Morphs for shoes are never loaded back.
Greetings,
I’m having some trouble getting the auto-follow system to work. I have made a pair of shoes using the base Genesis figure as reference, and then I managed to get it rigged using the Transfer Utility. This works fine, however, I want to use them with a character that I sculpted over Genesis and that I made a morph for. This morph includes both sculpt details and scale adjustments.
When the shoes are auto-fitted against the morphed Genesis, they become crumpled, which I can fix by disabling the morphs that are automatic generated on the shoes, the scaling by itself puts the shoes at the right position, from which I then use GoZ to actually sculpt a perfectly fitted shoe.
My problems:
1. Every time I load the shoes I have to manually zero the auto-generated crumpling morphs, is there a way to disable them permanently?
2. After watching some video tutorials I assumed that if I named the sculpted morph identically to my character morph, it would be automatically used if the character was using the morph, instead of DAZ generating an automatic one, but this never occurred.
3. After I close my scene or delete the shoes, the morphs that I sculpted and saved for it are never loaded back again. I saved them as Support Assets/Morph Assets, the same way I save morphs for Genesis, and even tho I can see them at my hard drive, in the correct folder, they are never loaded back again.
I appreciate any help.
Comments
1&2 You are right that a created morph with the same name as the Genesis morph will be used instead of auto-generating a new morph - the problem is, I think, that you are using the label and not the name as the name of your new morph. If you select Genesis and click the gear icon at the right-hand end of the slider for the morph, then from the menu select Parameter Settings, you will get a dialogue that shows both the label and the name - the latter is what you have to match. You will also need to set the Overwrite existing option to replace deltas if the auto-morph already exists.
3 You need to save your morph as a Morph Asset so that it will load with the boots in future.
This tutorial, though ostrensibly about handling additional bones, covers a lot of what you need to do as it goes along http://www.daz3d.com/forums/discussion/17277/
Thanks for the help, Richard.
I'm still getting the same problems, I checked the names and they were not the problem, the names and labels do match. The morphs are saved as Morph Assets and in the correct folder, but they still won't load, I can't understand it, everything works perfectly until I close the scene.
I followed your tutorial and found another bug, If I try to load the morph through Morph Loader instead of using GoZ, the morph simply won't show up, even tho DS states the morphs were successfully generated.
I don't know what else I can try.
Have you tried clicking on the All group in the Paramaters pane and then typing the name of your morph, or part of it, to see if it's there? Note that auto morphs are hidden in the clothing, so you need to enable the display of hidden parameters (pane options menu) to see them.
The morph is there, but it is not the morph that I sculpted. What I think happens is that DS does not give up producing the auto-morph and uses it instead of my morph, which remains unloaded at the hard drive. Tonight I will try remaking everything from scratch, see if it was a mistake of my part in the early stages.
If the morph is using the correct name the DS will not autogenerate a morph. Can you show the Parameter settings for both the Genesis morph and the clothing morph please?
Here are the parameters. Note that I had to recreate the morph, I have to do this everytime since it does not load back. I saved it again after taking the screenshot, and tested it, but as usual it didn't load. Is there a way to manually load the morph after the figure is in the scene?
To be honest I gave up on this, since I don't intend to use these shoes with any other character at the moment, I remodelled them straight to that character instead of Genesis.
Thanks again, Richard.
I spoke too soon.
Now that I remade the shoes to fit my character, when I pose the character the corrective morphs that are triggered with the poses mess with the shoe... Is there anyway of disabling auto-follow globally without having to re-export every morph I ever made??
I'm not aware of any way to turn auto-follow off globally - and if you did the clothing would no longer pick up on morphs.
That does appear to be the auto-morph - what are your settings when bringing the morph in, via GoZ or Morph Loader Pro?
In GoZ, I set:
Update Geometry
Morph Name/Group Path to match the original in the character
Override Existing Morph
In Morph Loader I used the settings in your tutorial.
I'm beggining to see other problems as well, since I never created a full figure pre-update (4.5.1.56), I don't know if the update is the culprit, but now not only the morph won't load, but also the shoes will be corrupted in every saved scene (as in the picture). My CMS also got corrupted, and won't start no matter what. I will try reinstalling, if that does not work I will try downgrading.
Thanks.
I don't think you should pick Update geometry - as I recall that's for changing the base mesh, which would leave the morph with nothing to do. It's possible that that's the issue with the shoes not loading, if you didn't save them out afresh as a figure asset, as DS seems to be doing a poor job of storing overrides for morphs and geometry that haven't been stored as updated assets.
Without "Update Geometry" DS won't allow me to save the morph. I think you are refering to "Update Base Mesh" which is contrasted with "Create Morph", which is the one I'm using. I couldn't figure out how to solve the issues, so I ended up rigging the shoes in a different application, I will try to create the proper figure when I have time.
As always, thank you Richard, you're always very helpful.