Hope this thread is still alive, I tried to use this tool on this new figure : https://www.daz3d.com/the-gobbler-hd-for-genesis-8-male , but when I tried to preview the results of applying the morph nothing happens/changes on the genesis 8 figure, no matter which body part I choose. Is there something special about this figure, any help is appreciated.
Looks like that the shape of the Gobbler depends heavily on HD. DAZ restricted the HD edit tools to PAs so that HD shapes can only be sold in the DAZ store. That's why this tool doesn't support HD, only base shapes can be splitted.
But I thought this tutorial was a work around that allowed it to somewhat work : or am I mistaken?
You can apply non-HD morphs to HD characters, but you can't apply HD morphs to other characters.
Thats fine, but the steps outlined in the video did show them creating a morph that they used to reverse the HD morph on the main figure and then applying another face morph after. I was able to do what the video mentioned for that figure but I was not able to do the similar steps for the Gobbler figure, not sure why since they are both HD figures. The Gobbler figure won't even load on the Genesis 8 male figure from within the Shape Splitter tool.
If the morph is not visible, you would have to create a new morph for the Gobbler
1.- You load the base figure of Genesis 8.
2.- You apply the preset of your character (Gobbler), it is in shaping of your product
3.- Optional: You remove any scale that the character has (they make it bigger or smaller)
4.- You execute Shape Splitter, and perform the "Spawn Morph", and give it a new name, ex. New_Gobbler
And with this new morph you could already divide it as shown in the video.
Whoa, thank you, that worked very well, interesting work flow. These morphs that your tool creates, how can I make them permanent, I don't see them available for mixing once I open a new genesis male character?
I'm finally going to use this product to extract a nose shape for use on a different character.
Are there any good tutorials on just getting the nose morph?
Also just one thing I'd like to add: Had a hard time to find the product in DIM. Smart Content showed, that I don't had "Shape Splitter" installed. So I looked in DIM for it but did not find anything. Reason was that the DIM-Listing is still named "X-Morphs". So installed that and now Shape Splitter is available via Smart Content. Don't know whether the filename can be changed for DIM but that would make it easier for new users I guess.
I'm finally going to use this product to extract a nose shape for use on a different character.
Are there any good tutorials on just getting the nose morph?
Also just one thing I'd like to add: Had a hard time to find the product in DIM. Smart Content showed, that I don't had "Shape Splitter" installed. So I looked in DIM for it but did not find anything. Reason was that the DIM-Listing is still named "X-Morphs". So installed that and now Shape Splitter is available via Smart Content. Don't know whether the filename can be changed for DIM but that would make it easier for new users I guess.
These buttons provide help for the product in pdf format and "Help file" and "Tutorial Videos" videos.
To get a character's nose, the easiest method is through regions. There we select the nose. In step 2 we select the morph that we want to divide. In the case of the nose, it is important to reduce the smoothing, since with the default value it can affect the eyes such as the mouth of the character. But a very low value can cause very abrupt changes in the transition of the nose. It may also be necessary to correct the position of the nose using the calculate button. If you have more questions, I can help you with pleasure.
I already raised a ticket to correct the problem of the name in DIM
ok, I've looked through this thread as much as I can and can't find my answer ( I might have missed it but I'll just ask)
Will this work on G8.1?
Yes, it is 100% compatible with the G8.1 figure.
As a side note, you can also divide any other figure or object (geometry) that has morphs, but some division methods may not be available in those cases.
I bought this utility recently and have a need for it. I created a morphed G8F character using the 3DUniverse Toon Generation 4 female. But now I want to separate the head from the body and use a different head morph. I have watched the videos and read the Quick Guide PDF (at least the parts I need to follow for this purpose) but I just can't figure out how to do it. In the Quick Guide (Quick Start) the instruction says :
1. Load Base Figure.
2. Run Script: Shape Splitter.dse.
3. Select: Easy-Head.
4. Select your Morph. (PDF image shows a morph called "Tyris")
Step 4 does not work for me ... there is no listing of the 3DUniverseToon morph. I can find individual Toon head morphs (dozens and dozens of them) but it is not possible to select them all in one go. Only individual morphs.
