Separate Head From Custom Morph

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  • #279015
    LegacyZulu
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    Does anyone know if it's possible to create a separate head morph from a custom morph created in ZBrush? I'm using Mikaela for Genesis by Edson, which comes with one morph. When it's dialed in, it affects the whole body, namely the height, shrinking her by quite a bit. So, I'm wondering if I can use the part of the morph that just affects the head/face?

    #279495
    LegacyZulu
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    Rank: Rank-1

    I should mention, I'll offer 2000 points to anyone who can solve this, if it's possible.

    #279711
    coolcat
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    Rank: Rank-1

    I would just a just the body to what u want

    #279741
    LegacyZulu
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    Rank: Rank-1

    I don't really want to scale it or anything. I like to just start with the base body, and then go from there, if possible. I've tried exporting as OBJ then loading into Morph Loader Pro, but that doesn't work. Same with exporting to ZBrush then back to Daz.

    #279988
    coolcat
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    Rank: Rank-1

    I know it would be handy to have there are different characters I have that are the same just one morph and I don't like the body or the head and I would like to mix and match or make my own while keeping one of them.

    #281919
    Tucker Pope
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    Rank: Rank 3

    Which Daz version are you using?

    Also, the morph shouldn't shrink the figure by Daz standards (not say they always enforce those). So check that the scale hasn't changed for the figure. If it has, set it back 100%.

    Back to splitting the head, it can be done fairly easily but only if you have the right version of Studio.

    #281955
    LegacyZulu
    Participant
    Rank: Rank-1

    I believe I have the latest version. Yeah, it's not actually affecting the scale parameter itself, but it's definitely making the figure shorter/smaller by a foot or two. What version of Studio do you need?

    #282051
    The King
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    Rank: Rank-1

    It might be changing the size of the bones.

    #282410
    Tucker Pope
    Participant
    Rank: Rank 3

    If it is not impacting scale, it probably isn't scaling in the bones. Might be but doesn't matter if it is.

    Here's what you're going to do:

    Download and extract this into your My Library folder.
    https://mega.nz/#!dsdlzSYQ!E0EAefwsQH5sTkbqRK0jAZbhmTBWh_okLWR3cf7G0UU

    Load Genesis. Load Genesis again. For the first, dial in Basic Female. This is just a reference. For the second, dial in Mikaela.

    Scale the second up until it about same height as the first. That'll do well enough. Select the first and restore the figure (right click the parameters tab. You'll find restore in the context menu.) Hide the figure. Verify that only Mikeala is visible in the scene.

    Select Mikeala. Find Mesh Resolution under General in the parameters tab. Set Resolution level to base, and subdivision to Zero. File > Export. Doesn't matter what you name it, you won't be using the name beyond find the exported file in a minute.

    Now it get's interesting. Select Genesis (not Mikeala. In fact, go head and restore then hide that one). Dig into your Content library, People > Genesis > Dev Tools. Here you will find the Head Split Defomer. Load it.

    The Head Split Defomer is now attached to Genesis. Genesis should still be selected. If not, select it. Launch Morph Loader Pro. Click Choose Morph Files. Find the Exported Mikeala shape and choose it. Click Choose Morph Files. Find the Exported Mikeala shape and choose it. That is not a typo. Do it twice.

    Click the arrow to expand the first copy. Double Click the line where it says name, over the text that is the name. It will allow you to Edit. Type "FHMMikealaABC" where ABC are your initials (this helps prevent duplicating morph names). Right click the Reverse Deformations line, where it says "No" and change it to Yes. Click the Attenuate by line where it says "None" and go Weight Maps > Head Split Genesis > Influence Groups.

    Click the arrow to expand the Second copy. Double Click the line where it says name, over the text that is the name. It will allow you to Edit. Type "FBMMikealaABC" where ABC are your initials (Notice the name is changed here). Right click the Reverse Deformations line, where it says "No" and change it to Yes. Click the Attenuate by line where it says "None" and go Weight Maps > Head Split Genesis > Influence Groups. Click the arrow next to Attenuate By to expand. Double Click the Strength line where it says 1 and change it to -1.

    Click accept.

    You new Morphs will be in Morphs/Morph Loader. Dial one (ONLY one) to 100%. Edit > Figure > Rigging > Adjust Rigging to Shape. Right Click Parameters tab. Choose Edit Mode. Go to the Morph you have at 100%, Right Click on the slider. Choose ERC Freeze. Click accept in the ERC Freeze window. Wait for it. When it finishes, dial the morph to 0%.
    Dial the other one to 100%. Edit > Figure > Rigging > Adjust Rigging to Shape. Go to the Morph you have at 100%, Right Click on the slider. Choose ERC Freeze. Click accept in the ERC Freeze window.
    In the property group list, highlight Morphs/Morph Loader. If it already highlighted, select something else then highlight it again (it's important you do it this way). Right click the highlight group and choose create new property. Name the Property "CTRLMikealaABC" where ABC are your initials. Change the Label to "Mikeala ABC" very important in this case that you you use the initials. Under Presentation Attributes change Type from "None" to "Modifier/Shape" (this is important). Click create. Dial up Both the FHM and FBM you made to 100%.
    Switch to the other Genesis. Dial Mikeala to 100%. Switch back to the one with the FHM and FBM dialed in. Scale this one down to match the other. Find the Mikeala slider you just made in Morphs/Morph Loader, dial it to 100%. right click it. ERC freeze, Accept.

    You may change the LABELS (not the names) of FHMMikeala to Mikeala Head, and FBM Mikeala to Mikeala Body, you like. You can use the gear icon at the right side of their sliders to change the colors, set icons and change the property groups if you don;t want them in Morphs/Morph Loader. IF YOU CHANGE THE GROUP, write down where you moved them. For Reals. It make the next bit easier.

    File > Save as > Support Asset(s) > Morph Assets. Change the Product Name to Mikeala. Drill down by expanding the arrows until you find exactly the Morphs you made, and check their checkboxes. If you did not move the groups, they are still under Morphs/Morph Loader. If you did, they are where you moved them to, which is why you needed to write that down. Make sure nothing else is checked. Daz will put faded checks in all the parents, and that fine. It's unfaded checks that you don't want more of.

    Click Accept.

    Close Studio. (It's important. Stuff won't work right if you don't)

    Reopen Studio. Load Genesis. You three new morphs should be live and working. The main Controller replicates the original morph. The other two allow you to dial in more or less of each and do not change the figure scale.

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