How to save new character morphs?

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Comments

  • Richard HaseltineRichard Haseltine Posts: 100,707

    yuyu.atem said:

    Thank you very much! laugh

    Richard Haseltine said:

    No. Aside from the fact that you would not be allowed to share the ersult 9because it breaks the requirement for the other user to have the same morph packs) it also removed all of the links to joint adjustments and corrective shapes, giving inferior posing unless you redo the whole lot.

    Sorry, I am not sure to undersstand what you mean. Do you mean  no, it is not better to have only one morph for the body, or no,  it is not possible to have a slider that controlls the body morphs, and that is controlled by another slider controlling the whole character?

    I meant it is better not to bake everything down to a single morph, but to keep the original morphs linked to a master controller.

  • yuyu.atemyuyu.atem Posts: 314

    Ah ok, thank you very much! laugh

  • yuyu.atemyuyu.atem Posts: 314
    edited September 3

    Hi, I just tried to use shape Splitter to separate the head and the body (I hadn't time to do it earlier, sorry, I hope that you remember what is the subject... ) and I tried to overwrite the head morph that I created. But there is a defect that doesn't appear on the Shape Splitter's preview.

    Here is what I obtain on the preview:

    And here is what I obtain after saving the head morph and loading it on a new G8M character :

    As you can see, it doesn't correspond to the Shape Splitter preview.

    I also tried to not use the Shape Splitter's calculate button, but I still got the same issue.

    Could it be because I overwritted the morph? Could you help me, please?

    Thank you in advance!

    Post edited by yuyu.atem on
  • crosswindcrosswind Posts: 6,893

    Unfortunately I don't have Shape Splitter... but I always split Head / Body morphs with HeadSplit DFormer in Starter Essentials.

  • yuyu.atemyuyu.atem Posts: 314

    Ah? In this case, I don't understand how to use it, it doesn't seem work like the Shape Splitter that is presented on the Jay's tutoriel...

    I obtain that, but after, what have I to do?

    Thank you in advance!

  • crosswindcrosswind Posts: 6,893
    edited September 3

    Maybe... maybe I was messed up by two tutorials from Jay.. haha ~. Sorry ! Pls further check this one in which he used HeadSplit DFormer

    https://youtu.be/nEFI6keXU2c?si=k6WLRdA3JofFS39W

    The method is same though it's on a G9 in the tutorial.

    If you encounter the issue of a long or short neck that makes the figure's head going up or down, check this tutorial https://youtu.be/07OA8hl99Pk?si=RuxwenK7JHfUdx7z

    BTW, a trick : when you customize your character, DO NOT touch proportion Height or Scale relevant properties before splitting Head / Body morphs. Then there won't be such an issue...

    Post edited by crosswind on
  • yuyu.atemyuyu.atem Posts: 314

    Ah, ok, it works much better, now! laugh I have a new question: by this whay, I had to create new morphs with another name (I had "Phan Haed" and "Phan Body", and the new morph are "Phan Haed fixed" and "Phan Body fixed") because morph loader pro told me that I couldn't give to the new morphs the same name as the previous morphs. So now, I would like to know if it is possible to update the previous morphs from the new ones, or if I have to deleate them before.

    I tried in the parameter settings to give to the new morph the same name and path as the previous morph, but when I do that, the previous and the new morphs seem to be added and the face is completely deformed:

    Thank you in advance!

  • crosswindcrosswind Posts: 6,893

    Yes ~ with the setting in the screenshot. And do not dial any other morphs before you import OBJ files with Morph Loader Pro to update an existing Morph. For instance, to update "Phan Head fixed", you can only dial this morph to 100% before importing OBJ with MLP.

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  • yuyu.atemyuyu.atem Posts: 314

    Ah, ok, I never think to use Reverse Deformation! I didn't see your answer and I finally deleted the previous morphs before to create new one. At least, it works correctly. I also understood why the new morph was taken into account by the Shape Splitter: I dindn't understand that the morph was saved only on this G8M character and not as an morph asset for every G8M... I tried again and this time, it works correctly. Thank yuou very much! laugh

  • crosswindcrosswind Posts: 6,893
    yuyu.atem said:

    Ah, ok, I never think to use Reverse Deformation! I didn't see your answer and I finally deleted the previous morphs before to create new one. At least, it works correctly. I also understood why the new morph was taken into account by the Shape Splitter: I dindn't understand that the morph was saved only on this G8M character and not as an morph asset for every G8M... I tried again and this time, it works correctly. Thank yuou very much! laugh

    No problem!
  • Hi, everyone) After update to 4.23 version I've got this)

    What does it means? I can't save new morphs anymore or it can be solved in the way that i don't know yet?

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  • yuyu.atemyuyu.atem Posts: 314

    lmarigold51 said:

    Hi, everyone) After update to 4.23 version I've got this)

    What does it means? I can't save new morphs anymore or it can be solved in the way that i don't know yet?

    I updated to 4.23 today and I have the same "issue" (I don't know if it's an issue)... It is written "deprecated" and it is darkenned so I can't click on it to see what would happen... surprise

  • MelanieLMelanieL Posts: 7,375

    It was replaced by "Modifier Assets" (just above the old Morphs Assets in that list)

  • yuyu.atemyuyu.atem Posts: 314

    Ah ok, I will try, thank you very much!

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