Since you want to split a combination of morphs, you need to combine all the morphs into one.
To do this, with your character created (many morphs) in scene, execute the Script, and we do this through the "Combine" tab and press the "Spawn Morph" button, in which we write the name of the morph, example: "My3dToonFemale".
You can now follow the steps in the manual, if it will already appear in the list of morphs to divide.
Since you want to split a combination of morphs, you need to combine all the morphs into one.
To do this, with your character created (many morphs) in scene, execute the Script, and we do this through the "Combine" tab and press the "Spawn Morph" button, in which we write the name of the morph, example: "My3dToonFemale".
You can now follow the steps in the manual, if it will already appear in the list of morphs to divide.
Thanks. I will give that a try later. I thought it would be a simple matter of going to the "Easy" Head selection and isolating the head from the body but clearly nothing is simple.
Hi, I'm trying very hard to get step 2 to work, but nothing I've done has helped. I want to give my Gen 8 female longer fingers (combined with The Dweller HD for Gen 8 male). Here's what I have:
I have loaded the Frost Maiden HD for Gen 8 female
I open up Shape Splitter, and double click on the Shape Splitter Script to start it
In Step 1 I choose Arms (in the photo I attached, I went into Bones and selected Hand, but that didn't work either)
Then I try to activate Step 2 and Select a Property...but it won't let me type anything in the search bar. I can scroll through the REALLY long list of items, but I think all of them are attached to other Genesis 8 females. I can't find any of my monster/creatures there at all. So, I can't even move on to step 3.
Not sure what I'm doing wrong. I've watched the videos, and read the manual, and my program just isnt letting me type anythinng in the search bar.
Sorry if this is obvious, but this script only splits morphs that are loaded in the figure, so you'll need some way to transfer The Dweller to G8F before doing anything with it. Still, if the only thing you want is long fingers, you can select the bones of the fingers in the scene tab, go to the parameters tab, and play around with the scale parameters to see if you can manage something to your liking.
Hi, just have a few questions I'm hoping someone can answer.
Given that I can split morphs in DS without buying this what does it provide that is different?
I saw mention that some things are genesis 8 specific. What are they? I don't just use one character so I need something that will work with all characters...
Hi, Uthgard. I'm sorry, but it isn't obvious to me. Can you explain what you mean by splitting morphs that are loaded into a figure, and how I would transfer the Dweller to G8F? I'm not understanding what you said. Can you give a bit more detail? Thanks for your time and help!
Genesis 2, Genesis 3 and Genesis 8, these are divided into male and female.
for example, Genesis 8 Male and Genesis 8 Female. And their morphs are not shared.
But Genesis 1 and the upcoming Genesis 9 figure will have shared morphs, because they will be the same figure.
Shape Splitter, can only split morphs for the same figure, so in the search, it only shows morphs for Genesis 8 Female.
There are several tutorials to "copy" the morphs of the same generation from Female to Male or vice versa.
And once you have "copied" the morph, it is now possible to divide the morph with the tool.
When combining morphs with Shape Splitter, to what degree is the rigging preserved?
If Morph A changes the rigging, and Morph B changes the same rigging, the rigging for the two morphs together has a unique rigging produced by both morphs. Call this “rigging A+B”.
If I use Shape Splitter’s combining feature to unify Morphs A and B, will the resulting rigging be exactly equal to “rigging A+B”?
Or, could the resulting rigging be slightly different from “rigging A+B”?
When saving the morph you have the option to activate the automatic adjustment of the rigging.
In the tests carried out I have not had any problems with the rigging of saved morphs. The result (mix) of the rigging should be the same that Daz Studio uses for all its figures (very good).
But, if there were unexpected results depending on how different the two morphs are. You have the option of combining the 2 morphs into one(new) and making the correction with "Adjust Rigging to Shape"
When saving the morph you have the option to activate the automatic adjustment of the rigging.
