INJect Morph and Auto-Load that Morph

corinthianscoricorinthianscori Posts: 55

No matter what I try, all I can get an INJection to do is inject the custom morph into Victoria 4.2; the injected custom morph does not auto-apply once the morph has been loaded.

HOW can I force Poser 6-9 to auto-load a custom morph once that morph is injected into V4.2? The morph applies just fine once the injected dial is spun.

Note: custom morph is full body morph that uses no proprietary morph packs.

I own: Poser 6,8,9
syrINJ
Injection Pose Builder
Injection Magic
Poser File Editor
Poser Tool Box
Morph Manager
PoserWriter Premium
etc.(and a bunch of other stuff)

Comments

  • JaderailJaderail Posts: 0
    edited December 1969

    Edit the Morph file to LOAD at 100% instead of 0% applied? That's just a guess.

  • corinthianscoricorinthianscori Posts: 55
    edited December 1969

    Jaderail said:
    Edit the Morph file to LOAD at 100% instead of 0% applied? That's just a guess.

    I can't find a single thing about that on any tutorial or info anywhere. Its the same thing I suspect, but the how is beyond me - somewhere in the code, I'm certain.

  • JaderailJaderail Posts: 0
    edited December 1969

    Morph files are just TEXT files, I can open them in most text editors by default unless they were saved as compressed. The value initValue 0 = the Amount of the Morph applied to the Figure at the LOAD of the morph File. I use NotePad++ to edit my files.

  • corinthianscoricorinthianscori Posts: 55
    edited January 2014

    Jaderail said:
    Morph files are just TEXT files, I can open them in most text editors by default unless they were saved as compressed. The value initValue 0 = the Amount of the Morph applied to the Figure at the LOAD of the morph File. I use NotePad++ to edit my files.

    In a better world that would work. Unfortunately, my world was invented by Murphy's Law and it accords that no "initValue" exists in my Injection file. Don't get me wrong, I agree with you; it should be so simple. C'est la vie!

    Untitled-1.jpg
    783 x 688 - 274K
    Post edited by corinthianscori on
  • Lissa_xyzLissa_xyz Posts: 6,116
    edited January 2014

    Add this under hidden 0 in that top BODY:1 section. k 0 1 will auto-dial in at full strength while k 0 0 wouldn't dial at all unless the user manually does it.

    
    keys
        {
        k 0 1
        }
    
    Post edited by Lissa_xyz on
  • corinthianscoricorinthianscori Posts: 55
    edited December 1969

    Vaskania said:
    Add this under hidden 0 in that top BODY:1 section. k 0 1 will auto-dial in at full strength while k 0 0 wouldn't dial at all unless the user manually does it.

    
    keys
        {
        k 0 1
        }
    

    wow...

    That worked.

    I don't even have the words to express how incredibly relieved I am. For years, this little bit of code is what I've needed. Its unbelievable how simple that was - why isn't this written somewhere?!

    Thank you so much, Vaskania! You're my hero!

    Untitled-g1.jpg
    528 x 685 - 204K
  • Lissa_xyzLissa_xyz Posts: 6,116
    edited January 2014

    Glad it worked. :) Your headache days are over.. well.. slightly less at least. :P

    It actually is written, over here: http://docs.daz3d.com/doku.php/artzone/pub/tutorials/models/models-gen15 in the "Additional Notes" section. :P

    How I found it though was by dissecting a pz2 I did through D3D's Binary Morph Editor where I used the option to have certain morphs inject at 100%. The ones I set that to had that k 0 1 line, and the ones I left off @ inject had k 0 0.

    One other little bit of info, you can also group your morphs all nice and neat. See the group portion @ the top of this:

    
    actor BODY:1
     {
     channels
      {
      groups
       {
       groupNode Doe for Dawn
        {
        parmNode Doe
        parmNode DoeHeadOnly
        parmNode DoeBodyOnly
        parmNode DoeNipples
        parmNode DoeGenitalCrease
        }
       }
      valueParm Doe
       {
       name Doe
       keys
        {
        k 0 1
        }
       }
      valueParm DoeNipples
       {
       name Doe Nipples
       keys
        {
        k 0 1
        }
       }
      valueParm DoeHeadOnly
       {
       name Doe Head Only
       keys
        {
        k 0 0
        }
       }
      valueParm DoeBodyOnly
       {
       name Doe Body Only
       keys
        {
        k 0 0
        }
       }
      valueParm DoeGenitalCrease
       {
       name Doe Genital Crease
       keys
        {
        k 0 1
        }
       }
      }
     }
    

    That, results in this (earlier screen, the above code would also toggle the genital crease to 1; also ignore the Doe Body Only- this DS -> Poser conversion was my first ever character and I didn't think to just do full + head lol):

    Doe_PoserDials.jpg
    369 x 510 - 118K
    Post edited by Lissa_xyz on
Sign In or Register to comment.