Morph Assets documentation?
StratDragon
Posts: 3,249
I got a response from Daz Support on an issue I'm having with some scenes I saved where the morph targets to don't re-inject into the figure when the file is loaded. The support rep asked me about
File --> Save as... --> Support Asset --> Morph Assett(s)
which I never used. Is there documentation on this? What does it do and how does it/will it work with V4/M4?
Comments
When you create a morph for a Triax figure, you must save the morph by doing what you've been told by Daz Support
It doesn't work for non Triax figures. So for V4/M4 you'll have to use old method by creating morph injections but I can't remember how it was done
I think it was with poser format exporter but not sure http://www.daz3d.com/poser-format-exporter-pfe
That shouldn't be the problem with Generation 4 morphs. I don't have any non DAZ morph sets to test with but I tried a test with what I do have. I injected every morph I have for V4 and used a least one from every set then saved as a scene sub-set. Closed down Studio and re-boot computer, upon opening the scene sub-set all morphs where still there. Opening the duf file (after decompressing with Studio) I found the references to morphs all point to either an 'auto adapted' folder inside the 'data' folder or back to the original deltas inside the Runtime/Library/!DAZ folder.
this was open in the old tracker regarding this issue, three bug reports from multiple users who were all on 4.6
I'll take a look in those folders later, I'm not on that box and it's not connected to the www.
Is there a way to consolidate all those injections when I make the figure into one dial?
I don't know if it works for V4/M4 Generation but saving the scene could do the trick, but you'll have to open your scene everytime to get your character and you can't inject the morph to an existing character
@Stratdragon. I'm not sure what you mean by consolidate, but if I understood you well, you want to make a full body morph on one Channel?
What I'd do is load your character with all the needed morph dialed, then set the character at low resolution and export your character as an object (don't forget to hide all other geometries). Use any preset on export, just remember which preset you chose
Clear your scene, load a base V4 or M4. Use Morph Loader Pro to make a morph by choosing your previously saved object with the right preset, give it a new name and Voilà. You have a FBM available in Morph Loader
Thinking about what jestmart just told us, I'd give a try to File->Save as->Support Asset->Figure/Prop Asset
It will save the whole character already dialed with the morph if it's sufficient for you.
If you really want injection morph then I'm pretty sure that the way is Poser format exporter
I tried to export, nothing ever shows up when I import the obj into Morph loader or MLPro on the new figure, it's not shown in hidden either.
here's the settings Im using for the export, then the import, then the result (no target)
There is already bug reoprt about other generation figure without genesis.
I confirmed and haste daz to remove the problems.
now t daz morph loader can not make morph channel in ds 4.5.
I seldome use other generation figure, so that I do not know about beta.
I think user must need to check bug report to clear understand the current daz stuidio.
there is not few bug report about aprication .
and about auto-adapted files, I think we better not save in the directory if we can.
there is clear problem to keep the files.
in Mantis there is some reports about the auto-adapted directory.
it is difficult problem to clear tell everything,
but there should be problem to keep save items in the directory.
user better choose native duf files about everything for daz studio 4.5 over.
without check bug reports , many user get more trouble.
or daz need to show clear, bugs which reported and confirmed already.
but there is no place to check them now.
@Stratdragon : Did you have a pop up message saying the import was successfull?
@Kikatoredaz : Didn't try to make morph for old figures since a long time. I'll give a try to see what"s coming up and refresh my memory
yes, it does come back with "Morph Loaded Successfully." at the end.
Seems kitakoredaz is right. I just made the test. Works in DS3 but not in DS4.6 for old figures
If you have DS3 that's the moment to fire it up. Otherwise I'm afraid you can't do anything but hope that DAZ corrects the bug
The first thing to be aware of is that DS4 doesn't like Poser format.
The second is that morphloader Adv & Pro don't work to good with Poser formats either.
The remedy, stop loading Poser files.
Instead start converting them to the DSON format (DUF & DSF) and work with those files instead.
How to do this ?
As an example load V4 into an empty scene, inject all of the DAZ morphs you have EXP channels for, now save her as a scene subset in a DS directory, mine is in People/Victoria 4 just down the list a bit from Genesis. You now have V4 in the DSON format and more importantly out of RAM, and into a file format DS can use, what you now have is a DUF file for loading Vicki with, a main DSF asset file in the "data/auto_adapted/blMilWom_v4b_68498" folder along with all of her morphs.
With this setup morphloader adv. will now work (haven't tried pro yet), the one thing to be aware of is custom morphs wont be saved as asset files with this setup, instead the morph is saved inside the scene/scene subset DUF, which means that file is the only place you'll find it, but then the old .DAZ files were like that so no change there.
EDIT
Just tried pro and it works with this setup too.
that's where this entire problem began, saving them in DSON format and reloading them in DSON format. Projects I made in DS4.5 and saved in DSON do not do this, projects I made in DS4.6 sometimes fail to load the morphs that were on the figure when it was saved. It's been reported by several DS4.6 users and the report was on Mantis weeks ago but Mantis was taken down, a bug was re-submitted and Daz is going through the motions of sending me links to the knowledge base that don't apply to this issue.
