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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.
Ah ok, thank you very much!
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!
Unfortunately I don't have Shape Splitter... but I always split Head / Body morphs with HeadSplit DFormer in Starter Essentials.
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!
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...
Ah, ok, it works much better, now! 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!
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.
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!
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...
It was replaced by "Modifier Assets" (just above the old Morphs Assets in that list)
Ah ok, I will try, thank you very much!