morph loader PRO with "reverse option" can not work correctly (edit title)

kitakoredazkitakoredaz Posts: 3,526
edited May 2014 in Daz Studio Discussion

Someone please try and check to make simple morph for sub dragon LE (duf, cr2 both you like) for daz studio.
then check how it work please.

I think there should be some problem about morph loader pro (or hexagon bridge) of daz studio at current.
(or pivot point etc,, I do not know,,)

I only tweak tail part in modelor (hexagon bridge, or blender)
then try to make morph. it is rally simple,, just bend tail only, not touch anything.

but after I export the obj as morph, how I try to adjust ,,the face or other part move.
there seems no difference.

And it is really strange, even though I use same obj for morph loader Pro to test morph,
but in beta and current ver,they make different corrupted morphs.

but when I imported the modeling shape,, the shape is clean, and no problem.
which happen when I try to make morph only.

some cr2 have no problem when make morph. (eg millenium dog)

and I have not feel problem to make morph for genesis2etc
(from last week,,,, I have been made many expression individual part morphs and controller , for my character,
and I had no problem when use morph loader pro,,)

I know current ds 4.6 ver not changed about morph loader etc.
so that about some figure,, it seems not work correctly.
Is there any reason when it work or corrupt morph?

==============================
Edit) 2014/5/31 sitll test with other figures again,,

As a result

when make morph by morph loader Pro and hexagon bridge with "reverse option yes"
the rigged figure, root node "rigging (center point)" need to set as (0 0 0) .

it seems only happen about triax figure, in daz studio 4.6.3.50
(I chekced again with cr2 animals,, but they seem no problem ^^; today,, sorry)

I do not know about some figure,, even though the root rig is not 0 0 0
it work or not,, but actually subdragon LE, and some product creature
can work after I set node 0 0 0.
without it "reverse option" make corrupt morph.


we can temporally set center point (0 0 0) of root node. in joint editor manually,
or blackfeather scirpt,,, it work.
(If you need to ERC freeze after make morph, take care,,)

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Post edited by kitakoredaz on

Comments

  • BlackFeather1973BlackFeather1973 Posts: 739
    edited May 2014

    I don't have the beta installed, but can replicate both problems in the current release of Studio.
    Creating a morph for the subdragonLE also makes the lower jaw rotate, some horns to grow and part of the wings to move.
    I did notice that the subdragonLE loads with it's jaw and tongue bent (bend parameter not zero).
    Loading the same morph with reverse deformations, solves the jaw, horn and wing problem, but then the created morph gets messed up; just like in your second pic.

    Edit : forgot to mention that i used the Hexagon bridge to test this.

    Post edited by BlackFeather1973 on
  • kitakoredazkitakoredaz Posts: 3,526
    edited May 2014

    Thank you blackfeather @@;)
    I feel if now I have get bad dream etc,,

    I simply try to test with my made rigged figures etc ><;<br /> now it seems change the way,, I can not make morph for them,,

    then unfortunately I can not clear find,,which cause problem.

    It is my foolish thinking, but if I set root node to 0 0 0, memorize figure,,
    and save it as figure,, it seems work. (I do not know, why I need to save it,, but actually
    after save it,, it seems work,, (I use save modified assets, and character preset save again,,
    but it can not work,,needed to save it as figure again,, or I need to re-load them??? I do not know the difference,,)

    but anyway the root node seems cause problem and it is not only about hexagon bridge.
    I usually use blender,, then imported them,, but they do not work as I expected about these figures.
    simply corrupted all TT;)

    then I am check with duf,cr2 daz product too,

    eg one cureature root node set 0 0 0
    on this case,, I can make morph .(but I can not confirm,, I do not many test yet,,)
    but one creature root node is differnt,
    I think most of them can not make morph usuall way anymore.,,
    and I can not find when it have changed like the way,,,,@@;)

    Ah yes,, I test with somecase no zero poze,, and thought it is problem,, but seems not,,
    then may need more test,, if I send reliable report,, I now panic so,, do not touch ds today ^^;

    Post edited by kitakoredaz on
  • BlackFeather1973BlackFeather1973 Posts: 739
    edited December 1969

    Hadn't thought of the root node, that might indeed be the final problem.
    I think the subdragon does not load in it's zero pose, but with some rotations, morphs and position of root node changed.
    Loading the morph with reverse deformations does not seem to fix the root node, and because of that the morphed vertices go to the wrong position.
    Is there a way to export the subdragon as obj without any deformations ? I don't see that option in the preferences.

    Using the GoZ bridge gives me the option to export with or without deformations. The difference between the two is exact where the morph (loaded in morph loader pro without reverse deformations) goes wrong.