In the tests carried out I have not had any problems with the rigging of saved morphs. The result (mix) of the rigging should be the same that Daz Studio uses for all its figures (very good).
But, if there were unexpected results depending on how different the two morphs are. You have the option of combining the 2 morphs into one(new) and making the correction with "Adjust Rigging to Shape"
So it sounds to me like Shape Splitter does not copy "rigging A+B" from the original mixed morph version of the character, but instead just runs the "Adjust Rigging to Shape" function on the merged morph version.
It leaves me wondering why nobody has ever made a script that copies the rigging exactly from the mixed morph version over to the singular merged morph version. Is that actually a very difficult thing to code?
Well, chances are just hitting the merged morph version with "Adjust Rigging to Shape" is acceptable in most cases, even for me. But I've been getting weird results on G8F thumbs and eyes that "Adjust Rigging to Shape" does not fix. I've heard that the eye problem is common for faces that have undergone some radical morphing; or the morphs that make the face got transferred by products like X-Transfer.
Well, I sure do feel tempted to buy Shape Splitter to easily do good head splits. I'm just trying to understand the possible limitations.
"What makes Shape Rigger Plus different to "Adjust Rigging to Shape"? Well, because most just click adjust rigging to shape and process all the bones, some bone misalignment happens when all are processed at once. Shape Rigger Plus avoids this by rigging the figures bones in sections to ensure all bones and matching influence face groups are matched. It also smartly detects which bones actually need rigging and only processes what is needed, instead of rigging the entire figure. So let’s speed up your workflow and get rigging like a Pro!". Compatible with Genesis 1 to 8.1
"What makes Shape Rigger Plus different to "Adjust Rigging to Shape"? Well, because most just click adjust rigging to shape and process all the bones, some bone misalignment happens when all are processed at once. Shape Rigger Plus avoids this by rigging the figures bones in sections to ensure all bones and matching influence face groups are matched. It also smartly detects which bones actually need rigging and only processes what is needed, instead of rigging the entire figure. So let’s speed up your workflow and get rigging like a Pro!". Compatible with Genesis 1 to 8.1
Cool. I too happen to have Shape Rigger Plus, but have not yet tried it.
How do I prevent getting eroded teeth when combining/spawning a bunch of head morphs? Do I have to de-select the teeth before spawning or something? Does this have anything to do with the "Island" settings?
The problem with the teeth is due, in most cases, to a morph(s) that is loaded by default, Mouth Realism HD (8.1). It must be changed to 0% before performing the spawn/Combine.
And for morphs(created) with teeth problems, you can use the "Bones" option, and select "lowerTeeth" and "UpperTeeth". With "Remaining"
Thanks so much for the solution to my problem, CGI3DM. It worked. And it works for G8 as well as G8.1. I never use G8.1, so I was having the problem with G8, and your instructions worked.
I will have another question for you later, after I figure out how to describe the other issue I am now facing.
The problem with the teeth is due, in most cases, to a morph(s) that is loaded by default, Mouth Realism HD (8.1). It must be changed to 0% before performing the spawn/Combine.
And for morphs(created) with teeth problems, you can use the "Bones" option, and select "lowerTeeth" and "UpperTeeth". With "Remaining"
Hi, I realize things have changed drastically with Genesis 9's introduction, but for those of us still using the previous generations, is there a chance you'll release your script to transfer morphs between genders? It would really make the creature library far more versatile. Also, thank you for this script; it's been helpful plenty of times.
Using Shape Splitter alone, is there a way to combine a morph with a pose into just a morph?
Initially, I thought the setting “For Cutting Plane>Current Shape” and un-checking “Pose zero before Spawn” would do this. But when I use the Combine function, it does combine the pose into the resulting combined morph, but it ends up applying the shape of the pose TWICE.
First, the shape and bone motions made by the pose is combined with the shape made by the other morph. And the ERC Freezing makes sure the new bone positions are included in the slider control for the new combined morph. That is good.
But the pose gets applied a second time because the slider control for the pose also gets ERC Frozen into the slider control of the new combined morph.
