Modelling/Sculpting Morphs - Plain and Simple please?

2

Comments

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    marble said:
    Ok - I think I get that.

    So you don't need to reload the base object every time - you can just zero the last key or you can create a morph from a combination of keys?

    Exactly. I've always been one to export all the keys as PBMs instead, so the user can use them separately if they wish, but you can definitely do that.

  • marblemarble Posts: 7,500
    edited December 1969

    marble said:
    Ok - I think I get that.

    So you don't need to reload the base object every time - you can just zero the last key or you can create a morph from a combination of keys?

    Exactly. I've always been one to export all the keys as PBMs instead, so the user can use them separately if they wish, but you can definitely do that.

    Fantastic. I'm going to play with that.

    I just noticed my version of Blender is a bit out of date so I'll upgrade. That'll have to wait as I'm trying to understand Iray at the moment (following you tutorials, of course) :)

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    marble said:
    marble said:
    Ok - I think I get that.

    So you don't need to reload the base object every time - you can just zero the last key or you can create a morph from a combination of keys?

    Exactly. I've always been one to export all the keys as PBMs instead, so the user can use them separately if they wish, but you can definitely do that.

    Fantastic. I'm going to play with that.

    I just noticed my version of Blender is a bit out of date so I'll upgrade. That'll have to wait as I'm trying to understand Iray at the moment (following you tutorials, of course) :)

    Are you on deviantart yet? People often contact me for direct help there, and you're always welcome to do that, or comment on a tut that has a specific point that's confusing (there are definitely better writers out there than your humble obedient). This latter thing is very good too because then your question might help someone else!

  • marblemarble Posts: 7,500
    edited December 1969

    marble said:
    marble said:
    Ok - I think I get that.

    So you don't need to reload the base object every time - you can just zero the last key or you can create a morph from a combination of keys?

    Exactly. I've always been one to export all the keys as PBMs instead, so the user can use them separately if they wish, but you can definitely do that.

    Fantastic. I'm going to play with that.

    I just noticed my version of Blender is a bit out of date so I'll upgrade. That'll have to wait as I'm trying to understand Iray at the moment (following you tutorials, of course) :)

    Are you on deviantart yet? People often contact me for direct help there, and you're always welcome to do that, or comment on a tut that has a specific point that's confusing (there are definitely better writers out there than your humble obedient). This latter thing is very good too because then your question might help someone else!

    Yes I am. I think I've asked you questions at DevArt before in fact. I can only use CPU so I'm playing with the settings but it is slow going (both for me and my poor iMac). I'll be sure to ask when I get to the point where I'm not progressing. Thanks.

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    I've set up a 'base' Blender file that is saved with the character already loaded.

    Then, when starting new morphs, use that scene, add the shape keys and morph away. Then before exporting I save that modified .blend file as the 'master' for that morph. Then I export the shape keys, as above.

    Now for fixing/draping clothing...each one is a new export. The fitting is done with morph being fitted to, active. For draping, of course, it needs to be posed...

  • marblemarble Posts: 7,500
    edited June 2015

    In case anyone else is following this thread, there are some tutorials out there on Blender Shape Keys. I've watched these two and I'm starting to get just how useful Shape Keys can be ...

    https://youtu.be/gDZcmAWL2jA

    https://youtu.be/37qR2DgtrLg

    Post edited by marble on
  • marblemarble Posts: 7,500
    edited December 1969

    Are you on deviantart yet? People often contact me for direct help there, and you're always welcome to do that, or comment on a tut that has a specific point that's confusing (there are definitely better writers out there than your humble obedient). This latter thing is very good too because then your question might help someone else!

    I just left you a question on one of your DevArt tutorial pages. My username is Chambolic.

    Basically, in Blender (2.74) I have imported G2F and a dress and I want to be able to distinguish one from the other by changing the mesh colour/tone in the viewport. I seem to remember ZBrush did that automatically but Blender doesn't and the interface is so confusing that I have no idea where to look. I found some tips online but the on-screen options look completely different to those I can see.

  • kitakoredazkitakoredaz Posts: 3,526
    edited June 2015

    if you export objs with material group, (it change by your export obj setting)
    you may need to add same color for each mat (surface name) again.

    I usually export obj with keep mat group and no texture, .
    then blender can keep assigend mat group with different mat name.

    in blender can you see these mat assgiend for poligons?
    or there is no mat assigend for mesh?

    it is useful, to select each mesh which assgiend individual mat. or hidden eye only etc.

    but for your purpose, you must select each mat, then add same color of obj.
    maybe you hoped , select obj and add color for 3d view,, but
    it not work,, if the obj have already assgiend some mat .

    you know,, genesis2female come with many mat groups,:-)
    then unfortunately, you need to select each and change view port color one by one.

    which renderer are you using? there is "object color", and" view port color",
    for cycles and blender render, to add simple color for 3d view port.
    then you need to change way for each render.

    but after all, you need to set color with select each mat name,,,

    then I recommend simply change "diffuse color" with" blender render".
    just see it in 3d view.