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  • BlackFeather1973BlackFeather1973 Posts: 739
    edited December 1969

    Found some hidden morphs that are dialed up when the subdragon loads in the scene.
    Set all these to zero before exporting the dragon as obj, then you have the real zero pose for your modelling program.
    There are three bend parameters (lower jaw, tongue1 and tongue2) and six wingmorphs (two times shoulder, forearm, finger1).

    So i don't think morph loader is broken, it's just how the dragon loads.
    Leaves only the problem of the root node translation when loading a morph with reverse deformation...

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  • kitakoredazkitakoredaz Posts: 3,526
    edited May 2014

    Hi blackfeather ^^ thank you..
    I am really silly man,, so that, I needed to take more time to understand what you said clear,,
    I believed, zero figure simply return all node rotate to zero,, then not so checked,,,


    yes,, there is many setting ERC,, then zero figure or zero poze seems not work for subdragon,,

    Then I tested with cat too. (cr2, daz free cat) it has same morphs etc.
    and It is problem what I have thought. (maybe I need to all node bend to zero ?)

    then usually I just use reverse defomation on. so that I thought even though I pozed figure,
    it should be make clean delta morph,, from current shape,,

    now I feel,, the one more problem is reverse defomation. because,, I have some creature prop
    which I bought ,, then I check all node,, it is actually zero rotation, zero morph.

    then I use hexagon bridge,, and tweak it,, but at some case,, it worked, then I check again,,
    only when I check off reverse defomation,,, it seems work..
    then I export same obj from hexagon ,reverse defomation on,, it can not make clean morph,,

    but as I said,, there is some case,, it work (eg genesis2female,, I made many MCM for expression,,
    then often use reverse defomation,, so that I blieve,, I know how it worked,,

    of course I can use it when I need only,, but now reverse defomation seems not work coreclty,,
    about some duf,, and unforutnately,, I have not so many figure.duf which root node not 0 0 0
    so that I could not compare clear,,, at current,,

    the oic is one of figure,, the root node not set as 0 0 0.

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    Post edited by kitakoredaz on
  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    Then I check samething about genesis,,
    it root node are 0 0 0
    then I pose genesis arm rotate,
    then send hexagon twist strange way, return with reverse defomation,, about genesis it work as I expected,,no problem,,
    :roll:

    It may not clear,, to check with rig figures (root node not 0 0 0) and with reverse defomation,,
    then user may not find there are problem,, i think,,

    subdragon,, or milleniam cat are un naturall I think ^^; (it make me more confuse,,though)

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  • BlackFeather1973BlackFeather1973 Posts: 739
    edited December 1969

    Ok, i found an easy work-around.
    Running this script (before exporting) sets the origin of the selected figure to (0,0,0).

    var oNode = Scene.getSelectedNode(0);
    var zeroVector = new DzVec3(0,0,0);
    oNode.setOrigin(zeroVector,false);

    Then loading a morph with reversed deformations should work fine again.
  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    Thank you!!!

    I believe it shoud work!
    because now I save the figure change node, as new.
    then try samething with reverse option!
    it work bingo%-P (he he,, I really thank you,, usually I feel you shold thought it is my mistake,,but you check it them )
    (I do not test again,, with joint editor, only (not save as figure) at current,,but your script should work I think.
    NOw I can go to work :lol: without any worry !

  • BlackFeather1973BlackFeather1973 Posts: 739
    edited December 1969

    Thank you!!!

    I believe it shoud work!
    because now I save the figure change node, as new.
    then try samething with reverse option!
    it work bingo%-P (he he,, I really thank you,, usually I feel you shold thought it is my mistake,,but you check it them )
    (I do not test again,, with joint editor, only (not save as figure) at current,,but your script should work I think.
    NOw I can go to work :lol: without any worry !

    You're welcome, kitakoredaz.
    Glad i could help. :)

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    And it should work about sub dragon, or milleniam cat or etc too ^^b

    usually as we know,, reverse option on, ignore any ERC etc,, and simply move vertcies
    from current positon.

    your script (or manually set joint editor root to 0 0 0 it worked ^^; sorry,,, idid not good test,,, )
    with reverse option,, can make clean morph,, eventhough animals bend their rigs hidden,,,,
    we need not sercharound hide ERC morphs !!!!

    I check two case again,, with reverse option and your script about milleniam cat,, it work for milleniam cats,,not their legs move
    and change positon,,

    (but I do not know how to save them correctly,,after change figure node ^^; at current
    but simply save as morph may work?! (for triax figure only,,though)

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