Saving and Importing workable fit morphs
napalmarsenal
Posts: 82
I am trying to save a fit morph on a clothing item, but DAZ is being a PITA about the morph showing up for the item in the parameters settings and also very touchy about saving on the export. Am I doing something wrong?
The fit is based off of a character morph that is then dial morphed into a custom character. The clothing is for a different character and is fitted using a clone.
Comments
Just to add some more info...we are attempting to convert an outfit from one character to another using a clone and then create a custom morph for it.
So far unless we save the converted item the morph will not work even if saved for the original item. I'm thinking that when an item is converted that something is happening that stops us from being able to save the morph. Any help on this would be appreciated. As the original item is not our property we can't release the converted item once it's been saved. So we're looking for a work around as we would really like it available for this character. Also with the character being an extreme morph it needs the custom morph.
The converted item is a new asset, so you must save it as such before there is ana sset folder to which the moprh can be saved. I don't think there's a way to distribute modifications to a converted item.
Saving as a subset can save a lot of mesh data directly into the DUF file rather than as DSF assets, but I don't think it'll save the converted mesh and rig.
It should, but still not something that can be distributed (assuming the original didn't allow derivatives, of course).
There's not a way to work around that? I mean can you export it into a modeling program and save it as a morph without the original mesh?
Or export as a cr2 and then convert the morphs?
Not that I am aware of, other than RTEncoding or the like against one of the original files - if that is allowed by the maker.
Thanks Richard and Bejaymac...that's pretty much what I thought it would be but I was hoping someone would have a work around. We'll need to talk with the person who created the original item. Thanks for the help...
Thanks Richard and Bejaymac!! I appreciate your insights!