    if you do not like the way,,, you may add new mat (eg new obj color)
    and assgiend all poligons in edit mode, for the new obj color.
    then decide obj color.
    .
    but it mean, all assgiend poligons for each mat (= surface gorup name) removed.
    (now all mesh assigend the obj color mat,, (then you can not use each mat to select the surfaces,,,)

    objcolor.JPG
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    Post edited by kitakoredaz on
  • kitakoredazkitakoredaz Posts: 3,526
    edited June 2015

    and if your objs in blender not keep mat group, or it has no mat data for obj,
    you add new mat for obj,
    then use object color or view port color. (after all, it is same, select mat, and set color ^^;)
    this is cyclies version for obj color in 3d view.

    http://blenderbits.com/2013/09/16/blender-setting-viewport-object-colour/

    Post edited by kitakoredaz on
  • marblemarble Posts: 7,500
    edited December 1969

    Yes, I can see the mat surfaces but I don't understand why the renderer matters - I don't intend to render anything, this is just the object in the viewport. I have been using the default - Blender Render but only because that is how it is when it opens.

    I would have thought that one object imported over another would have a different shade when selected. Having to go and select every surface in turn and change it seems like a huge hassle.

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    The mat color in blender doesn't matter at all for the base G2 that you're using to build clothing around (neither does it matter if it's for morph export, because Morph Loader doesn't read the mtl file anyway). Only the mat color of your dress or clothing object matters on export.

  • marblemarble Posts: 7,500
    edited December 1969

    The mat color in blender doesn't matter at all for the base G2 that you're using to build clothing around (neither does it matter if it's for morph export, because Morph Loader doesn't read the mtl file anyway). Only the mat color of your dress or clothing object matters on export.

    Sorry - I'm obviously not explaining myself very well. I'm not really interested in what colour the mat is except for the purpose of being able to see to sculpt the clothing. When both are the same colour it is difficult see when the cloth is colliding with the underlying mesh. So the colour is not for render nor for export - it is only for my convenience in the viewport.

  • kitakoredazkitakoredaz Posts: 3,526
    edited June 2015

    Of course,, but if you change renderer setting, it change these option of material property.
    then you need to decide, which you like to use for setting.

    see,,now I use "object color", but it is not shown this option
    if you set cylces render.:)

    then I just set color as diffuse with blender render setting in my first reply.
    after all you make morph, not render in blender, then it is not meaning, just to see color in blender all.
    though if you export the obj, may the diffuse color are include in your mat.

    it all depend on how you import or export.

    after all,, I said,, you need to assign mat for obj (or each poligons you selected) first,
    then you can use,, "object color" (blender render) or "viewport color (cycles render setting)",
    or set difuse for each mat.

    objcolor3.JPG
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    objcolor2.JPG
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    objcolorset.JPG
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    Post edited by kitakoredaz on
  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    marble said:
    The mat color in blender doesn't matter at all for the base G2 that you're using to build clothing around (neither does it matter if it's for morph export, because Morph Loader doesn't read the mtl file anyway). Only the mat color of your dress or clothing object matters on export.

    Sorry - I'm obviously not explaining myself very well. I'm not really interested in what colour the mat is except for the purpose of being able to see to sculpt the clothing. When both are the same colour it is difficult see when the cloth is colliding with the underlying mesh. So the colour is not for render nor for export - it is only for my convenience in the viewport.

    Then you can easily change it in the materials panel. As I said on dA, I generally delete all the mats bar one from G2 when I'm using it for a base in Blender, then set that mat to red or blue. The materials panel looks like a small shiny sphere and can be seen in kitako's images. The delete button looks like a small minus sign.

  • marblemarble Posts: 7,500
    edited December 1969

    marble said:
    The mat color in blender doesn't matter at all for the base G2 that you're using to build clothing around (neither does it matter if it's for morph export, because Morph Loader doesn't read the mtl file anyway). Only the mat color of your dress or clothing object matters on export.

    Sorry - I'm obviously not explaining myself very well. I'm not really interested in what colour the mat is except for the purpose of being able to see to sculpt the clothing. When both are the same colour it is difficult see when the cloth is colliding with the underlying mesh. So the colour is not for render nor for export - it is only for my convenience in the viewport.

    Then you can easily change it in the materials panel. As I said on dA, I generally delete all the mats bar one from G2 when I'm using it for a base in Blender, then set that mat to red or blue. The materials panel looks like a small shiny sphere and can be seen in kitako's images. The delete button looks like a small minus sign.

    Ahh - I think that's the answer I was looking for. As a matter of interest, would it be better to export it from DS without the materials (is that possible - I'm not at my DS computer at the moment)?

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    marble said:
    marble said:
    The mat color in blender doesn't matter at all for the base G2 that you're using to build clothing around (neither does it matter if it's for morph export, because Morph Loader doesn't read the mtl file anyway). Only the mat color of your dress or clothing object matters on export.

    Sorry - I'm obviously not explaining myself very well. I'm not really interested in what colour the mat is except for the purpose of being able to see to sculpt the clothing. When both are the same colour it is difficult see when the cloth is colliding with the underlying mesh. So the colour is not for render nor for export - it is only for my convenience in the viewport.

