Custom morph to clothes/figure assets?
Cyrinadia
Posts: 143
This question would have been asked before, but I don't know how to word it to find the answers. Here's an explanation:
I made a custom morph in Blender for G3M (thanks to Sickleyield's tutorials) and wish to use hair and beard assets with it. I attempted to use both Garibaldi and Look At My Hair to make my own assets but unfortunately all my efforts with those plugins were wasted repeatedly due to crashes. Much reeee.
I decided instead to use the beard and hair assets from a previous iteration of the character (which used store-bought morphs) and set their fit-to information for the new iteration (my custom morph) of G3M. They failed to fit at all. I tried to take the beard to Blender to adjust manually but the mesh distortion was difficult for me to work with. I was hoping to have Studio manage the fit. The hair is fibremesh and I don't know how that would go in Blender.
Currently I am not yet able to test things further but
A) would reapplying the beard/hair from the content files fit the new model better than simply reparenting the fit-to information?
B) what would work if that would not?
C) is it possible to create a fibremesh hair in Blender?
I'm unable to provide any images at this stage as I am not at my computer right now. Thanks in advance!
Comments
If your custom morph is set to autofollow, it should be reflected in whatever you fit to the figure. Or are you saying that the morph is so drastic, it deforms the beard too severely? I know fibermesh is bad about odd deformations, but I've used fairly drastic morphs on my figures with only minor ugliness with fibermesh hair.
As for making fibermesh in Blender, I have no idea. There might be a plugin for it, or something similar, but you shouldn't have to remake it for one single morph.
Edit: Another thread just reminded me. If you haven't saved your custom morph as a morph asset (File > Save As > Support Asset > Morph Asset(s)...), then it won't work with autofollow unless you just loaded it onto the figure.
Thank you, your suggestion has made me try some more steps. I tried loading the Hair onto the figure after following the Studio Tutorial on saving support assets (I made sure I ticked Autofit). I've also been fiddling around and can get the morph to show up on base Genesis 3 male, but haven't yet figured out how to move it from Parameters tab to Shaping like the other shop-bought figures. Whether or not that is what also MIGHT be holding me up with getting the hair to fit, I am not sure.
The morph itself is a combination of store-bought and fiddling with Blender to smooth out the deformations. I just intend to use it privately and while it's not majorly deformed but the head is a lot wider than normal. The hair just doesn't even TRY to follow the morph :( Just tested clothes and they too do not follow the morph either.
I just don't know how to phrase my question to find the right answers ._. puts the 'quest' in question, that's for sure :)
Would it have been better to save the morph as a few smaller ones than a full body?
It shouldn't matter whether it's one or several morphs. Now I'm stumped too.
And, although I don't use the shaping tab, I thought that all morphs that had "modifier/shape" flagged in their creation would show up there. Any morph you import would automatically be flagged that way, so it's odd that it doesn't show up. Maybe check to see if it's flagged that way? I'll provide a screenshot so you can see what I mean. It's still possible to change it by clicking the gear symbol next to the morph and clicking parameter settings.
All right, this might be a long shot, but try restarting studio, then load the base figure from the library. Then load the morph from parameters. Then load the hair from the library. Don't open any saved scenes and see if that makes a difference.