Questions on saving INJ files for commercial use

michellecelebriellemichellecelebrielle Posts: 264
edited December 1969 in The Commons

Hi, I'm creating my own characters for commercial sale and need to know a few things about saving the shape of the character. I understand you need to create an INJ file. My main concern is that I am using Genesis with Evolution morphs AND merchant resource morphs on M4 and V4 SHAPES for Genesis.
Firstly: am I okay combining the Evo and MR morphs in an INJ file?
Secondly: how do I do this without illegally copying the Evo morphs data?

I am using DazStudio 4.5, by the way, on Windows Vista 64-bit.

Many thanks

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,760
    edited December 1969

    You don't need an INJ file, since Genesis doesn't use morph injection (loading morph data into a blank channel in the figure after the figure is loaded). What you need is Morph Assets for any custom morphs, and a preset to set the morphs used. You cannot include the Evolution Morphs in your own morph assets, but you should be able to include the merchant resource morphs as long as you are using them in accordance with their license.

    Creating a morph asset: zero the pose, all of the Evolution morphs, any other non-merchant resource morphs and any scaling - you want just the merchant resource morphs, and any morphs you created by direct manipulation of the mesh; you also need to zero any ERC adjustments to the positions of things like eyes (with luck there won't be any of those). Now export as OBJ. You may want to do this again with just the head morphs, or indeed splitting the morph down in other ways. Completely zero the figure and use Morph Loader Pro to load your exported OBJ as a morph, or OBJs as morphs, and make sure they are working. Now go to File>Save as>Support Asset>Morph Asset...; I would advise having a separate content directory used only for your character, and setting the base path to that, so that you can easily separate your files for packing, but you will also be setting where the files go when you set the author and product names; select just the custom morph (or morphs, if you chose to split the shape down or to have a separate head morph as an extra) in the list at the bottom.

    Creating a morph pose preset: reload the full character and this time zero the merchant resource morphs, then set the custom morphs from the previous step to replace them so that you have your character as intended. Check that everything still works. Assuming it does, save a Shaping preset (to store just morph settings) or a character preset (to store morph and material settings).

    Together the morph assets and the presets will allow someone to apply your character to their own copy of Genesis, provided they have the Evolution morphs but without needing the merchant resource morphs.

  • michellecelebriellemichellecelebrielle Posts: 264
    edited December 1969

    You don't need an INJ file, since Genesis doesn't use morph injection (loading morph data into a blank channel in the figure after the figure is loaded). What you need is Morph Assets for any custom morphs, and a preset to set the morphs used. You cannot include the Evolution Morphs in your own morph assets, but you should be able to include the merchant resource morphs as long as you are using them in accordance with their license.

    Creating a morph asset: zero the pose, all of the Evolution morphs, any other non-merchant resource morphs and any scaling - you want just the merchant resource morphs, and any morphs you created by direct manipulation of the mesh; you also need to zero any ERC adjustments to the positions of things like eyes (with luck there won't be any of those). Now export as OBJ. You may want to do this again with just the head morphs, or indeed splitting the morph down in other ways. Completely zero the figure and use Morph Loader Pro to load your exported OBJ as a morph, or OBJs as morphs, and make sure they are working. Now go to File>Save as>Support Asset>Morph Asset...; I would advise having a separate content directory used only for your character, and setting the base path to that, so that you can easily separate your files for packing, but you will also be setting where the files go when you set the author and product names; select just the custom morph (or morphs, if you chose to split the shape down or to have a separate head morph as an extra) in the list at the bottom.

    Creating a morph pose preset: reload the full character and this time zero the merchant resource morphs, then set the custom morphs from the previous step to replace them so that you have your character as intended. Check that everything still works. Assuming it does, save a Shaping preset (to store just morph settings) or a character preset (to store morph and material settings).

    Together the morph assets and the presets will allow someone to apply your character to their own copy of Genesis, provided they have the Evolution morphs but without needing the merchant resource morphs.

    Thanks for the reply. Have I understood correctly that if I save my custom and resource morphs as a morph asset, that after I have done this I can then save it as a preset WITH the Evolution morphs, providing the buyer has Evolution morphs?

  • Richard HaseltineRichard Haseltine Posts: 100,760
    edited December 1969

    Yes, you need a morph asset for the stuff that is in a merchant resource set or is custom, and then a preset which sets the values of that and of the non-MR morph sets.

  • michellecelebriellemichellecelebrielle Posts: 264
    edited December 1969

    Yes, you need a morph asset for the stuff that is in a merchant resource set or is custom, and then a preset which sets the values of that and of the non-MR morph sets.

    Excellent, thank you very much for your help :)
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