    Then you can easily change it in the materials panel. As I said on dA, I generally delete all the mats bar one from G2 when I'm using it for a base in Blender, then set that mat to red or blue. The materials panel looks like a small shiny sphere and can be seen in kitako's images. The delete button looks like a small minus sign.

    Ahh - I think that's the answer I was looking for. As a matter of interest, would it be better to export it from DS without the materials (is that possible - I'm not at my DS computer at the moment)?

    It's possible, but it's better to do the deletion in Blender subsequent to export to avoid any problems later, and save the blend file to use as a base for future items.

  • marblemarble Posts: 7,500
    edited December 1969

    Got it. Many thanks (and for the DevArt explanation).

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    marble said:
    Got it. Many thanks (and for the DevArt explanation).

    No problem!

  • marblemarble Posts: 7,500
    edited December 1969

    Just got back to my computer to give it a try. Still no luck unfortunately. Here's a screenshot - any idea where I'm going wrong?

    Screen_Shot.jpg
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  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    Delete the dummy mat right above "base colour"?

  • kitakoredazkitakoredaz Posts: 3,526
    edited December 1969

    I do not against to delete all mat , and add new one (sometimes I do) for template obj :)

    but just confirm,, It loose ability to select each part poligons or hide parts
    by ds surface group in blender.

    though you can use vertex group still, but you can not hide lips or inner mouse ,
    or teeth only. or you may need to hide eye lush to make detail around eye.

    I think, mat which assgiend each surface group is useful, when sculpt or modify.

    it is same most of hair or clothing which you need to modify or make moprh.
    eg you do not hope to modify button or detail, then you can hide these mesh to protect.
    or select and add mask.. or you want to scale only side hair etc,,

    (then I may suggest,, keep mat group when export, if you can,,)

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    I do not against to delete all mat , and add new one (sometimes I do) for template obj :)

    but just confirm,, It loose ability to select each part poligons or hide parts
    by ds surface group in blender.

    though you can use vertex group still, but you can not hide lips or inner mouse ,
    or teeth only. or you may need to hide eye lush to make detail around eye.

    I think, mat which assgiend each surface group is useful, when sculpt or modify.

    it is same most of hair or clothing which you need to modify or make moprh.
    eg you do not hope to modify button or detail, then you can hide these mesh to protect.
    or select and add mask.. or you want to scale only side hair etc,,

    (then I may suggest,, keep mat group when export, if you can,,)


    When you're using it for morphs, I suppose; I just use CTRL+L to hide the eyeballs etc. or the circle select plus h or shift h. To each their own.

  • marblemarble Posts: 7,500
    edited December 1969

    Delete the dummy mat right above "base colour"?

    That did it. I didn't realise that was actually a mat - I thought it was an icon to show that I am in the materials panel. Doh!

  • kitakoredazkitakoredaz Posts: 3,526
    edited June 2015

    Ctrl + L only work for connected mesh I bleieve. yes I use them often too:).

    of course, each user may choose there best way, ,but as for me, I must keep surface group to make morph too.
    for marble, delete all mat is best, to separate color obj easy, I understand.

    Post edited by kitakoredaz on
  • marblemarble Posts: 7,500
    edited December 1969

    Ctrl + L only work for connected mesh I bleieve. yes I use them often too:).

    of course, each user may choose there best way, ,but as for me, I must keep surface group to make morph too.
    for marble, delete all mat is best, to separate color I understand.


    Thank you for your suggestions. I'm sure I will need to refer back to them at some stage.

  • marblemarble Posts: 7,500
    edited December 1969

    This is what I wanted ...

    Screen_Shot.jpg
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  • marblemarble Posts: 7,500
    edited December 1969

    I created a quick morph as a key shape. I had that key shape selected and visible and went to export to DAZ Studio. Then I used Morph Loader Pro to import it which completed successfully. However, the parameter dial does absolutely nothing when I slide it to 100%.

    Do I need to merge the morph key shape with the base key shape somehow?

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    marble said:
    I created a quick morph as a key shape. I had that key shape selected and visible and went to export to DAZ Studio. Then I used Morph Loader Pro to import it which completed successfully. However, the parameter dial does absolutely nothing when I slide it to 100%.

    Do I need to merge the morph key shape with the base key shape somehow?

    Did you have the morph key dialed to 100% before export?

  • marblemarble Posts: 7,500
    edited June 2015

    Yes - I just checked that again now. And the little eye was on. Relative ticked, value = 1.0

    Screen_Shot_2015.jpg
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    Post edited by marble on
  • SickleYieldSickleYield Posts: 7,644
    edited June 2015

    marble said:
    Yes - I just checked that again now. And the little eye was on. Relative ticked, value = 1.0

    Does the popup say completed successfully without any message like "geometry did not match" or "no deltas"?

    If there's no error message I'm not sure what the issue would be. Usually it refuses to create the dial if there's a problem.

    EDIT: OH wait.

    Your pic says "jumperdress." Isn't that the name of your dress and not G2F?

    Post edited by SickleYield on
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