? solved? ?? how create genesis full body morph from dialed morphs?

DiomedeDiomede Posts: 15,221
edited August 2014 in Daz Studio Discussion

I am late to the genesis and genesis 2 figures party. I have been using M4 and V4. If I load a default genesis or genesis 2 figure and dial up some morphs to create a character, is there a way to create a full body morph from that? At least in Poser it would be called a full body morph. What I have in mind is a new dial for my character that I name, like Mr. Hyde, so that I could start the genesis as Dr Jekyl and then use 1 dial to transition to Mr Hyde at 25%, at 50%, 75%, etc. I have seen some references to making a morph in Hexagon and exporting, but not sure how to just use the morph dials.

Post edited by Diomede on

Comments

  • DiomedeDiomede Posts: 15,221
    edited December 1969

    OK, I see I need to look here.

    Success!

    I followed the FBM tutorial using the Genesis 2 Base Female (from Genesis 2 Female Starter Essentials) and made a FBM morph without using any modeling tools.

    First, I made a custom character using about two dozen of the body morphs from Zev0’s “Shape Shift for Genesis 2 Female and V6”.

    Then, I exported it as a .OBJ.

    Then, started a new scene and loaded Genesis 2 Base Female, then continued to follow the tutorial step by step (importing the .OBJ using Morph Loader Pro to create the morph, etc, etc.).

    Since my custom character is about a foot shorter than the Genesis 2 Base Female, I also followed all the steps in the tutorial to adjust the rigging, etc.

    Since this process bakes all the applied morphs into a single morph, it is a very handy way to create “checkpoints” as I continue to add more morphs (mainly head) and refine the my custom character.

    I’m very thankful for this tutorial - especially the screen shots that helped to clarify the process when I got a little confused by the terminology.

  • Richard HaseltineRichard Haseltine Posts: 102,291
    edited December 1969

    Note that exporting as OBJ will break any ERC links - if, for example, one of the morphs you use requires a correction for some expressions or adjusts the rigging you will lose that. In addition, though it may not matter here, you can't distribute a morph made this way (unless it is made solely from morphs offered as Merchant resources and you follow the rules of the MR). You can avoid both of these by:

    putting the parameters pane in Edit mode (right-click on the pane)

    creating a new property (right-click again) and setting its values as you would for a new morph

    right-clicking on the new property slider and selecting ERC freeze - the dialogue that opens should have the right options, but make sure that only the morphs you used are checked in the lower part.

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