Morph Loader Pro Help

I keep trying to find information on how to save a morph and keep hitting the same wall.  So far everything I have read or listened to says to use Morph Loader Pro, or some version of that tool, and save, but I have yet to see anything that actually tells you how to use it.  I am to take Genesis or whatever to Hexagon (or some program the instructor mentions but I use Hexagon), I can do that, then make my changes for a morph and I can do that, then I am suppose to bring it back to Daz and I can do that, then Morph Loader Pro is suppose to be used and that is my brick wall.  Everyone says use it, but not how to use it.  I have no clue how to use those buttons and what those windows are for or anything and the only instruction I have found is I am suppose to save (very little info on that step as well).  Any time I come across what might be a good tutorial, the pictures are missing and I have no idea what is being talked about or given links that are dead.  Video's are a bust since I usually can't make out what is being said and/or the video is blurry.  The old Daz documents can't be used since almost all no longer have the images that are suppose to be with them (I really need the images).

Is there anyone who can provide a clear (with images), don't leave out anything, tutorial on how to use this particular tool in Daz and save the morphs I would like to create and possibly share?

Comments

  • Don't import the OBJ from Hexagon directly. Instead, select the figure and then launch Morph Loader Pro; click the Choose Morph Files and select your OBJ from Hexagon; at the top set the From preset to match the one you used when exporting the OBJ; optionally, click the triangle next to the morph name to show the options and then right click on the Property Group (where it says Morphs/Morph Loader) to set the place in the Parameter list that will show the morph; if your figure was posed or morphed when exported then you also need to set the Reverse Deformations option to Yes by right-clicking (assuming the pose or morph is still applied).

  • WojtkoWojtko Posts: 82
    edited August 2019

    Hello,

    I am looking for ways to make my clothes automatically deform.
    Let me explain;
    1 - I have basic pants.
    2- I wish to transform it for a Bodybuilder 8 genesis body.
    3- I export en.obj, I transform in my modeling software (so far so good)
    4- I import my OBJ "Bodybuilder pants" with Morph Loader Pro.
    5- In the presets I note:
    - Name: "Bodybuilder pants"
    - Property Group: "Actor / Full Body / Real World
    - Create Control Property: YES
    - Reverse Deformation: YES
    - Existing Overwrite: Make Unique
    I accept = Succes.
    6 - I save "Morph Asset (s).
    7 - I save my pant (Body Genesis Basic to Zero and Pants to Zero) in "Figure / Asset props (s).
    Success.
    8 - When I call my pants, it loads very well on my Genesis BUT, if I decide to change the body of my Genesis in Genesis Bodybuilder ... The pants do not follow! It does not automatically go into Bodybuilder Pants.
    I have to play with a slider included in the settings:
    Pant / Actor / Bodybuiler Pants.

    I think that I handle Morph Loader Pro badly. Please, what should I check for the morph settings to be automatic?

     

    (Sorry for my bad english)

    Post edited by Wojtko on
  • can't answer the question but no need to apologize for bad english... to speak a second language badly means just that it's a second langauge and a lot of english speakers don't speak good english and a ton of major websites have stuff written by people who don't know the rules of writing and/or spelling. 
    ---
    So, congrats on speaking an extra lanquage. 
    ---
    I think that you do have to use the slider, I've done a couple morphs to roll up window shades etc and they all end as a morph with a slider.

     

  • LeanaLeana Posts: 11,816

    First thing, if you imported the morph when the bodybuilder morph was set and use “reverse deformation” then your morph will only include the delta between the “automatic bodybuilder morph” generated by DS and your final shape. Is that what you wanted or did you want to replace the “automatic bodybuilder morph”?

    Second thing, giving the morph a name which includes “bodybuilder” is not enough to make it follow the bodybuilder FBM automatically. If you want it to replace the “automatic bodybuilder morph” generated by DS then you will need to give your morph the same name (not the label, the internal name) as the bodybuilder morph. Eg if the name of the bodybuilder morph is FBMBodybuilder you need to give yours the same name. You can see the name of the morph if you open the properties of the morph slider.

  • WojtkoWojtko Posts: 82
    edited August 2019

    Thank you for your answers.

     Is that what you wanted or did you want to replace the “automatic bodybuilder morph”?

    What I want is when I transform my character into Bodybuilder ... That the pants is transformed automatically without having to play with the cursor.
    If I come back to Genesis Basic, then the pants resume their basic basic form 

    Post edited by Wojtko on
  • WojtkoWojtko Posts: 82
    Leana said:

     

    Second thing, giving the morph a name which includes “bodybuilder” is not enough to make it follow the bodybuilder FBM automatically. If you want it to replace the “automatic bodybuilder morph” generated by DS then you will need to give your morph the same name (not the label, the internal name) as the bodybuilder morph. Eg if the name of the bodybuilder morph is FBMBodybuilder you need to give yours the same name. You can see the name of the morph if you open the properties of the morph slider.

    You only talk about the pants, not about the character?

  • patwojtko said:
    Leana said:

     

    Second thing, giving the morph a name which includes “bodybuilder” is not enough to make it follow the bodybuilder FBM automatically. If you want it to replace the “automatic bodybuilder morph” generated by DS then you will need to give your morph the same name (not the label, the internal name) as the bodybuilder morph. Eg if the name of the bodybuilder morph is FBMBodybuilder you need to give yours the same name. You can see the name of the morph if you open the properties of the morph slider.

    You only talk about the pants, not about the character?

    Right - the morph in the pants has to match the name of the morph applied to the figure. If your bodybuilder is a mix of several morphs you need to create a custom morph matching each in isolation, at 100%.

  • WojtkoWojtko Posts: 82

    Ok, my Genesis Bodybuilder is the classic:

    Name : CTRLBodybuilder

    Label : Bodybuilder

    Path : Actor/Full Body/Real World

    The name morph of my bodybuilder pants should be called: Pant CTRLBodybuilder ?

  • LeanaLeana Posts: 11,816
    edited August 2019

    Ok so first if it's a CTRL morph it means it's a controller for several other morphs, and so you need to create matching morphs for those morphs, not the CTRL one. They're called "Bodybuilder size" and Bodybuilder details"

    Second, no, it should be called exactly like the morph name, so "CTRLBodybuilder" not "Pant CTRLBodybuilder" in your example.

    Here's a thread about how to support the fitness morph, which also has a CTRL silder: https://www.daz3d.com/forums/discussion/comment/4800781/#Comment_4800781

    Post edited by Leana on
  • WojtkoWojtko Posts: 82

    Rhoooooo it works !!!! laughThank you very much and excuse me for taking the time to understand. The difficulty of translating well must put people for kindergarten children!

    MERCI

  • LeanaLeana Posts: 11,816

    De rien :)

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