I need help with legacy content creation

EthinEthin Posts: 1,112
edited February 2022 in Daz Studio Discussion

I'm trying to make inj files for Melody and Micah.

I used the ExP exporter but the files it generates only work in poser and not DS. Did I do something wrong or is that just how it works? Is there a way to get files that work in both programs, or do I need to do something different for DS.

Post edited by Ethin on

Comments

  • Ethin said:

    I'm trying to make inj files for Melody and Micah.

    I used the ExP exporter but the files it generates only work in poser and not DS. Did I do something wrong or is that just how it works? Is there a way to get files that work in both programs, or do I need to do something different for DS.

    They certainly should work in DS, but we need more information about what you did and how you are loading the content after creation.

  • LeanaLeana Posts: 11,694
    edited February 2022

    The original Melody and Micah were made for Aiko and Hiro 3, they didn't use Exp technology. That was for generation 4 figures.

    Post edited by Leana on
  • charlescharles Posts: 846

    You exported them without lashes and in Base resolution?

    Having more info on like the error you are getting and process would help.

     

  • EthinEthin Posts: 1,112

    I had already tested the morphs with no problems. I imported the morphs with morph loader into freshly loaded copies of Melody and Micah. I fallowed this tutorial for the ExP exporter. Started with the Melody version of the morphs and went through the export process then moved the resulting files to my main runtime to test them.

    I tried to load them by double clicking the files under "Poser Formats/studio/Pose/..." in the Content Library tab. The little window with progress info comes up but it's gone so quick I can't read what it says, but then I can't find the morphs anywhere, even selected all the bones in the figure, checked show hidden properties and searched for the morphs under All in parameters. I tried all the files the exporter generated, even the ones under deltas, on both the original and Furries versions of Melody with no luck.

    After that I opened the files from the deltas folder in Notepad++ and compared them to an inj file from one of Capsces products for Melody, aside for the morph data there where a few differences, so I edited the non-morph data in my files to match, after that the Melody files would work in DS.

    However now I'm trying to do ones for Micah, but can't get them to work in DS no mater what I try. Also discovered that the inj files from Capsces products for Micah don't work in DAZ Studio, maybe there's something wrong with my copy of DS.

    Wait, I used Transfer Active Morphs to copy the morphs from Melody to Micah, could that be the problem?

  • LeanaLeana Posts: 11,694
    edited February 2022

    I still don't understand why you would use ExP exporter and expect it to work when Melody and Micah don't use ExP system for morphs. 

    Custom morphs for generation 3 figures were provided either via a custom cr2 (typically used when there were lots of new morphs, like for the "furries" pack) or as morphs meant to be injected in one of the "community channels" of the figure.

    Not sure which Capsces products you're referring to, but most of the ones I see in  the store are for "Furries" version of Micah, they won't work with the original Micah cr2 which doesn't include the morphs used.

    Post edited by Leana on
  • EthinEthin Posts: 1,112

    Leana said:

    I still don't understand why you would use ExP exporter and expect it to work when Melody and Micah don't use ExP system for morphs. 

    Custom morphs for generation 3 figures were provided either via a custom cr2 (typically used when there were lots of new morphs, like for the "furries" pack) or as morphs meant to be injected in one of the "community channels" of the figure.

    Not sure which Capsces products you're referring to, but most of the ones I see in  the store are for "Furries" version of Micah, they won't work with the original Micah cr2 which doesn't include the morphs used.

    I'm trying to make injection files so I can share custom morphs for the Generation 3 figures.

    I admit I have no clue what I'm doing, and what limited info I could find on doing that with DAZ Studio all said to use the ExP exporter.

    Your saying that's the wrong approach. So how do I go about doing this?

  • BejaymacBejaymac Posts: 1,889

    Use the EXP exporter, part of what it does is create the PZ2 files with all of the valueParm/targetGeom sections that have the morph deltas.
    It also creates all of the channel PZ2 files for the 4 EXP based figures (V4, M4, K4 & SubDragon), that way any custom channels can be created as the figure is being loaded.

    I suspect that might be what's causing your issue, it used to be the case with Poser and DS that the figure CR2 needed empty targetGeom channels that matches what's in the INJ.

    From Poser 9 that is no longer the case, it doesn't need empty channels in the CR2, it just takes the data in the INJ and attaches it to the correct body part.

    DS however still needs the CR2 and INJ to have matching targetGeom channel names, otherwise nothing happens.

  • EthinEthin Posts: 1,112

    Just to make sure I've got things straight.

    The EXP exporter is what I want to use, it just wasn't meant for the figures I trying to use it on so the files don't work as is and need to be manually edited to get them to work.

    I need to make sure I edit them correctly or they won't work in DS, Poser on the other hand will overlook certain discrepancies. For DS, the inj file needs to reference  preexisting channels.

    Without making my own cr2 files (which is probably it's own can of worms, that I'll be dealing with later) I'm limited to the number of empty channels that the figures already have (which in Melody and Micah's case is 30). I also need to make sure I don't have any channel conflicts with other morphs.

    I know I'm probably missing something.

    Is there a guide somewhere that breaks down the "anatomy" of Poser files, tells you what's what and how to edit things?

  • Catherine3678abCatherine3678ab Posts: 8,337
    edited February 2022

    Have you got D/S3Advanced/Pro?

