Trying to setup a morph to morph transition/controller.

JD_MortalJD_Mortal Posts: 760

I looked at the "morph to morph" tutorial, and it is not what I need, or what I am doing.

I have a Gen3 morph, which was a combo of many morphs. (Call it "Girl A")

I have another Gen3 morph, which is a combo of extended morphs beyond that. (Call it "Girl B")

Along the way, there are values which are not "inclusive" between the two. EG, Girl-B is not just mods to Girl-A, but both are mods to Gen3.

(As I typed this, Daz3D just crashed, while doing absolutely nothing. lol.)

What I ended-up with was two individual sliders {Morphs}, for Girl-A and Girl-B. I also have a reference model, which I manually entered-in the 50% transition, just so I could see if it was actually blending Girl-A and Girl-B, and resulting in what should be the output of both sliders at 50%. (It isn't, but I was a little over-hopeful there.)

However, it is close-enough to use... Now, I want one slider that transitions from (Girl-A 100% with Girl-B 0%) -> (Girl-A 0% with Girl-B 100%), thus... at 50%, the slider should show (Girl-A 50% with Girl-B 50%)

Yet, all I manage to get is a slider that goes from Girl-A 100%->0% at 0%-50%, then it goes from Girl-B 0%->100% from 50%->100%. (EG, It goes... Girl-A->Gen3base->Girl-B, without ever blending Girl-A to Girl-B at all.)

I can't make a morph of the morph, because morphing from Girl-A to Girl-B would be morphing from the morph, which is not how I got to Girl-B. (So it looks all screwy, obviously. Like I need to ERC freeze the Girl-A, negatively, not positively, for the slider to work.)

Now I also have to delete all these buggy sliders, which just keeps stacking ERC freezes into them, with no way to remove them or edit them.

Post edited by JD_Mortal on

Comments

  • JD_MortalJD_Mortal Posts: 760
    edited December 2016

    That might not be clear, looking back at it.

    Simple terms...

    I have a girl with long arms and muscles. (A)

    I have another girl with longer arms and fat. (B)

    I need the girl with slightly longer arms than (A), not as long a (B), and half-way between muscles and fat.

    What I get, is (A) to (default model) to (B). (-100% to 100%)

    or

    (Default) to (A) to (Some super-long arms and full muscle and full fat)

    Honestly, I just want to select a model. Then select "Transition to", and select another model, and a temporary transition of all sliders is just made to morph between one and the other model forms.

    (Including everything, not just poses, or just shaping, or just some parts of poses and some parts of shaping, which is what most things keep doing. Randomly ignoring settings, or forcing one setting to both forms.)

    EG, if one slider is 100 and on the other model, it is 50, half-way would be 75. If one is 0 and the other is 100, half is 50. That is not what I get, in any method outlined... Unless it is just off the base-model.

    Post edited by JD_Mortal on
  • Onwe obvious downside is that any figure that has the property will always have some combination of Girl A and Girl B set - are you sure you want to do that?

  • Thanks Rich, as always, for jumping-in.

    I don't want this for every model in daz... Just for this one project.

    The way I intended to do this, was like this... (What I tried with the first set of sliders.)

    1: Made a morph to Girl A (Works perfect) {Gan3 -> A} I expected this to be the primary morph, which would then morph to (B), with a third slider below.

    2: Made a morph to Girl B (Works perfect) {Gen3 -> B}

    3: Made a third slider... (Empty), set it to -100 and ERC Freeze (A)... Then set it to 100% and ERC Freeze (B)

    -- Resulted in it going from (A) at -100% to (Gen3 100%) at 0, to (B) at 100% (As opposed to mixing (AB) in the middle, when #1 was set to 100%

    Tried various other options. Best results I had was using #1 and #2, placing both at 50% manually. I just wanted a way to link them, like a correction, with a third slider, so I could raise one while lowering the other, once one was up to 100%.

    or

    A simple disposable "this project only", slider... Where you simply pick two morphed and posed models, and the slider just morphs between memorized model #1 and #2, until you delete or turn the slider off.

    Tried cheating using the animation, but it applies the morphs to all frames, if you paste them into a model in one frame.

    Tried puppeteer thing, but that doesn't seem to capture some moprhs and some translations between models. (Thus, pasting one set of values alters all values in all points, instead of just one.)

    Morph was my only other option, but that proces is way more complex than it needs to be, or oversimplified and severely limited because of that simplification.

  • Use the Property Hierachy, not ERC Freeze. Set Girl A to 100%, Drag the new control into the Subtractive section for Girl A in Property Hierarchy. Drag the new control into the Additive section for Girl B. That should have the desired result.

