Question about custom.morphs& GENX2

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.

  • wolf359wolf359 Posts: 3,837
    edited November 2016
    Thank you.
    Post edited by wolf359 on
  • mindsongmindsong Posts: 1,715
    edited November 2016

    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

    Post edited by mindsong on
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