Adding new aniblocks reverting model's morphs

After adding a new aniblock, the model keeps changing shape to default genesis throughout the timeline

How do I prevent this from happening? Is there no "keep morphs" button or something similar?

Comments

  • DartanbeckDartanbeck Posts: 21,583

    Is this happening during a dForce simulation? If so, it's just recaluculating from the Base, then going back to the dialed in shape.

     

    If not, you may be using aniBlocks made by someone who ticked the Morph/Values box when creating the aniBlocks. That will use whatever morphs were on that figure - or try to. This is why the box is Always unchecked unless we check it.

     

    Why have such a box? It's useful when we want to create aniBlocks for Jiggle, Muscle expansions, things like that.

     

    Standard aniBlocks bought at Daz 3d will not do this - so if that's the case, something else is up.

  • DartanbeckDartanbeck Posts: 21,583

    PS - if you ever want more info or tips about aniMate, check this thread: aniMate 2 - Real aniMating Power for Daz Studio!

  • Dartanbeck said:

    Is this happening during a dForce simulation? If so, it's just recaluculating from the Base, then going back to the dialed in shape.

     

    If not, you may be using aniBlocks made by someone who ticked the Morph/Values box when creating the aniBlocks. That will use whatever morphs were on that figure - or try to. This is why the box is Always unchecked unless we check it.

     

    Why have such a box? It's useful when we want to create aniBlocks for Jiggle, Muscle expansions, things like that.

     

    Standard aniBlocks bought at Daz 3d will not do this - so if that's the case, something else is up.

    Yes it's true that I the aniblocks I bought were custom ones on other shops. So is there any way to override this or revert that option? 

  • DartanbeckDartanbeck Posts: 21,583

    I believe this would work, though I've never had the issue, so haven't tried it - but it should:

    1. Load which ever base figure it's reverting to in the timeline and load the aniBlock onto it.
    2. Bake to Studio Keyframes
    3. Make sure everything is going good on that figure
    4. Go back to aniMate 2, leaving the original aniBlock still in place
    5. Right-click and empty portion of the aniMate window (anywhere that is Not the aniMate time tracks) > Create aniBlock from Studio Keyframes
    6. Make sure Not to check the "Morphs/Values" box in the dialog
    7. When done, right-click the aniBlock > Save as New > give it a new folder within your aniBlocks library
    8. Repeat for the rest of them

    You'll need the Paid version of aniMate 2 to do those last few steps, I think. Not sure. I've never not had it - it was in my first orders from Daz 3d. 

  • DartanbeckDartanbeck Posts: 21,583

    Dartanbeck said:

    You'll need the Paid version of aniMate 2 to do those last few steps, I think. Not sure. I've never not had it - it was in my first orders from Daz 3d. 

    Worth its weight in Gold to me! ;)

     

  • Dartanbeck said:

    I believe this would work, though I've never had the issue, so haven't tried it - but it should:

    1. Load which ever base figure it's reverting to in the timeline and load the aniBlock onto it.
    2. Bake to Studio Keyframes
    3. Make sure everything is going good on that figure
    4. Go back to aniMate 2, leaving the original aniBlock still in place
    5. Right-click and empty portion of the aniMate window (anywhere that is Not the aniMate time tracks) > Create aniBlock from Studio Keyframes
    6. Make sure Not to check the "Morphs/Values" box in the dialog
    7. When done, right-click the aniBlock > Save as New > give it a new folder within your aniBlocks library
    8. Repeat for the rest of them

    You'll need the Paid version of aniMate 2 to do those last few steps, I think. Not sure. I've never not had it - it was in my first orders from Daz 3d. 

    Wait, so in which step do I add in my current morphs of that model? 

  • Dartanbeck said:

    Dartanbeck said:

    You'll need the Paid version of aniMate 2 to do those last few steps, I think. Not sure. I've never not had it - it was in my first orders from Daz 3d. 

    Worth its weight in Gold to me! ;)

    Yes, I already bought it, works really well with added features 

  • Dartanbeck said:

    Dartanbeck said:

    You'll need the Paid version of aniMate 2 to do those last few steps, I think. Not sure. I've never not had it - it was in my first orders from Daz 3d. 

