D-Former- Morph Slider Doesn't Appear After Creating Morph**Solved By ben98120000**

2

Comments

  • NovicaNovica Posts: 23,887
    edited May 2014

    It's got to be something in my studio.
    I did it again from scratch and like the past three times, now when I spawn the morph everything disappears. (and I clicked only the "Yes" btw :)

    Out of curiousity, I went ahead and tested the File>Save As>Support Asset>Morph Asset, and selected Genesis and it saved all the other morphs from every vendor in the universe, lol, but not mine. It did show up in the folder it created, under data>Daz3D>Genesis>base>morphs>Novica just like in the video. (That is how I knew how to find it.)

    It's been twelve hours trying to get this to work, and right now I'm thinking it has to be a glitch in the studio. I followed the tutorial minute by minute, and as you can see by the screenshots, there is nothing else I can do.

    This sucks, and I'm really disappointed in this software right now. (Edit, and ME.) What a waste of time. Appreciate you spending yours trying to get it to work. May try again tomorrow. Get some sleep Jaderail, it's going on 5am!

    Post edited by Novica on
  • JaderailJaderail Posts: 0
    edited May 2014

    Here are my Steps exactly

    1. Select genesis in Scene Tab
    2. Create Deformer With a Name (it defaults to Deformer1 ect)
    3. Select the Deformer Field in the Scene Tab
    4. Use the Universal Tool to move to head.
    5. In parameters scale the Field down and move to mesh surface.
    6. Move the Deformer base with the Universal tool to almost same spot.
    7. Move the Defromer controller (thats under the base you need to expand to use the controller) so the Field deforms.
    8. I may Scale the Field more now or move the Controller.
    9. Open the Deform Menu, set Create Root Control Parameter to On, set Delete D-Former(s) Field to On.
    >>>Opps!! NOW select Genesis again in Scene Tab.<<<</strong>
    10. Spawn Morph, Enter a Name and then do Yes or Yes to All.

    The Morphs then Appear just where I showed them before. I then do the other steps and Got what I showed.

    Post edited by Jaderail on
  • ben98120000ben98120000 Posts: 469
    edited December 1969

    Did you actually used dformer to make a change to the figure? Only way I was able to recreate what you are getting is that I made (applied a dformer to the figure) a dformer and went through procedure of spawning a morph (without making any change to the figure) and there wasnt any morph shown. Which is as it should be because there wasnt any actual change to the figure so there wasnt any morph spawned even if spawn morph procedure went through.

  • JaderailJaderail Posts: 0
    edited December 1969

    Did you actually used dformer to make a change to the figure? Only way I was able to recreate what you are getting is that I made (applied a dformer to the figure) a dformer and went through procedure of spawning a morph (without making any change to the figure) and there wasnt any morph shown. Which is as it should be because there wasnt any actual change to the figure so there wasnt any morph spawned even if spawn morph procedure went through.
    Yes the Deformer Field Must change the Mesh in some way if not the Morph will not generate as the field of influence is not moving any points. Some points must move.
  • JaderailJaderail Posts: 0
    edited May 2014

    For when Novica comes back. Here is what I mean about the Deformer Field. See how the Points on the mesh light up with the Field selected in the Scene Tab? Some of the points must move to create a deformer Morph. And here is the Base and the Controller now moved to Move the Points...

    Capture-002.png
    871 x 416 - 58K
    Capture-001.png
    803 x 362 - 51K
    Post edited by Jaderail on
  • Richard HaseltineRichard Haseltine Posts: 100,765
    edited December 1969

    The DForm slider is a strength setting for any DForms that are applied to the node - you can use it to temporarily turn the DForms on off without removing them, if you have Consolidate Properties off in the Scene pane option menu you can adjust the strength of each DForm independently.