So I could eliminate the second application of the pose by turning off ERC Freeze, right?
But if I turn off ERC Freeze, I also eliminate the new bone positions from the new combined morph. And I want those new bone positions included in my new combined morph.
I’m stuck with one problem or the other.
But maybe turning off ERC Freeze will actually keep the new bone positions made by the pose. I don’t really know if this is so. I never did test whether this is so. Perhaps you can tell me whether this is so.
Maybe there’s some other settings I can adjust that can solve this problem.
Somehow, you made it possible to combine poses into new combined morphs so we could move A-frame arms up out of the way of the horizontal cutting planes we intend to use. I’m curious: do our arm reposes also get applied twice in the new combined morph we make? Like, if our A-frame G8 figure’s hands are normally 1 meter high (and colliding with the cutting plane we want to use) and we repose the arms to make the hands 1.5 meters high, will the new combined morph apply the pose twice and actually put the hands to 3 meters high?
Maybe you coded the script to prevent this pose doubling in the case of the arms. If so, can the same be done for other kinds of poses as well? Like a smile pose?
Comments
Thats fine, but the steps outlined in the video did show them creating a morph that they used to reverse the HD morph on the main figure and then applying another face morph after. I was able to do what the video mentioned for that figure but I was not able to do the similar steps for the Gobbler figure, not sure why since they are both HD figures. The Gobbler figure won't even load on the Genesis 8 male figure from within the Shape Splitter tool.
If the morph is not visible, you would have to create a new morph for the Gobbler
1.- You load the base figure of Genesis 8.
2.- You apply the preset of your character (Gobbler), it is in shaping of your product
3.- Optional: You remove any scale that the character has (they make it bigger or smaller)
4.- You execute Shape Splitter, and perform the "Spawn Morph", and give it a new name, ex. New_Gobbler
And with this new morph you could already divide it as shown in the video.
Whoa, thank you, that worked very well, interesting work flow. These morphs that your tool creates, how can I make them permanent, I don't see them available for mixing once I open a new genesis male character?
Morphs can be permanently saved in Save Asset(s).
But if you have already closed the script, you have to save it manually in:
Thanks for all the info.
I'm finally going to use this product to extract a nose shape for use on a different character.
Are there any good tutorials on just getting the nose morph?
Also just one thing I'd like to add: Had a hard time to find the product in DIM. Smart Content showed, that I don't had "Shape Splitter" installed. So I looked in DIM for it but did not find anything. Reason was that the DIM-Listing is still named "X-Morphs". So installed that and now Shape Splitter is available via Smart Content. Don't know whether the filename can be changed for DIM but that would make it easier for new users I guess.
These buttons provide help for the product in pdf format and "Help file" and "Tutorial Videos" videos.
To get a character's nose, the easiest method is through regions. There we select the nose. In step 2 we select the morph that we want to divide. In the case of the nose, it is important to reduce the smoothing, since with the default value it can affect the eyes such as the mouth of the character. But a very low value can cause very abrupt changes in the transition of the nose. It may also be necessary to correct the position of the nose using the calculate button. If you have more questions, I can help you with pleasure.
I already raised a ticket to correct the problem of the name in DIM
ok, I've looked through this thread as much as I can and can't find my answer ( I might have missed it but I'll just ask)
Will this work on G8.1?
Yes, it is 100% compatible with the G8.1 figure.
As a side note, you can also divide any other figure or object (geometry) that has morphs, but some division methods may not be available in those cases.
I bought this utility recently and have a need for it. I created a morphed G8F character using the 3DUniverse Toon Generation 4 female. But now I want to separate the head from the body and use a different head morph. I have watched the videos and read the Quick Guide PDF (at least the parts I need to follow for this purpose) but I just can't figure out how to do it. In the Quick Guide (Quick Start) the instruction says :
1. Load Base Figure.
2. Run Script: Shape Splitter.dse.
3. Select: Easy-Head.
4. Select your Morph. (PDF image shows a morph called "Tyris")
Step 4 does not work for me ... there is no listing of the 3DUniverseToon morph. I can find individual Toon head morphs (dozens and dozens of them) but it is not possible to select them all in one go. Only individual morphs.
