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Author Topic: Add our own morphs on a character  (Read 646 times)

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Offline Aelin

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Add our own morphs on a character
« on: December 06, 2016, 11:18:03 AM »
I looked a good part of afternoon, and I'm not able to find how add my own elven ears in Poser or Daz Studio. I wish to do more than morphs ++.
I know i can create them in Hexagon, Zbrush, Sculptris... but after that, how integrate them to a character; for example V4?

And I'm not sure. Need I to import the complete character just for ears? Or can I only keep the ears?


I ask here because I know we have more Poser users than Daz users.

It's in view of do more than a personnal usage.

 :ty02:
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Offline parkdalegardener

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Re: Add our own morphs on a character
« Reply #1 on: December 06, 2016, 12:05:51 PM »
You will only be able to add them as morph targets if they have the same number of vertices in the same winding order as the ears on your character. In your case V4. Otherwise they would be smart props that cover V4's ears. If you went that route I would include a MAT file to remove V4's ears from the final render so that they do not need to be ungodly large to cover those on V4 already. This is for Poser and any older version of Studio. I do not know what DAZ does currently so this info may not apply there.

(edited to add) You can take the V4 mesh directly into your modeling program to make the morphs but you must only include the vertice vector changes in the morph package. Anything else used to be against DAZ copywrite as you could extract V4 from the morph data if the face data is included with the vertice data.

Offline Aelin

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Re: Add our own morphs on a character
« Reply #2 on: December 06, 2016, 01:54:05 PM »
If I take the mesh, I suppose i can edit the notepad to remove all lines (deltas?channels?) exactly with the code of Daz character, keeping only the new parts.

Otherwise, yes I read here and there we need to keep exactly the same vertices, otherwise the skeleton of character will no more recognize the structure.

In fact, i prefer trying first in pz2, like majority of morphs. I'm afraid a smart prop couldn't follow a face of somebody has Ethnic morphs and decides to use them; because I haven't them.

So if i made something in Hexagon (for example). Once is done, and the code is cleared, I import simply in Poser to save?
The difficulty for me is to understand the steps to "transplant" the new morph on a character.
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Offline parkdalegardener

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Re: Add our own morphs on a character
« Reply #3 on: December 06, 2016, 04:32:35 PM »
Take the V4 head into your modeler making sure to keep the vertex order.

Move the vertices to the shape you want your ears to be.

Save modified head making sure about winding order.

Apply new head as morph target to V4. Save in Pose Library to make pz2.

Strip geometry from pz2 and point it to the original V4 OBJ instead of your head.

Pz2 should load your morph moving vertices only. The V4 geometry will be stripped and your morph safe for use by others.

That is the basic method off the top of my head. Works from P1 to now. Worked in Studio up to 3.something. Don't know if Studio still works the same way so no guarantees for that program.

If you need a utility to strip the geometry look in Rendo's freestuff for GeomStripper. It should be there and should still work on newer operating systems. It is an old utility made for WinXP.

Offline 3DPoetry

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Re: Add our own morphs on a character
« Reply #4 on: December 06, 2016, 04:41:58 PM »
 :boofairy:  Not sure if this helps ,but when I used to do it, I would export V4 head as an .obj and as a morph target only from poser , adjust it accordingly with Hexagon, and load as a Partial Body Morph back onto V4 Head.
Enjoy the day

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Offline Aelin

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Re: Add our own morphs on a character
« Reply #5 on: December 06, 2016, 05:05:43 PM »
Ok Pdg, I'll look this tomorrow.
I don't know how it's in DS4, but i work always with DS3, so i can check after if i made correctly.

Unfortunately, at first look, John Hoagland (became John-Katris) have removed the GeomStrip. I'll check other sites tomorrow too, we never know.

Thank you too 3dPoetry! I didn't know the head of V4 could come alone.
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Offline Aelin

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Re: Add our own morphs on a character
« Reply #6 on: December 07, 2016, 09:33:08 AM »
Indeed I could export only the head by Poser; this is a big difference with DS.