  • JD_MortalJD_Mortal Posts: 760
    edited December 2016

    I have the models morphs saved as a "Properties Preset"... For a Gen3 model. (Because it just sets the sliders to the desired morphs.) They can also esialy be found in a location that I can find in Daz3D. They show in "Saved Files->Presets->Properties", in the smart content.

    1: Load Gen3Female {I now see, whatever this default chick is. She is not Victoria 7.}

    2: Apply/Load my presets for (Girl A) {I now see Girl-A} 

    3: Goto "Parameters" window and set the window to "Edit Mode", from the menu.

    4: Create my "Girl-A" control by using "Create new property", using default settings.

    5: Move the slider to 100%, and do an "ERC Freeze", so the morph actually works. Min:0.0, Max1.0, as percent.

    6: Restore the model, repeat 2-5 for "Girl-B".

    7: Make a new control, again, for the "Mixer"...

    8: Select "Show in Property Hierarchy"... For that new mixer control.

    9: I set Girl-A to 100% and put her on "1st stage (add/subtract)", with ERC "Delta Add" as the type.

    10: I set Girl-B to 100% and put her on "2nd stage (add/subtract)", with ERC "Subtract" as the type.

    Now, when I set the "Mixer" to 0, and Girl-B to 100%... Moving "Mixer" up to 50%, mixes 50% of Girl-A and Girl-B. Going up to 100% mixer, I get Girl-A 100% and 0% for Girl-B... (Perfect, but sort-of backwards, and I am sure I didn't do it quite right.)

    There wasn't a dedicated "Additive" and "Subtractive" section... Both are the same section, with a couple of options for both. However, there are two individual sections.

    Now the million-dollar question...

    Where the hell are these controls saved, so I can delete them, when done. (Deleting them from here will only delete them from this project/model. As soon as I open daz again, they are all still here. {The ones I was instructed to "save morph asset" for. These I created above, I am sure will disapear as soon as daz closes, which is what I want them to do. It is all the others that I made before, while following the tutorials and instructions, which I do NOT want lingering around.)

    Post edited by JD_Mortal on
  • As long as you don't save them as assets they are embedded in the scene file and won't be loaded by other scenes.

  • JD_MortalJD_Mortal Posts: 760
    edited December 2016

    Now they need a way to save the assets, without the morph-mixer... (Or a designated "transition" tool, which isn't a morph itself, like this, which is just a set of "settings" of other morphs.)

    This is literally, settings of settings of settings. :P (Settings of two sliders, which are each just settings of other morphs settings, without actually being a morph itself.)

    So, no idea how to remove the other crap I made while "testing" the controls setups? (Those assets are saved, so those useless and over-packed controls still exist. They each have like 3-10 ERC Freezes packed inside, because it just adds them, instead of replacing them, every time you do an ERC Freeze. Yet, the output is always the same. xD {They really need to do a diff-check to see if any changes are made, and only keep the diffs, not the absolutes. And stop compounding ERC Freezes into the controls.})

    I just have no idea where it saves this crap. It just places it whereever, and expects us to "know" where it put it. I am not even sure what to google, to find it. (This is one of those things where they DON'T have "go to file location", when they should... or "Delete" should actually "Delete" the control, which it doesn't. It just hides it permanantly from the project.)

    Post edited by JD_Mortal on
  • mjc1016mjc1016 Posts: 15,001
    edited December 2016

    That 'author' information you entered when you first set up Studio...this is what it is used for.

    There will be a folder in the /My Library/data/DAZ 3D/Genesis 3/Female/Morphs/ folder with that author name on it.  That is where those morphs are saved.  There may be a subfolder there if you filled in the "Product" slot in the save dialog.  If not, they will just be dumped in that folder. 

    There is a separate folder for Male, Genesis and one each for G2F and G2M...

    Post edited by mjc1016 on
  • JD_MortalJD_Mortal Posts: 760
    edited December 2016

    I did it the hard way...

    1: Opened-up a save-file of a saved asset, which had that morph applied. (After renaming it to .rar and unraring it.)

    2: Found the location "data/Daz 3D/Genesis 3/Female/Morphs/{myname}/{morphsname}/", indicated by the name of the control I made, in the file.

    Would have never guessed that nested location path... Love how every folder has a "Daz 3D" folder, or "Daz3d", or "Daz"... like seeing "McDonalds", on a napkin, a mop, a mop-bucket, a cup, a bag, the container fries comes in, the wrapper for a burger, the door, the building, the windows, the chairs... We get it... it's Daz... indicated by the first "My Daz Items". xD

    We get it... It's Daz-a-licious... Where is my asprin?

    And, as always, thanks for making this less of a headache. :)

    Post edited by JD_Mortal on
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