My bad, sorry, didn't realize I was doing the testing on my Tri-Ax V4 instead of a parametric rigged V4.
After loading a fresh V4 CR2 I couldn't get any of the OBJ I had used earlier to work with morphloader, adv or pro, so there is definitely something screwed with it.
that's ok, I'm just frustrated that I'm back to step zero with Daz after months of reporting this and It's just uncovering more bugs as I try to work around it.
Figured out why morphloader wasn't working on my OBJ, my export setting was for Tri-Ax figures, which don't need the groups in the OBJ, turns out morphloader hasn't a clue where to put the deltas under "Morphs/Imported" without the groups to help, so it doesn't create the channels.
Lets see if we can get morphloader working for everybody, now what I've done is loaded V4, injected all of my DAZ morphs, then saved her a scene subset, cleared the scene and loaded in the new DUF I just made. I then started spinning SF4's dials to create Fugly (just don't call her that to her face :P), that's her on the right in the attached pic, I then exported her as OBJ using the default Poser export preset, I then zero'd everything and with V4 selected I clicked on morphloader pro, set the import preset to Poser, set load Morphs for to "All Group/Bone Matches in Figure", clicked Choose Morph file to select the OBJ and once it was loaded hit Accept. What I got in the Parameters tab was pretty much the same as you see under "Morphs/Imported", which is hidden btw, I set the morph to 100% and then saved it as a scene subset to People/Victoria 4/Characters.
What you see in the Parameters tab in the attached pic is what I got when I cleared the scene, and then loaded in Fugly's DUF, one dial as all of the "deltas" are now hidden under "Imported" just like every other morph.
The other figure in the image is Dietrying's Sandra character, it uses the PBMCC_27 channel in the Legacy INJection channels, to get this I again loaded my V4 DUF into an empty scene, with her selected I doubled clicked on Sandra's INJ/REM PZ2 file, once loaded I again saved it as a scene subset, unlike Fugly's DUF there was a bit of Asset writing going on during the save.
All of the files have the empty Legacy INJection channels coded into the DUF, they all have all of V4's morphs available as the morphs were INJected before I made the first scene subset, so they were all turned into DSF asset files. Fugly's morph hasn't been written out as a DSF asset, instead it's coded inside her DUF file, so lose that DUF you lose the morph, Sandra's morph went into an existing but empty channel as a result her morph was saved as DSF assets, however unlike Tri-Ax figures, Poser figures need to have the morph called by the DUF file before it will be loaded, so yet again lose that DUF and you lose the morph, but then this was true of the old .DAZ scene format too.
Now, as I don't seem to be having the problems with converting to DSON that others are having, could someone tell me what it is you are doing different to me so we can try to figure this out.
I hadn't had a chance to try this so I'll give you what I have from memory:
Loading V4, selecting Base and Morphs++ (and all subsets)
selecting the figure then adding additional morphs to the figure for face, hands and feet (these were all working prior to 4.6 btw)
saving the figure as a .DUF file.
then after closing DS I load the .DUF file and get a list of morphs that did not load, mostly from the Base and Morphs++ but not exclusively.
this has been my workflow since Studio 3 so I have not changed anything I'm doing as far as I can see.
Could you post a screen shot of your Content Directory Manager with the Studio and Poser formats expanded? I am wondering if something there is prevent the data files from being written.
@jetsmart.
content is mapped to my H: drive which is a 500GB SATA 3GB/s drive dedicated to data and reformatted after a complete reinstall of Win7 64 ultimate. I'm the only account on the system and it's administrator
Studio maps:
H:/Data
H/Genesis/Data
Custom maps nothing
Poser maps:
H:/Content
my runtime is in H:/Content/Runtime
I can't screen shot. that PC is off line due to being evicted from Command Central (now; "Land of 1,000 exploded toyboxes") and sequestered to an empty bedroom until I run CAT6 through the wall or bridge my work laptop on nights when I remember to take it home.
@bejaymac
yes, I am using Power Loader.
I have 12 GB RAM
I'm not a fan of Power Loader so if you have other suggestions I'm all ears.
Your Studio folders break one of my rules of computing, "Computers are stupid, don't do anything to confuse them." Studio uses a "data" (lower case) folder, having a "Data" (upper case) folder in the mapped path could cause problems. Besides that you need to map your Studio content under Poser also as Studio looks for textures in the Poser /Runtime/Textures/... format. I hate Power Loader also (it just as fast injecting manually), but I installed and use it for my tests and I didn't have problems.
revise my last comment, after a second look my content mapped to H:/Content and H:/Genesis/Content
I think what I'm going to do is pull V4/M4 out of my runtime and data and try and rebuild from clean installs.
One thing I did notice is when I load a morph, then re-open the DUF file in a new session I will get an error message saying the file could not be found so not sure why it worked without giving me any grief in 2.5 then blew up in 2.6 and when I downgraded back to 2.5 (32 bit only) i still get this error.