Shaping preset vs Morph
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in The Commons
I do a lot of art with original characters in Daz, often to the point where I need specific looks for them.
Or something I need is not something that is present in Daz and I have to make it by 'hand.'
But a thought popped up in my head, which is better, a morph or a shaping preset?
A morph is easy to apply to the character and can be shared easily. But a shaping preset benefits from all the unique shape settings.
Thoughts?
Comments
I set mine up differently than daz wants. I have my main library with the base morphs and packs that come with clean daz plus all my environments, props, clothes, etc. When I want to hand dial a new character I add that a second library folder which only has the data/daz 3d/Genesis X folders in it. I wait what feels like years for it to load then hand craft my character and save it. Then I unload that "library" and load my character. I manually copy over ONLY the morphs it complains about missing to a third runtime named, unimaginatively, 'people'. In that folder is only data/daz 3d/Genesis X with the morphs for characters I have created and any required corrective morphs. About once every couple months I clean that folder out except for characters I use frequently. Allows me to have the full range of characters and morphs I have collected over time but only loads exactly what I need for my characters I have created. Sure, takes time, but keeps me from growing a beard while waiting for a basic genesis 8 or my characters to load.
All shaping presets do is apply morphs that already exist for the figure.
If you make a custom morph in zbrush (or any modeller) then you have to first save it as a morph before you make a shaping preset that apply that morph
If you want to share then you have no choices - a shaping preset is the only way to share a shape that uses other morphs, not of your own creation; if you create a custom morph by manipulating the mesh directly then you have to share the custom morph itself. The question makes sense only in the context of seting up a master property that drives the composite morphs to give the desired final result, in which case it probably depends on the envisaged use-case (a master slider makes it easy to aply the shape to a limited degree, something that would be tricky with a prset setting independent sliders).
I think you guys misunderstood what I meant;
What I'm asking is which option is better in the long run. Creating a shaping present out of the morphs you have, or exporting the whole mess as a separate morph?
Because if you are using the various morphs, you are also using their JCM correctives and such. While a custom morph you exported would lack those.
For personal use you can "bake" all those morphs into one morph.....but you could never distribute that (copyrights and all)....and you are right, it would lose all the JCM support.
But thats only if the morphs are already existing in the figure, if you make a new one, you will still have to save it as a morph first.
The better option is to create a shaping preset, for exactly the reason you mentioned.
Unless you want to export the morphed JCMs too and manually rewire them in Daz, which sounds like a pain.
Go with a shaping preset because it preserves needed jcms. But if you want to make that shaping preset dial in at any strength try this.
Dial Fusion
Even though it is my own product, I use this over saving shape presets because I always want to adjust things. Shaping presets often ignored my scaling settings, Dial Fusion remembers it.
Thank you, I'll keep these things in mind ^^