Since you want to split a combination of morphs, you need to combine all the morphs into one.
To do this, with your character created (many morphs) in scene, execute the Script, and we do this through the "Combine" tab and press the "Spawn Morph" button, in which we write the name of the morph, example: "My3dToonFemale".
You can now follow the steps in the manual, if it will already appear in the list of morphs to divide.
Thanks. I will give that a try later. I thought it would be a simple matter of going to the "Easy" Head selection and isolating the head from the body but clearly nothing is simple.
Hi, I'm trying very hard to get step 2 to work, but nothing I've done has helped. I want to give my Gen 8 female longer fingers (combined with The Dweller HD for Gen 8 male). Here's what I have:
Not sure what I'm doing wrong. I've watched the videos, and read the manual, and my program just isnt letting me type anythinng in the search bar.
Can anyone help me? Thanks!
Sorry if this is obvious, but this script only splits morphs that are loaded in the figure, so you'll need some way to transfer The Dweller to G8F before doing anything with it. Still, if the only thing you want is long fingers, you can select the bones of the fingers in the scene tab, go to the parameters tab, and play around with the scale parameters to see if you can manage something to your liking.
Hi, just have a few questions I'm hoping someone can answer.
Given that I can split morphs in DS without buying this what does it provide that is different?
I saw mention that some things are genesis 8 specific. What are they? I don't just use one character so I need something that will work with all characters...
Hi, Uthgard. I'm sorry, but it isn't obvious to me. Can you explain what you mean by splitting morphs that are loaded into a figure, and how I would transfer the Dweller to G8F? I'm not understanding what you said. Can you give a bit more detail? Thanks for your time and help!
Genesis 2, Genesis 3 and Genesis 8, these are divided into male and female.
for example, Genesis 8 Male and Genesis 8 Female. And their morphs are not shared.
But Genesis 1 and the upcoming Genesis 9 figure will have shared morphs, because they will be the same figure.
Shape Splitter, can only split morphs for the same figure, so in the search, it only shows morphs for Genesis 8 Female.
There are several tutorials to "copy" the morphs of the same generation from Female to Male or vice versa.
And once you have "copied" the morph, it is now possible to divide the morph with the tool.
Here links.
https://www.daz3d.com/forums/discussion/297491/g8m-morphs-to-g8f
https://www.daz3d.com/forums/discussion/504836/transfer-g8f-morphs-to-g8m
https://www.deviantart.com/sickleyield/journal/Tutorial-Transferring-Character-Morphs-G1G2G3G8-409437916
Hi,
Sorry disturbing ...
Is it "thinkable" using it, as well, with G9 ?! Did someone try ??
Cordially, ^AMZ
Yes this works fine, I use it all the time.
Thank you very much ... I tried it as well and it gives a good result !!!
Merci :)
When combining morphs with Shape Splitter, to what degree is the rigging preserved?
If Morph A changes the rigging, and Morph B changes the same rigging, the rigging for the two morphs together has a unique rigging produced by both morphs. Call this “rigging A+B”.
If I use Shape Splitter’s combining feature to unify Morphs A and B, will the resulting rigging be exactly equal to “rigging A+B”?
Or, could the resulting rigging be slightly different from “rigging A+B”?
When saving the morph you have the option to activate the automatic adjustment of the rigging.
In the tests carried out I have not had any problems with the rigging of saved morphs. The result (mix) of the rigging should be the same that Daz Studio uses for all its figures (very good).
But, if there were unexpected results depending on how different the two morphs are. You have the option of combining the 2 morphs into one(new) and making the correction with "Adjust Rigging to Shape"
So it sounds to me like Shape Splitter does not copy "rigging A+B" from the original mixed morph version of the character, but instead just runs the "Adjust Rigging to Shape" function on the merged morph version.
