MetaMorpher for Daz Studio (work in progress)
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in The Commons
Inspired by Unreal's MetaHuman I wanted to mimic the same level of facial customization in Daz Studio.
The tool will do a targeted blend for the brow, eyes, ears. jaw, cheeks, teeth, mouth, nose, head, forehead, and chin. It will also have a more in depth feature where you'll be able to do targeted blends on the aforementioned areas (like side lips, upper lip, and so on).
The way it works is the user chooses 3 premade distinct head sculpts then just mixes and matches the desired features of the face. I am planning on creating a bunch of head sculpts but right now I tested it out on sculpts from Daz, specifically Torment, Milton, and Quinton.
I would love to get some feedback from you guys.
Comments
This looks really quite cool. How does it handle rigging? More extreme morphs will have had rigging adjusted to shape - cam it pull the rigging for the brow from one morph, the mouth from another, for example?
Rigging will have to be adjusted in most cases but it only takes 5 seconds using the Adjust Rigging to Shape feature in Studio.
I'm familiar with the tool. Thank you.
How would it cope with situations where morphs introduce an elongated neck or some other extreme where a feature, say the nose, is in quite a different place that the other morphs. I'm trying to think of a specific example off the top of my head but am unable to at the moment. There are some head morphs that bring the face forward and/or downward.
Sorry to bombard you with these questions :D
No problem, I like questions.
As far as the face goes it will have an extra panel where you can adjust a specific face area in XYZ, as well as a scale feature and a gender feature.
This targeted morphing technique can be applied to the body as well but right now I'm focusing only on the face. The tool works by mixing premade shapes so it requires a large large database of sculpts for the user to choose from. I'm planning on creating 50+ sculpts but haven't reached that stage yet.
Ah, ok. It looks interesting - keep us posted!
I really like this idea. One question I have, maybe two...lol, is how large would this be for downloading and using in Daz. I am worried about the amount of morphs you add for use bogging down the program, especially for computers that are not so up to date. For instance I have Daz 4.12 with no intentions of upgrading in the near future, maybe, very undecided at that right now. I have computer parts to upgrade to an i5 cpr, 16 gigs of ram, however my graphics card will most likely be something like a 750 as I can't afford anything higher then that at this time.
I want to make it in such a way that it deletes all the morphs it loads after you're done with it. So the way I envision is the user loads one basic file, then chooses 3 faces from the database they want to mix together. This will total something like 40 morphs loaded (this number might go as high as 200). However, after you save your newly created morph all those loaded morphs will be deleted. If the user wants to retweak the face by using the first 3 faces they initially chose then they have to reload the 3 faces all over again.
This might be along the same lines, however I am not as savvy as I use to be about computers, most of what I read now makes my head spin...lol
There has been maybe 2 threads I know for sure where the person was asking about loading a genesis 8 into Daz and how long it takes. The answer given is that all the morphs from all the characters they have installed is what might be doing it. I think there is a fix for this, but can't remember clearly and it's late, so too tired to find it now, will see about doing so tomorrow.
It was because of those threads that I asked about the morphs you're talking about possibly bogging down the program.
I know what you're talking about. This is why I want to make it so that when not in use, all the morphs the tool creates are deleted from the Genesis figure but leaving only the one morph the user chooses to save.
I look forward to your new product.
Wish there was something like this for jCMS. To clarify, there could be a 3-axes depiction of the space that covers all the range of movement for a given joint, and you could stick a series of different morphs in 3d space and then depending on proximity of a joint to those points, the figure would interpolate between the morphs that it is in proximity of.
...so will this be for G8/8.1 only?
I know the people that worked on Kratos presented a similar idea. However I'm not so sure that their approach is the most effective one. Regular JCM might work just as well but there's no real way for knowing until I test it out.
Yes, G8 + G8.1
It can be made to work with G3 as well but I don't know how many people still use the figure.
..yeah, I'm in a minority I guess, as I'm on a tight budget and couldn't justify the cost of "retooling" for another new Genesis base after only 2 years particularly as the improvements over G3 were fairly minor. True clothing and hair are forward compatible, but various merchant resources, along with morph, materials, and shaping resources are not, all of which I use for custom character development.
Update:
The morphing puppetery combining interface looks really cool. The goofy expressions at the end spoiled the video, though.
Intrigued :)
Looks very neat! Can we make our own "widet" faces or even use PA characters?
That's the plan. It works by morphing premade faces so it will have an ever-expanding archive to choose from. Previously released characters can be added too.
I like this idea. looks like an istabuy for me once realsed.
Very interested in this, though I will be more interested if it can work on G2, G3 and G8 since I use all 3 versions.
I wouldn't even bother with head sculpts. Most of us already have way more than we'll ever need. The important thing is that it works with our existing characters, and preferably more than one generation.
One additional thing that would be helpful, is to allow us to switch materials while staying in the interface. Materials can change a character as much as a morph.
Materials can be changed as usual. The tool only blends the shapes of certain parts of the face.
This sounds awesome — following for updates.
Here I'm using MetaMorpher alongside existing body morphs + assets like hair and different materials.
Will you be able to blend, say, three different faces from your character library without any faces from the included product, or just one face from your character library plus the faces included with the product? I tried watching the video but I couldn't tell
. It looks really cool though.
What product are you refering to? The Torment bundle?
If so yes. You can blend the faces from the MetaMorpher library with any of the faces from existing bundles. Also if Torment's face will be added to the MetaMorpher library you'll be able to morph for example his eyes alone (or any other face part) for example with any other facial morph from your library.
That sounds great!
The examples in the two videos seem to be Genesis 8.1 characters and morphs, but will this app also work with, say, Genesi 3 characters and morphs? Come to that, would one be able to convert characters and morphs over from Genesis 3 to Genesis 8 and back, and then mix and match your converted Genesis 3 morphs alongside your Genesis 8 morphs, and maybe some Genesis 1 morphs? I ask because a couple of months back I was going it the long way converting a Genesis 1 character of mine, that was two different characters' faces dialed partly in to make a unique G1M character I had used in some renders, over into Gensis 3... and I was converting him over due to some other limitations I was running up against when using the G1M version of him.
In this case, I mostly had the character fully converted over to G3M (after flying through a lot of hoops to get it right) using one of those merge all-the-morphs-together-into-one-morph-and-import-it-to-your-G3M-character techniques, and I had also recolored (changed the RGB values in the shader settings) an existing G3M skin to mostly match the look of the G1 skin I had been using... but then discovered his nipples were sort of getting distorted downwards on the outer sides on the new overall-character-morph. I'm guessing there's probably a way to rotate the nipple section of his chest to level again, which I'm going to have to track down... but it occurs to me that, presumably, if your combine-the-morphs-dynamically app here winds up also letting one mix and match morphs across the rest of the body, an end user might also run into a similar trouble with, say, the nipples being askew, or the bellybutton being stretched out horizontilly, or something, so I'm guessing you'll eventually wind up devising adjustment dials to compensate for stuff like that and building it into the app. Or if you're only going to be doing face morphs... well, something equivalent to the problem might show up there, too. (Eye openings turned askew, say? Nose twisted around?) Actually, with all the tweeks and twisty-turnies going on with the face in the first video, I'm guessing at least some of that is already in there.