How to create a head only morph for G2F?
Eichtam
Posts: 9
Hi,
I've searched on how to do this but am having a hard time finding something that works so I'm sorry if this has already been discussed. I've been teaching myself Daz for on and off for about a year and have hit a wall with this topic.
I have created the head below only using Daz3d morph dials. I then exported the figure to .obj and used the morph loader to bring it in as a single dial morph. This affects the entire figure. Since I've used the some Full Body morphs like "Body Size" and "Heavy" to sculpt the head, the body is oviously affected too. How can I make a dail for just the head like "Victoria 6" as shown in the pic below?
Many Thanks in advance!
Screen Shot 2015-12-01 at 1.50.12 PM.png
1702 x 1005 - 493K
Comments
Just a reminder that in general you can't share a morph made this way (the exception being if the morphs are from a merchant resource set used in accordance with the set's license).
You need to either zero the body shape, leaving only the head shape active, before exporting or you need to zero the head shape between exporting and importing, then then check Reverse Deformations for the morph in Morph Loader Pro to subtract the effect of the body morphs.
Thanks Richard,
I exported an .obj of the figure with all of the body dails to zero. Leaving only the head with morphs. I imported it usinig the morph loader and clicked Reverse Deformations to Yes. When I apply the new morph to a figure that has morphs ( for example Height, Heavy, etc ) the face of course changes to the desired morph but the body shape goes back down to zero. What am I doing wrong?
I'm not clear - if you exported with the morphs you don't want (the body morphs) zeroed then you don't need reverse Deformations, since the chnages in the OBJ are the oens you want. Reverse Deformations is for removing the effects of mesh changes that are in the OBJ but that shouldn't be in the morph (for example, if you are exporting a posed figure to create a morph that will smooth out a distortion caused by the pose you want the morph to keep only the smoothing chnage, not the actual pose shape). What do you see if you load the OBJ into the scene (File>Import) alongside the figure?
Ah - did you have the body morphs on when you loaded the morph? If you did then the Reverse Deformations function would have subtracted their effect from the morph shape, which is the zero shape, so you'd end up with a body morph that was the exact opposite of your set shape - so turning it on would cancel the shape, leaving you with a zeroed result.
It worked just as you said by leaving Reverse Deformations at No. However, I guess what I'm really trying to do is create my own custom Emotions. Let's say I wanted to create an extream Laugh by using all the "Smile" dials along with Shaping dials then use the export .obj procedure. When I apply the newly loaded morph (Reverse Deformations at NO) to a head that has Shaping, the head will be extremely deformed. Won't it?
Maybe the pics below can explain better.
1 The Figure is Genesis 2 Female with Victoria 6 head shape.
2 With some expression dialed in (exported to .obj).
3. Imported morph Reverse Deformations No on a new genesis 2 female with victoria 6 head shape. It looks very distorted
For that, it should be yes.
Thanks!
I trying to find out how to make a Morph Dial just for the head and not affect the body. I've tried saving a morph asset but when I check all the Shape/Pose it saves them separately. So there are dozens of files in the directory when I just want a single dial morph.
if the new morph (controller) worked well, you just need to save the one morph controller (property) which You made by morph loader pro.
if you made the morph, as adviced already,, it should work as Victoria 6 new expression controller.
(and maybe work well for other genesis2female shape too. at least , it only cahnge head shape)
though you will hope to more tweaking,, to fit each character,, and may hope to face rigs follow with your new expression shape.
at current, it just change head shape, but rigs not follow the face, then you may find another problem when you mix with another experssion,,,
or face poze,, eg usually eye and tongues , jaws will not work good. when rig position not fit current mesh.. though it is future try of you)
And you need not check other properties, when save the morph. it save the all checked morphs as new morph again .
the double saved morph with "same ID or labell " cause problems .
you need to delete these double saved morphs once (but take care not to delete original morphs )
morph directories are usually divided by vendor name
eg when I make new morph for "genesis2female base" character, it should be saved in
\daz content directory \data\DAZ 3D\Genesis 2\Female\Morphs\"vendor name"\ "product name"\ "controller name".dsf
Since you are using dials just zero everything you don't want to include in the morph - that you want to dial separately - before exporting. A morph just lists the changes in position, so anything that is in its starting position (no moprh, no pose) will be unaffected by the new morph.
I finally got it.
Thanks for all your help.
Reminder: you can’t share as your own if you’ve created a Head/Expression etc. using another artists morphs. These steps are to make it easier for those unfamiliar to Daz.
1. Load Genesis 2 Female figure and in the Parameters Tab and change the Resolution Level to Base. Then change the SubDivision Level to 0.
2. Create your desired head using the Shaping and Posing dials. Leave the body at zero. With your figure selected go to File/Export.
Change the (Files of type) to Wavefront Object (.obj) and click OK. In the OBJ Export Options window, change To: DAZ Studio (1 unit =1cm).
I left everything else as is. Click Ok
3. Load in a new Genesis 2 Female figure and keep keep everything zeroed out. In Morph Loader Pro, Change From: DAZ Studio (1 unit =1cm). Then click on (Choose Morph Files…) and select the .obj you exported in step 2. Change Reverse Deformations to YES. You should see your new morph dial in the Parameters tab in Morphs/Morph Loader. Click on the Gear Icon to bring up the Parameter Settings window and change the minimum to ZERO%.
4. Saving your new morph: Go to File/Save As/Support Asset/Morph Assets… This will bring up the Morph Asset(s) Save Options window. Fill in your info at the top of the window. Your figure is at the top of the list. Click on the triangle to show the hidden menus. Find your new morph in Morph Loader and click its check box. Click Accept.
5. Start a new scene and load a Genesis 2 Female figure. Shape the body however you like. You’ll see that only the head will change when you apply the new morph you saved out in step 4.
Hope this helps those who may not have known how to do this.
Thanks to
Richard Haseltine,Cris Palomino, kitakoredaz