Hexagon is very slow because of number of faces. So for today I made a stupid morph on one ear to move ahead and to look if I understand well.
So I load V4, then i do Display => load morph target
Until there, I have just to turn the new "morph" until 1 with the slide.

I save in pz2 (trying only head; then after several trials all v4), but when I open the file, I find nothing in Geometry shape. Only things like
Code: [Select]
targetGeom FHMJohn
{
keys
{
k  0  0
}
}
And with a glance, all is in "k 0 0".
I changed the "targetGeom" by the real V4 object, no change.
I tested with a pp2, but Poser saves in place in cr2 with a .pmd.
So I guess I miss something.

*******
EDIT: need I to keep the name of body part? In this case "head".
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Offline 3DPoetry

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Re: Add our own morphs on a character
« Reply #7 on: December 07, 2016, 10:10:16 PM »
Won't be home for another week, but from memory I think you are right.  You have to keep original names/groups.  It's trial and error with the settings.


Hold the phone.


Import morph and save as cr2.  Using CR2 editor you can extract the target geometry there.


If memory serves me, I would add all the required morphs that I wanted, save as cr2, trim cr2 of unneccessary fill, resave cr2. then use poserINJ to create the injection files.  Not sure of the program names. 


Will send them on when I get Home


 :yeow: :yeow: :yeow:
Enjoy the day

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Offline Aelin

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Re: Add our own morphs on a character
« Reply #8 on: December 08, 2016, 07:05:12 AM »
 :ty01: I will try to move by this way in more.
Once I'll have success, I'll put a screen capture of the "horror morph" :psycho: just for fun.
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Offline Aelin

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Re: Add our own morphs on a character
« Reply #9 on: December 09, 2016, 10:51:17 AM »
The good news is I had an illumination to do a descent duo of ears for future  :yippee:

The bad news is i have no geometry in cr2 for my "horror" test. I tried to remove unnecessary parts of body of the cr2, but at final i had no change in the crucial place.
I made a pp2, and i have geometry inside, but it was from the "object" made in Hexagon, not V4. I'm completely lost with it.

And GeomStrip thing is no longer available. I come always after the battle :psycho:
********

Offline parkdalegardener

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Re: Add our own morphs on a character
« Reply #10 on: December 09, 2016, 04:13:50 PM »
Look for cr2edit and morph manager at morphography.

Offline Aelin

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Re: Add our own morphs on a character
« Reply #11 on: December 09, 2016, 04:16:04 PM »
Ah i have cr2editor; i will go immediatly for the other :ty:
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Offline Aelin

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Re: Add our own morphs on a character
« Reply #12 on: December 10, 2016, 03:40:55 PM »
Ok, I found a part of problem with the cr2. I left checked the thing to make cr2 and pmd. That was the reason for what I was never able to obtain the geometry in the cr2.

After that, I needed again to find the "targetGeom" concerning the morphed ears (for my test it's "targetGeom myears"). It wasn't easy to find, even with the search option in cr2Editor, like I changed often of file names during tests.
So I suppose each d (delta?) line depending of "targetGeom myears" is specifically for morphed ears? No need to clean this part of code?

During tests, I notice the "Spawn" things. What are they? Are they to introduce morphs directly and forever in V4? I clicked on one of these options (I don't remember what), and the result was a change in usual Daz files morphs directly in my Library. In doubt, I used files saved previously on external hard disk to send back all.


I suppose too I have deltas and not vertices at the end. This could forbidden me to share these ears?
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Offline heddheld

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Re: Add our own morphs on a character
« Reply #13 on: April 21, 2017, 05:43:38 PM »

Offline Aelin

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Re: Add our own morphs on a character
« Reply #14 on: April 21, 2017, 05:57:39 PM »
 :ty01:
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