  • NovicaNovica Posts: 23,887
    edited December 1969

    Did you actually used dformer to make a change to the figure? Only way I was able to recreate what you are getting is that I made (applied a dformer to the figure) a dformer and went through procedure of spawning a morph (without making any change to the figure) and there wasnt any morph shown. Which is as it should be because there wasnt any actual change to the figure so there wasnt any morph spawned even if spawn morph procedure went through.

    Back, but only for a few minutes.
    Yes, I took a lot of time placing the base into the bridge of the nose/forehead, viewed it from all angles, and translated Z to test the results. It was a beautifully done field (had scaled it so it impacted exactly where I wanted it.) It is very fine tuned and I had practiced with the sliders to see the results of the placement.

    I have done this before, and created morphs, but it was in version 4.5
    I'll try it again later today- but I appreciate everyone brainstorming as to what could possibly be causing this. I'm stumped as to why I am getting different results in these past efforts (everything disappearing from Scene after the spawning) than my first posts with screenshots where there is at least something showing. But I'll putz again tonight. (I have out of town guests, leaving tomorrow, so they're the priority.)

  • FistyFisty Posts: 3,416
    edited December 1969

    just an idea.. you have your actual d-form part moved so you're seeing the effect you want when you spawn the morph right? If you have it all placed where you want but the mesh isn't actually moved it won't make a morph for you.

  • NovicaNovica Posts: 23,887
    edited December 1969

    That may be the problem- if I understand correctly, having the base in place but NOT having it "in action" moving mesh- would cause nothing to happen. I had done some "un-do" actions up in Edit, so perhaps there was no d-forming occurring. Let me check that. Thanks for the idea Jaderail and Fisty :)

  • NovicaNovica Posts: 23,887
    edited December 1969

    :) :) :) :) :) :) :) :) YESSSSSSSSS! Apparently the undo had gone one step further back on the original attempts, then when I started over (after 10 hours, I might add- exhausted/frustrated but determined) I didn't do the morphing. It is interesting to me however that I got two different results with the same boo-boo. One still showed something in Scene, while the second time, nothing.

    So now I have Morphs in Parameters. Before I go any further, is this correct to save it-
    File>Save As>Support Asset>Morph Asset ?

  • FistyFisty Posts: 3,416
    edited May 2014

    Novica said:
    So now I have Morphs in Parameters. Before I go any further, is this correct to save it-
    File>Save As>Support Asset>Morph Asset ?

    yep

    (have genesis selected when you do it)

    Post edited by Fisty on
  • FistyFisty Posts: 3,416
    edited December 1969

    Oh! For best results you'll want to first move your morph to where it makes sense in Actor.. instructions in next post

  • FistyFisty Posts: 3,416
    edited December 1969

    If it's a head morph go into Gene's Actor/Head/People/Real World (or whatever makes most sense) click the little gear on the picture of the a morph that's already there and open its Parameter Settings tab. Click-drag to select what is in Path (" Actor/Head/People/Real World " for the example) control-c to copy it to clipboard, cancel the parameters setting window. Go back to your newly made morph, open its parameters setting and past that same path into its path so it moves to its logical location. THEN save your morph asset. =)

  • FistyFisty Posts: 3,416
    edited December 1969

    If it's a body morph you'll need to figure out where it goes based on what Gene already has.. sometimes its a bit troublesome to make sense of (why are waist morphs in upper body?)

  • NovicaNovica Posts: 23,887
    edited December 1969

    Fisty said:
    If it's a head morph go into Gene's Actor/Head/People/Real World (or whatever makes most sense) click the little gear on the picture of the a morph that's already there and open its Parameter Settings tab. Click-drag to select what is in Path (" Actor/Head/People/Real World " for the example) control-c to copy it to clipboard, cancel the parameters setting window. Go back to your newly made morph, open its parameters setting and past that same path into its path so it moves to its logical location. THEN save your morph asset. =)

    Kinda DUH here. It's a nose morph, so I followed the first part of what you're saying (and thanks so much, btw) and I have the Nose / Real World open. I got lost with the click drag- what am I clicking on and dragging? Then I control+c (and where does clipboard open?)

