set to 0 you won't break the geometry and when you export the figure it will be able to be loaded as a morph. I used to use Sculptris all the time for making morphs before I got 3D Coat. It's a really good program.

    Also use the camera controls (rotate, pan, zoom buttons) to move around the figure, not the global grab. The global grab will move the position of the figure.

    Post edited by ghastlycomic on
  • JaderailJaderail Posts: 0
    edited December 1969

    Don't use symmetry because it will collapse the geometry. Have your Detail set to Zero.

    If you want to make a symmetrical morph you'll need to use MT Mirror. http://www.eurus.dti.ne.jp/~masasi/DOWNLOAD/other/

    As long as you don't use symmetry and have the detail set to 0 you won't break the geometry and when you export the figure it will be able to be loaded as a morph. I used to use Sculptris all the time for making morphs before I got 3D Coat. It's a really good program.

    Also use the camera controls (rotate, pan, zoom buttons) to move around the figure, not the global grab. The global grab will move the position of the figure.

    Ah Ha!! I knew the info was here to be had. Thank you GC for the input.
  • ZchuZchu Posts: 31
    edited May 2014

    Don't use symmetry because it will collapse the geometry. Have your Detail set to Zero.

    If you want to make a symmetrical morph you'll need to use MT Mirror. http://www.eurus.dti.ne.jp/~masasi/DOWNLOAD/other/

    As long as you don't use symmetry and have the detail set to 0 you won't break the geometry and when you export the figure it will be able to be loaded as a morph. I used to use Sculptris all the time for making morphs before I got 3D Coat. It's a really good program.

    Also use the camera controls (rotate, pan, zoom buttons) to move around the figure, not the global grab. The global grab will move the position of the figure.

    Yay someone thats actually used the program! =D

    Ok so a few things. I can't find the camera controls errr Dx

    Also I used symmetry and it worked just fine. "Show Symmetry Line" just needs to be turned off in options :3

    Thanks for the help!

    EDIT: ok I figured it out lol hole right mouse button and Alt to pan around with the CAMERA instead of moving the figure around.

    I made a simple morph, everything is working on her! YAY! Poses, Hair clothes ect. So excited!!

    I wanted her to have Cat ears, I never assumed it be as simple as molding some on her head in Sculptris, but I tried lol
    The details are too low on the top of her scull so they had to be really basic =( Also the details on the side of her head where the original ears were looks funky

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

    There should be some buttons on the lower left side that say Undo - Edit - Rotate - Pan - and Zoom. They switch you between edit mode and camera mode.,.

  • ZchuZchu Posts: 31
    edited May 2014

    Thanks so much!

    My first Morph yay! I just tweaked a few features on Genesis 2, nothing to big, then I flattened her ears and added cat ears. They didnt look half bad considering the tiny amount of details allowed on the scull.

    I guess its not possible to change the wireframe triangles (what are the called?) to ad any more details =(
    Next I need to learn how to make a Head Prop, though I'd prefer Cat ears and Tail to be built in ( geografted ? is it called?)

    Progress! :D

    Edit: Also I found it does sometimes not work with the symmetry thing :/ it seems to have to be the BASE model. Like I could click symmetry on BASE Genesis 1 or 2 and it works just fine. but when i tried it on Victoria 6 for example it says "4 quads were converted to Triangles" whenever I get this message i know its going the not work in DAZ Studio, it will tell me the geometry is off. I'm not really sure what governs it exactly yet.

    What exactly does that Mirror plugin do?

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    Post edited by Zchu on
  • JaderailJaderail Posts: 0
    edited December 1969

    Nope you can not ADD more facets (points) that breaks the mesh count which must match. So your limited to pretty much doing as you have so far.

  • JaderailJaderail Posts: 0
    edited December 1969

    Easy Tail for Genesis already exists...

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  • patience55patience55 Posts: 7,006
    edited December 1969

    Glad you found the quick note thread helpful. If certain settings aren't "just so" though, there will be some having problems with that.
    So maybe you could do into more detail such as exact .obj export settings, and how you save your morph, etc.

    As to the ear details, well ... yes I have Hexagon [as do very many people as it was free for a few years, and on sale the other day for $5], one can use the various tools to move those lines/dots over some resulting in more evenly sized face normals. Possibly that could be done also in Sculptris?

  • Rayman29Rayman29 Posts: 0
    edited December 1969

    'quads were converted to Triangles' It happens when part of the geometry is intersecting (over lapping) on the symmetry line.

    I usually find its the front teeth that are intersecting. Try a sight increase in the 'Tooth gap' parameter before object export.

  • ZchuZchu Posts: 31
    edited May 2014

    Jaderail said:
    Easy Tail for Genesis already exists...
    Yes I have seen this tail, but I want to know how to make one myself for genesis 2. That one is for Genesis. Thank you though :3
    Honestly I am more worried about the ears as none of the ears in the shop are right for my character.


    Glad you found the quick note thread helpful. If certain settings aren't "just so" though, there will be some having problems with that.
    So maybe you could do into more detail such as exact .obj export settings, and how you save your morph, etc.

    As to the ear details, well ... yes I have Hexagon [as do very many people as it was free for a few years, and on sale the other day for $5], one can use the various tools to move those lines/dots over some resulting in more evenly sized face normals. Possibly that could be done also in Sculptris?

    Hmm I will have to look into that, Maybe i scoot some of the nodes from the original ear palce to the top of her head for the cat ears. I am not sure if this can be done in Sculptris. I knew I should have bought Hexagon for $5 when i had the chance =(

    'quads were converted to Triangles' It happens when part of the geometry is intersecting (over lapping) on the symmetry line.

    I usually find its the front teeth that are intersecting. Try a sight increase in the 'Tooth gap' parameter before object export.
    For me it seems to shift where the lines meet in the center just a bit down the entire figure.
    I wish it just had a duel brush like in Zbrush, maybe Hexagon or Blender has something like that?

    Post edited by Zchu on
  • Rayman29Rayman29 Posts: 0
    edited December 1969

    Just to be clear, in studio have you added a small amount of 'Teeth gap' to V6 then exported as object . Also give the export a new name.

  • ModernWizardModernWizard Posts: 850
    edited December 1969

    Thanks to all who have posted here. Knowing that I can easily [well, relatively easily :p ] use a free program to make morphs on my figures gives me great happiness. One of these days I'll actually apply this knowledge...

    --MW

  • ZchuZchu Posts: 31
    edited December 1969

    Rayman29 said:
    Just to be clear, in studio have you added a small amount of 'Teeth gap' to V6 then exported as object . Also give the export a new name.
    Will that help with the Symmetry being off? How much exactly is a "small amount"?

    Thanks to all who have posted here. Knowing that I can easily [well, relatively easily :p ] use a free program to make morphs on my figures gives me great happiness. One of these days I'll actually apply this knowledge...

    --MW


    Yes I was happy also! The Community here has helped me so much! Yall are awesome! :D
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