How to save a Milcat morph in Daz 4.6??

eponicaeponica Posts: 197
edited December 1969 in Daz Studio Discussion

Hi again, y'all, ^_^

I am making an alien Milcat and am stuck on the final step. I exported to Hexagon as .OBJ, created a single morph, (head fin) re-imported using Morph Loader Pro, successfully used Property Editor and now have the morph sliders on both shaping and parameter tabs and everything is working properly. But the morph won't save as an asset. I get an error about saving figure/node assets first. When I try to do That, it tells me I must select a weight mapped figure in the scene. What am I doing wrong??

Comments

  • patience55patience55 Posts: 7,006
    edited August 2013

    eponica said:
    Hi again, y'all, ^_^

    I am making an alien Milcat and am stuck on the final step. I exported to Hexagon as .OBJ, created a single morph, (head fin) re-imported using Morph Loader Pro, successfully used Property Editor and now have the morph sliders on both shaping and parameter tabs and everything is working properly. But the morph won't save as an asset. I get an error about saving figure/node assets first. When I try to do That, it tells me I must select a weight mapped figure in the scene. What am I doing wrong??

    Nothing. As far as I can tell, we can't. I sure hope somebody either fixes that or makes a way for us to. Very handy feature to be able to save one's morphs.

    For Legacy clothing I did cover making some morphs and have put together a little package IF one has D/S3 ... one can make inj/rem morphs using the Morph Tools provided by DeltaX15.

    thread

    Post edited by patience55 on
  • eponicaeponica Posts: 197
    edited December 1969

    Wow. That IS an oversight. ^_^; But it might be possible with DS 3?

  • KeryaKerya Posts: 10,943
    edited December 1969

    Well ... as the MilCat is a cr2, what stops you from saving as a new cr2?
    File / Export / find the MilCat folder and add a new name like MilCatMyMorph / save

  • Richard HaseltineRichard Haseltine Posts: 100,804
    edited December 1969

    The trouble is that a legacy figure, one in CR2 using Poser's old parametric rigging, doesn't know what to do with the TriAx asset types. For your own use, saving a CR2 would be best. If you want to be able to share then using the old Morph Tools in DS3 to create an injectable morph would be best.

  • eponicaeponica Posts: 197
    edited December 1969

    Thanks for the advice. It looks like I do have some options after all, although I don't have DS3 ^_^;

  • patience55patience55 Posts: 7,006
    edited August 2013

    In D/S4.x I had tried exporting out a new .cr2 with morphs [they were showing on the dials] BUT the morphs did NOT travel. They did not show up on the dials anywhere.

    If there's an outline of exactly what steps to take to achieve exporting out a .cr2 with morphs I'd love to see it ;-)

    .....................

    I have D/S4.0 and D/S4.5 on 2 computers.

    Post edited by patience55 on
  • JaderailJaderail Posts: 0
    edited December 1969

    Only thing I've been able to do, is save as Scene or Scene Subset to keep the figures for later re-use.

  • patience55patience55 Posts: 7,006
    edited December 1969

    I've got an idea brewing in the back of my mind ... it wouldn't make for a "changing" morph on a figure ... it could not be for redistribution unless figure was also one's own work to begin with .... will see how time plays out this week for to give it a try.

  • eponicaeponica Posts: 197
    edited December 1969

    I'll be interested to see how your idea plays out. I seem to be able to export and retrieve the Milcat morph as a .cr2, but being a newbie at this, I'm not sure what might have gone missing that I didn't even notice ^_^; I do know that when I check the "collect files" box on the Export menu, it tells me there is an incorrect symbol in the address to the texture map. So I can't save the .cr2 with its texture map. But I just put it back on after the figure loads.

    Right now I'm just making pictures for a story I've written, so the technicalities of morph redistribution isn't even on my radar. But I can sure see where all this is leading! :D

  • patience55patience55 Posts: 7,006
    edited December 1969

    eponica said:
    I'll be interested to see how your idea plays out. I seem to be able to export and retrieve the Milcat morph as a .cr2, but being a newbie at this, I'm not sure what might have gone missing that I didn't even notice ^_^; I do know that when I check the "collect files" box on the Export menu, it tells me there is an incorrect symbol in the address to the texture map. So I can't save the .cr2 with its texture map. But I just put it back on after the figure loads.

    Right now I'm just making pictures for a story I've written, so the technicalities of morph redistribution isn't even on my radar. But I can sure see where all this is leading! :D

    Maybe I missed a setting as my exports didn't save the morphs. Will try again at some point.

    About the textures, yes, they must be named with normal alph/numbers ... no brackets, funny symbols, etc. To get it saved into the .cr2 you'd have to either export it out again OR do a manual edit IF there's a pathway you can see for the picture it can't load. Used to be that the program wouldn't even consider saving the .cr2 if the texture wasn't named as it wanted and/or in the proper folder. [i.e. your subfolder under textures under Runtime].

    Or course, one can save out mat files.

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