It leaves me wondering why nobody has ever made a script that copies the rigging exactly from the mixed morph version over to the singular merged morph version. Is that actually a very difficult thing to code?
Well, chances are just hitting the merged morph version with "Adjust Rigging to Shape" is acceptable in most cases, even for me. But I've been getting weird results on G8F thumbs and eyes that "Adjust Rigging to Shape" does not fix. I've heard that the eye problem is common for faces that have undergone some radical morphing; or the morphs that make the face got transferred by products like X-Transfer.
Well, I sure do feel tempted to buy Shape Splitter to easily do good head splits. I'm just trying to understand the possible limitations.
Here is a Shape Rigger Plus product for the rigging.... I have never used it.
https://www.daz3d.com/shape-rigger-plus
"What makes Shape Rigger Plus different to "Adjust Rigging to Shape"? Well, because most just click adjust rigging to shape and process all the bones, some bone misalignment happens when all are processed at once. Shape Rigger Plus avoids this by rigging the figures bones in sections to ensure all bones and matching influence face groups are matched. It also smartly detects which bones actually need rigging and only processes what is needed, instead of rigging the entire figure. So let’s speed up your workflow and get rigging like a Pro!". Compatible with Genesis 1 to 8.1
Cool. I too happen to have Shape Rigger Plus, but have not yet tried it.
And thank you so much for your help thus far.
Yay! I got this product.
Now I got a question.
How do I prevent getting eroded teeth when combining/spawning a bunch of head morphs? Do I have to de-select the teeth before spawning or something? Does this have anything to do with the "Island" settings?
The problem with the teeth is due, in most cases, to a morph(s) that is loaded by default, Mouth Realism HD (8.1). It must be changed to 0% before performing the spawn/Combine.
And for morphs(created) with teeth problems, you can use the "Bones" option, and select "lowerTeeth" and "UpperTeeth". With "Remaining"
Thanks so much for the solution to my problem, CGI3DM. It worked. And it works for G8 as well as G8.1. I never use G8.1, so I was having the problem with G8, and your instructions worked.
I will have another question for you later, after I figure out how to describe the other issue I am now facing.
Hi, I realize things have changed drastically with Genesis 9's introduction, but for those of us still using the previous generations, is there a chance you'll release your script to transfer morphs between genders? It would really make the creature library far more versatile. Also, thank you for this script; it's been helpful plenty of times.
Using Shape Splitter alone, is there a way to combine a morph with a pose into just a morph?
Initially, I thought the setting “For Cutting Plane>Current Shape” and un-checking “Pose zero before Spawn” would do this. But when I use the Combine function, it does combine the pose into the resulting combined morph, but it ends up applying the shape of the pose TWICE.
First, the shape and bone motions made by the pose is combined with the shape made by the other morph. And the ERC Freezing makes sure the new bone positions are included in the slider control for the new combined morph. That is good.
But the pose gets applied a second time because the slider control for the pose also gets ERC Frozen into the slider control of the new combined morph.
So I could eliminate the second application of the pose by turning off ERC Freeze, right?
But if I turn off ERC Freeze, I also eliminate the new bone positions from the new combined morph. And I want those new bone positions included in my new combined morph.
I’m stuck with one problem or the other.
But maybe turning off ERC Freeze will actually keep the new bone positions made by the pose. I don’t really know if this is so. I never did test whether this is so. Perhaps you can tell me whether this is so.
Maybe there’s some other settings I can adjust that can solve this problem.
Somehow, you made it possible to combine poses into new combined morphs so we could move A-frame arms up out of the way of the horizontal cutting planes we intend to use. I’m curious: do our arm reposes also get applied twice in the new combined morph we make? Like, if our A-frame G8 figure’s hands are normally 1 meter high (and colliding with the cutting plane we want to use) and we repose the arms to make the hands 1.5 meters high, will the new combined morph apply the pose twice and actually put the hands to 3 meters high?
Maybe you coded the script to prevent this pose doubling in the case of the arms. If so, can the same be done for other kinds of poses as well? Like a smile pose?