Why Can't I save My Full Body Morph as DSF?

nokoteb99nokoteb99 Posts: 931
edited December 1969 in Daz Studio Discussion

I don't get it. DAZ 4.6 actually has a SaveAs/Morph Assets but it doesn't work.

Here's how i do it. I Create my full body morph using this method


Saving Morphs

I follow the section under "Create new property" And it works.
But then i go to SaveAs/Morph Assets and i get this message"you must save FIgure/Node Assets before you can save Morph Asset(s)"

So how do we save out Full body morphs?

Comments

  • LeanaLeana Posts: 11,835
    edited December 1969

    What figure are you creating a FBM for?

  • Richard HaseltineRichard Haseltine Posts: 102,729
    edited December 1969

    As Leana indicates, the figure - or at least the figure type - is crucial. If it's a legacy rig figure, such as Michael 4, it isn't in the forum that uses .dsf morph assets and so you can't save your new morph (strictly a controller rather than a morph) that way. For fourth generation DAZ figures you could use ExP exporter to do the job, adding the morph as a new product to those loaded with the figure using PowerLoader.

  • nokoteb99nokoteb99 Posts: 931
    edited December 1969

    Leana said:
    What figure are you creating a FBM for?

    M4 and V4.

    "As Leana indicates, the figure - or at least the figure type - is crucial. If it’s a legacy rig figure, such as Michael 4, it isn’t in the forum that uses .dsf morph assets and so you can’t save your new morph (strictly a controller rather than a morph) that way. For fourth generation DAZ figures you could use ExP exporter to do the job, adding the morph as a new product to those loaded with the figure using PowerLoader."
    I don't quite understand this. Seems like a whole comlicated thing.

    I just want to save out my full body morph to a DSF file.
    Does EXP Exporter do that?

  • mjc1016mjc1016 Posts: 15,001
    edited December 1969

    nokoteb99 said:
    Leana said:
    What figure are you creating a FBM for?

    M4 and V4.

    "As Leana indicates, the figure - or at least the figure type - is crucial. If it’s a legacy rig figure, such as Michael 4, it isn’t in the forum that uses .dsf morph assets and so you can’t save your new morph (strictly a controller rather than a morph) that way. For fourth generation DAZ figures you could use ExP exporter to do the job, adding the morph as a new product to those loaded with the figure using PowerLoader."
    I don't quite understand this. Seems like a whole comlicated thing.

    I just want to save out my full body morph to a DSF file.
    Does EXP Exporter do that?

    DSF morphs are for Genesis or later...Tri-ax weight-mapped figures, not the parametric rigging of M4/V4 and earlier.

  • nokoteb99nokoteb99 Posts: 931
    edited December 1969

    Well i was saying DSF because I use MegaDAZ for Unity and it wants DSF for morphs. And my Morph folder for M4/V4 does have DSF files.
    But they're mostly body part DSF... i wanted a full body morph DSF that's why i wanted to see if i could create one

  • BejaymacBejaymac Posts: 1,897
    edited December 1969

    V4 and M4 are Poser figures, this means they don't have DSF asset files, and there are only two ways I know of to get them to have asset files, first is to load them into an empty scene and then save them as either a scene or subset, this will do pretty much the same as the old .DAZ scene files did, but instead of a data folder full of DSO/DSD/DSV files you DSF files instead. The other method is if you've been dumb enough to convert them to TriAx and then saved it with "Figure/prop asset", all this does is give you a figure that bends like crap, and a huge cluster**** of around 15,000 morph DSF asset files, all of which are really only fit for the trash can.

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