    Worth its weight in Gold to me! ;)

    Yes, I already bought it, works really well with added features 

  • DartanbeckDartanbeck Posts: 21,583

    kinkycat3d said:

    Dartanbeck said:

    I believe this would work, though I've never had the issue, so haven't tried it - but it should:

    1. Load which ever base figure it's reverting to in the timeline and load the aniBlock onto it.
    2. Bake to Studio Keyframes
    3. Make sure everything is going good on that figure
    4. Go back to aniMate 2, leaving the original aniBlock still in place
    5. Right-click and empty portion of the aniMate window (anywhere that is Not the aniMate time tracks) > Create aniBlock from Studio Keyframes
    6. Make sure Not to check the "Morphs/Values" box in the dialog
    7. When done, right-click the aniBlock > Save as New > give it a new folder within your aniBlocks library
    8. Repeat for the rest of them

    You'll need the Paid version of aniMate 2 to do those last few steps, I think. Not sure. I've never not had it - it was in my first orders from Daz 3d. 

    Wait, so in which step do I add in my current morphs of that model? 

    Afterwards.

    What that workflow is detailing is How to Create New aniBlocks Without the problematic morphs changes.

    Once you've made those new aniBlocks without the morphs included, they should work as expected on your custom figure and any other figure without reverting to some other shape.

  • DartanbeckDartanbeck Posts: 21,583
    edited December 2023

    kinkycat3d said:

    After adding a new aniblock, the model keeps changing shape to default genesis throughout the timeline

    How do I prevent this from happening? Is there no "keep morphs" button or something similar?

    So getting back to that original post.

    1. Load which ever base figure it's reverting to (which ever default genesis it changes into) and load the aniBlock onto it.
    2. Bake to Studio Keyframes
    3. Make sure everything is going good on that figure
    4. Go back to aniMate 2, leaving the original aniBlock still in place
    5. Right-click and empty portion of the aniMate window (anywhere that is Not the aniMate time tracks) > Create aniBlock from Studio Keyframes
    6. Make sure Not to check the "Morphs/Values" box in the dialog
    7. When done, right-click the aniBlock > Save as New > give it a new folder within your aniBlocks library
    8. Repeat for the rest of the aniBlocks that have this issue

    Your newly saved aniBlocks should be the same, but without changing shape to default genesis throughout the timeline

    Post edited by Dartanbeck on
  • Dartanbeck said:

    kinkycat3d said:

    After adding a new aniblock, the model keeps changing shape to default genesis throughout the timeline

    How do I prevent this from happening? Is there no "keep morphs" button or something similar?

    So getting back to that original post.

    1. Load which ever base figure it's reverting to (which ever default genesis it changes into) and load the aniBlock onto it.
    2. Bake to Studio Keyframes
    3. Make sure everything is going good on that figure
    4. Go back to aniMate 2, leaving the original aniBlock still in place
    5. Right-click and empty portion of the aniMate window (anywhere that is Not the aniMate time tracks) > Create aniBlock from Studio Keyframes
    6. Make sure Not to check the "Morphs/Values" box in the dialog
    7. When done, right-click the aniBlock > Save as New > give it a new folder within your aniBlocks library
    8. Repeat for the rest of the aniBlocks that have this issue

    Your newly saved aniBlocks should be the same, but without changing shape to default genesis throughout the timeline

    I see, so I did check the box in the dialog because the DAZ3D youtube video told me to lol. Gonna redo things again and hope it goes well. Thank you very much for the help, if anything happens I might reply again 

  • Oh one more thing, should I choose "Direct Copy" or the 2nd one from the first section?

  • DartanbeckDartanbeck Posts: 21,583

    Either should work, but I always just use Direct Copy

  • DartanbeckDartanbeck Posts: 21,583

    As fast as these threads disappear in the Commons, if I don't answer right away just post in this thread instead: ►►► aniMate 2 - Real aniMating Power for Daz Studio!

  • DartanbeckDartanbeck Posts: 21,583

    Just for fun:

  • rillarilla Posts: 57
    Can't you just lock the morphs you used before you add the aniblock? Or will the aniblock still override the lock?
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