Question about custom.morphs& GENX2
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Hi I have a custom face morph for Genesis2 created with a combination of custom sculpting in a modelor & slider manipulation.
It is saved as shaping preset.
How can I make it available or "seen" by GENX2 to transfer it to genesis 1
As I may have need for this character on the genesis one rig for technical production reasons.
Thanks.
Anabran
Comments
If it's just for your use, you could export an object of your morph, use morph loader to load it in. Save as a morph asset. It should then be visible to transfer as a single morph to Gen1.
Note that if you use any bone adjustments/shifting in your original shaping (e.g. jawbone adjustments), the export/import will lose that bone motion, but the morph will still look/be 'correct'. but... anything (like teeth) parented to the jaw will no longer follow with that morph. Guess how I know this...
Similarly, if you use certain dials (e.g. hitomi shaping) that rework geometry radically and syncronize things like eye scaling with blinking morphs, the export/import process won't carry those along either and you'll see the normal character morphs aren't quite right on the resulting new morph. It may not be a problem in may cases, but I ran into blinking problems on a project character that use some of hitomi's gene-pool. This is NOT a problem with hitomi! (she's a great product!), but rather that the obj export process does not carry all of the information related to some dial-shaping dependencies with it, so the re-import has no idea that it should exagerate things like the original does. Any complex dial-shape probably has the same issue.
Lastly, auto-follow becomes an all-or-nothing choice on the new morph, so consider if you have elf-ears that you don't want hair to follow, but you do want auto-follow for the rest of the body/mesh for clothes, you might consider exporting all of the shaping dials except those that would benefit from auto-follow (e.g. the ear morphs), and add them along with your new morph as a two step shaping scheme, and then you can control auto-follow separately (ears vs body) on the shapes that you still want it on for. I hope that makes sense.
If your shaping is mostly facial, it's probably not too likely an issue, but good to know, Two things can look identical, but dial/bone dependencies can be lost and it's really confusing to figure out why "the same thing... isn't"
--ms