  • NovicaNovica Posts: 23,887
    edited December 1969

    Uh oh, I did a search on clipboard and for Windows 7, I don't apparently have the "viewer."

  • NovicaNovica Posts: 23,887
    edited December 1969

    Before I save, would selecting Head instead of Genesis (in Scene) accomplish the same thing?

  • NovicaNovica Posts: 23,887
    edited December 1969

    When I do the Save Asset, since it is the nose, would I select Genesis in the Morph Asset Save options, or just the head?

  • FistyFisty Posts: 3,416
    edited December 1969

    Genesis, whole thing

  • NovicaNovica Posts: 23,887
    edited December 1969

    Thanks Fisty! BTW, got the path solved another way.
    Go to Parameters and to Morphs, click the cog to open the Parameter Settings, change the path there. Easy smeezy :) You gave me the idea on changing the path though- thanks so much!

    dFormNoseUpperBridge.jpg
    1452 x 2000 - 657K
  • JaderailJaderail Posts: 0
    edited December 1969

    Well cool. Looks like Novica concurred it fully now. I still prefer my hand made morphs in a fully separate place just so I know I added it.

  • FistyFisty Posts: 3,416
    edited December 1969

    Novica said:
    got the path solved another way. Go to Parameters and to Morphs, click the cog to open the Parameter Settings, change the path there. Easy smeezy :)

    I'm used to having to change it in props I've made so that they'll auto morph, in those they aren't in that pull down 'cause those paths don't exist yet.. didn't even think of doing it that way. LOL

    I still prefer my hand made morphs in a fully separate place just so I know I added it.

    I color mine bright purple and green gradient so I can see at a glance that they're mine ;)

    MyMorphs.jpg
    465 x 963 - 119K
  • JaderailJaderail Posts: 0
    edited December 1969

    Good Point Fisty. It would not hurt for me or any one to include the Authors initials in the Morph name maybe JES Head Morph will be my new way with gradients and Cards. Cards are easy once you do one.

  • NovicaNovica Posts: 23,887
    edited December 1969

    I haven't gotten around to the card yet, I did read they should be 147 x 185 and a png, and use 70% of the surface (geared toward the left.)
    The image below is prior to saving it. I went with greens as horses like grass so much. Should have done orange for carrots!

    dFormNoseUpperBridge2.jpg
    1633 x 685 - 93K
  • NovicaNovica Posts: 23,887
    edited December 1969

    One quick question- when I save this (Genesis, roger that) will it stay in the Nose section where I currently have the path?

  • NovicaNovica Posts: 23,887
    edited December 1969

    When saving this as a Morph Asset, it takes forever when Genesis is selected because it's loading all the content I've bought (I assume that's what it is doing.) If I just wanted to save MY morph to apply to Genesis, is there a way to do just that?

  • FistyFisty Posts: 3,416
    edited December 1969

    when you have the save morph window open open up the tree until you find yours, uncheck everything else and just checkmark yours, then it won't resave all the others.

  • FistyFisty Posts: 3,416
    edited December 1969

    gkrjhyhwe qkrhryk qrrhkjyjr[hq q;smsgnr;

    MorphSave.jpg
    422 x 656 - 66K
  • NovicaNovica Posts: 23,887
    edited December 1969

    "gkrjhyhwe qkrhryk qrrhkjyjr[hq q;smsgnr;"

    Sure, whatever you say! LOL

  • NovicaNovica Posts: 23,887
    edited December 1969

    Thank you Fisty btw. :)

    Another question- a bit more complicated-
    If I want to do morphs for the nostrils, aka, a symmetrical morph, without getting the tip of the nose in the field, do I create two morphs (one per nostril) then somehow merge the two? I haven't found anything regarding eliminating part of the field so it "skips" over other mesh.

This discussion has been closed.