Regarding FBMs and FHMs in Genesis 2 Clothing

Cayman StudiosCayman Studios Posts: 1,135

I am developing an article of clothing for Genesis 2 and have started to add the FBMs to it. I noticed that when dialing up the full person (say Michael 6) the collar seemed a bit off. So I did some investigations and saw that with Genesis 2 the FBM actually comprises the FBM proper(?) and the FHM (Head Morph). This means that one has to load in both the FBM and the FHM separately or else auto-conform will kick in. The discrepancy around the neck was thus due to auto-conform working in the head region.

So I tried to load the morph in as an FHM in addition. Unfortunately this had the effect of doubling the morph. I tried to load the FBM using reverse deformation, and DAZ then gave the message “No deltas for morph, skipping node”. However the FBM then worked correctly, presumably because the empty FHM was obviating the auto-follow. I saved the garment and reloaded but the FHM was nowhere to be seen. Because it was empty DAZ saw no need to save it and so I was back to having the auto-follow botch up my collar.

Eventually I copied the FBM in as an FHM and then manually set the maximum and minimum to zero, so that it does nothing but at least blocks the auto-conform.

Now there must be a better way of managing this than having to create a useless file and then disabling it. I have tried to see how other content providers deal with this issue with Genesis 2 clothing but hardly anyone seems to use FHMs at all.

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,946
    edited December 1969

    Well, the better way would have been to create separate body and head morphs rather than a single morph for what is a controller on the figure. If you set the head morph only, then load your morph with reverse deformations using the name of the body morph, then set the body morph only and load your original morph as the head morph, that may work. You should n't need to have the top level master control at all then.

    As an aside, you can simply create a new property in the Parameters pane in edit mode, no need to load any deltas into it.

  • Cayman StudiosCayman Studios Posts: 1,135
    edited December 1969

    Thank you for your reply, Richard. I'm not sure I know what you mean by "create separate body and head morphs". Do you mean two actual different morphs in the modeller? I have created one morph for the garment to fit Lee 6 and I don't know where the demarcation line between the head and the body would be!

  • Richard HaseltineRichard Haseltine Posts: 100,946
    edited December 1969

    You'd set each sub-morph in DS and export as OBJ, to use as a guide (and ideally, if your modeller supported it, you'd also combine the effects of both to check they blended smoothly).

  • Cayman StudiosCayman Studios Posts: 1,135
    edited December 1969

    OK, I see. Well, as I never intended separate morphs in the first place, I think I'll follow the dud properties option.

    Thanks.

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