    Post edited by Catherine3678ab on
  • EthinEthin Posts: 1,112
    edited February 2022

    Yep, I have DS3 so I can use the "Create Poser Mats" script. Not sure whether is Advanced or Pro.

    Post edited by Ethin on
  • Ethin said:

    Yep, I have DS3 so I can use the "Create Poser Mats" script. Not sure whether is Advanced or Pro.

     Did you ever download the script for creating inj files? It was free and here in the forums years ago.

  • EthinEthin Posts: 1,112

    InjRemExport? I have it, but I get an error if I try to run it.

  • Ethin said:

    InjRemExport? I have it, but I get an error if I try to run it.

    Great :-) {'cause I haven't found mine yet}

    As I recall that 'error' is likely a warning that you need to manually make the channel?

    I do have a tutorial around someplace in storage {nice safe place}, as I recall the end result is we make a .cr2 file with some "read" scripts in it. We manually edit that .cr2 file to contain both those scripts and the script to load the original .cr2. This way we can share our work without issue because it does not load the figure if the receiver doesn't own the product.

     

  • EthinEthin Posts: 1,112

    Thanks to the help you all gave me I was able to figure out how to edit the injection files to get them to work. The thing that was causing me the most trouble was something I didn't even realize I was changing, I had two letters in lower case when they needed to be caps.  "Hey tech support, come turn off CAPS so my password will work" :facepalm

    There's one piece of legacy content creation figured out, more to fallow soon, I hope. Thanks!

     

  • EthinEthin Posts: 1,112

    Catherine3678ab said:

    Ethin said:

    InjRemExport? I have it, but I get an error if I try to run it.

    Great :-) {'cause I haven't found mine yet}

    As I recall that 'error' is likely a warning that you need to manually make the channel?

    I do have a tutorial around someplace in storage {nice safe place}, as I recall the end result is we make a .cr2 file with some "read" scripts in it. We manually edit that .cr2 file to contain both those scripts and the script to load the original .cr2. This way we can share our work without issue because it does not load the figure if the receiver doesn't own the product.

     

    Sounds like your talking about a different one than what I found, but yours sound like it would be handy, no need for RTEncodering things. 

  • Okay, I'll see if I can find - maybe tomorrow. {presupposing it's safe where I think it is}

  • Found the tutorial :-) Uploaded it to sharecg LINK.

  • BejaymacBejaymac Posts: 1,889

    Catherine3678ab said:

    as I recall the end result is we make a .cr2 file with some "read" scripts in it. We manually edit that .cr2 file to contain both those scripts and the script to load the original .cr2. This way we can share our work without issue because it does not load the figure if the receiver doesn't own the product.

     

     

    Those are what I call Loader CR2, first one I ever made was way back in the mists of time for Aiko3LE, she doesn't have any empty morph channels, so I made a Loader that gave her ten empty channels.

    I think the last one I made was for HiveWire's Dawn, basically to load an Injection PMD character (major PITA that was).

    What the Loader does is tell DS and Poser to load the figures CR2, then to add the extra data directly into the figure as it's loading, and yes it's all done in a text editor, although you'll probably need a hex editor if your trying to load PMDs.

  • EthinEthin Posts: 1,112

    Catherine3678ab said:

    Found the tutorial :-) Uploaded it to sharecg LINK.

    Thanks!

     

    Bejaymac said:

    Catherine3678ab said:

    as I recall the end result is we make a .cr2 file with some "read" scripts in it. We manually edit that .cr2 file to contain both those scripts and the script to load the original .cr2. This way we can share our work without issue because it does not load the figure if the receiver doesn't own the product.

     

     

    Those are what I call Loader CR2, first one I ever made was way back in the mists of time for Aiko3LE, she doesn't have any empty morph channels, so I made a Loader that gave her ten empty channels.

    I think the last one I made was for HiveWire's Dawn, basically to load an Injection PMD character (major PITA that was).

    What the Loader does is tell DS and Poser to load the figures CR2, then to add the extra data directly into the figure as it's loading, and yes it's all done in a text editor, although you'll probably need a hex editor if your trying to load PMDs.

    Ok, so that's how Kioki/Hitoro and the Furries Melody/Micah work with interfering with other morphs. 

  • EthinEthin Posts: 1,112

    Couple of questions

     

    With the "Create Poser Mats" script does anyone know how much of the DS surface settings make it to Poser?

     

    How does loading DS and Poser specific mat setting from the same icon work.

     

    Is there a way to lock specific geometry on the same bone so deformers won't affect it, e.g. adjust the face/lips without messing up the mouth/teeth.

  • Ethin said:

    Couple of questions

     

    With the "Create Poser Mats" script does anyone know how much of the DS surface settings make it to Poser?

     

    How does loading DS and Poser specific mat setting from the same icon work.

     

    Is there a way to lock specific geometry on the same bone so deformers won't affect it, e.g. adjust the face/lips without messing up the mouth/teeth.

    Between Poser and D/S the one big difference is the reversal of how black and white are read in things such as bump and displacement maps.

    AFAIK adjusting rigging is not going to affect any feature that can adjust the mesh. If what you are trying to do is morph the face/lips without losing the interior mouth/teeth/tongue ... in Hexagon one can make the mesh transparent and select the entire lot, then toggle transparency off again and reshape the head.

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