michael 5 morph destroying shoes
Ademnus
Posts: 744
when I dial genesis to M5 his shoes get ripped apart. Happens whether I put them on before or after I dial the morph.
Anyone else encountering this?
Comments
What shoes are you using when this happens?
EDIT:
I tried this with BG_shoes.dsf, and it works with all Genesis characters.
casual surf flip flops for genesis.
Sorry, I don't have these, so I can't test them for you.
A link to the Product Page may help others as well?
http://www.daz3d.com/casual-surf-wear-for-genesis
left: genesis untouched right: only morph applied is m5
I have no problem wit the flip-flops. Try re-installing the product.
Edit: I see the issue now. It also happens with any morph that scales/changes the feet.
Time to file a bug report.
That happens quite a bit, in my experience, with Michael 5. I am working on a product that includes shoes and they distort with M5 as well. What you can do is, with the shoes selected in the scene tab, go to parameters and show hidden parameters. That would be in the drop down context menu at the top of the pane (looks like 3 tiny parallel lines). Find the setting for Michael 5 and dial it down to 0. This will straighten the shoes out.
Ooo I'll have to try that.
Having the same problem on V5, so I tried your solution. Despite having the feet selected, dialing down v5 just made her entire body dial down base genesis. >< And this was with supersuit boots.
You don't select the feet, you select the shoes themselves in the Scene tab as slosh says.
Did that. it fixes the shoes but they are now huge compared to his feet. Scaling up his feet scales them up too. Scaling down the shoes slides them off and into the stratosphere.
I found this problem with any of the shoes I made and the figures that have big changes in the feet. I typically have to create custom shoe morphs for A4, A5, S5, M5 and V5 to get them to look right. So I would be interested in another way to fix it in program. Adding a smoothing modifier can help a little but not enough in my opinion.
Cheers!
I was playing around with these Flip Flops on the M5 shape and adjusting the parameter dials. I saved out the modified Flip Flops and they seem to keep their shape when re-applied to the M5 character/shape.
1. Load Genesis, apply M5 shape or Load Michael 5 character
2. Load Casual Surf Wear Flip Flops, conformed to Genesis
3. With A_L75M4FAFlop selected on the Scene tab
a. Go to Parameters Tab
b. Show hidden properties:
c. Change Actor>Male>FBMMichael5 to 10%
d. Change General>X Scale 90%
4. On Scene Tab, select A_L75M4FAFlop, Right Click>Expand>Expand from Selection
a. Select Left Foot and Right foot bones
5. Go to Parameters Tab
a. Change Z Scale 90%
b. Change Y Scale 92%
c. Change Side-Side to -2
6. On Scene Tab, Select A_L75M4FAFlop
7. Go to Parameters Tab
a. Adjust Actor>Adjustments>ADJ Toe in LT and
Adjust Actor>Adjustments>ADJ Toe In RT
Until strap is aligned between toes
8. Save modified flip flops
a. File>Save As>Support Asset>Figure/Prop Assets
b. Select a directory, apply a name, click Save
c. Save Options, I just leave as is and click Accept
Notes: Feel free to adjust the parameter dials to your liking. When you load the modified flip flops to M5 shape, it does hold it's shape when posing, but if the pose is extreme the flip flops may deform a bit and may need additional parameter dial tweaking. Make sure you keep the hidden parameter visible otherwise you won't see them.
Below are Before and After images.
Thanks, I had the same problem with RawArts Dwarf when I added the Wolf King boots to Genesis. I tweaked and adjusted smoothing to make sure it doesn't look like rancor poodoo, but in the end it wasn't very satisfying. I think your solution is way better.
First, thank you for the detailed instructions and bravo for finding a good fix.
But I really want to say to the devs out there that this intricate dance shouldn't be necessary. I would love to see a simple fix for this issue for all figures in the future.
Take note of clothing sets that mention supported character morphs modeled into the clothing which will give you a great fit on those shapes. Unfortunately, Michael 5 didn't exist when Casual Surf Wear was released so one is stuck with the Genesis "auto-follow" fit.
My own product, the Sickle Rigging and Morphing System, can be used to add FBMs to items that lack them. You would do this thusly:
Load up Genesis as the source in Transfer Utility.
Set the item as the target.
Choose the SRMBootTemplate.
Uncheck all the options other than Morphs.
Click Accept.
The SRMBootTemplate then adds all the included morphs to the given shoes, including M5 and V5.
SRMS is here: http://www.daz3d.com/sickle-rigging-and-morphing-system
My own product, the Sickle Rigging and Morphing System, can be used to add FBMs to items that lack them. You would do this thusly:
Load up Genesis as the source in Transfer Utility.
Set the item as the target.
Choose the SRMBootTemplate.
Uncheck all the options other than Morphs.
Click Accept.
The SRMBootTemplate then adds all the included morphs to the given shoes, including M5 and V5.
SRMS is here: http://www.daz3d.com/sickle-rigging-and-morphing-system
I had tried using the technique outlined in Chapter 6 "Adding morphs to Genesis Items without changing the Rigging", but I'm getting better looking results using the Transfer Utility method as you described.
I would like to do some conversions using the various methods and compare the results, but I noticed when I load a "fresh" unmodified pair of Surf flops and display the hidden morphs, those I added using the Presentation Editor still appear. How would I go about removing them?
I've attached a picture of what I want removed. I tried the following:
1. Uninstall and re-install using DIM
2. Use the Presentation Editor and change the full body morph's Content Type from "None" back to "Modified/Shape/Generated"
3. Selected the morphs, right click "Remove Properties"
I don't see anywhere in the Presentation Editor a save button, so I assume it's making some change somewhere... but when I re-load the "fresh" pair of Surf flops alone in the view port those hidden full body morphs I added are still there.
TIA for replying!
Removing them from the editor won't actually delete them permanently because they're saved to the data files (they'll just be reloaded next time). You'd have to find the data/personname/productname/Morphs folders and delete them outside of DAZ with the program off.
Thank you, SickleYield. I found them. Some of this techno stuff is starting to sink in and making sense of it all feels good.
*Thumbs up* The more you know, the more you can get out of your library.