Basic Morph Questions: The Base, Slider Settings
When setting up morphs, I have a few questions about the basics. This isn't about HOW to create/spawn/save morphs, it is how to fine tune the actual morph setup in Parameters. In videos, I haven't found a video that explains the intricacies of the base, and the questions below. Thanks in advance, I think this will be helpful to others too.
I am assuming the base is the center of the pulling ability to change the mesh. Like zero station so to speak.
Regarding the base:
1. Placement: do you embed it into the item, or in front/ to the side of the area you wish impacted?
2. How does its scale affect the field? What should be the relationship between the field and base location- should the base be in the middle?
3.Should the base be the size of the exact area you want to move, or should it be smaller?
4. Is the main area of impact the line/disc below the tip of the base (Looks like a "spinning toy")
Regarding the morph sliders:
5. If you make a morph, do only the XYZ translations used pull the morph, and at the same ratio used when the morph is spawned? For instance, if I use 1.0 for X translation, and .50 for Y translation when the morph is created, will this happen? --> I slide from 1.0 to 2.0 for X, so Y goes from .50 to 1.0? (I made it easy so as not to lose you.)
6. When creating the morphs, should you put the tiniest amount possible into the sliders? What impact is best for the users? (I know how to reset parameters after it's created, no need to address that aspect. I just need to know what is best initially and preferred.)
Comments
One other question- make this number 7:
Will 0.0 in the morph slider be what has been set in the slider (aka, a .50 an a 1.0) or will it be a 0 for the default character, say Genesis?
5 and 6 have nothing to do with it after it is spawned. The mesh Deform is Now in the mesh independent of the original location and ONLY the morph dial does any thing.
Most of 1 to 4 do not mater as far as I have ever learned. It is up to you to change the size for your ease of use.
But I do move the Base to the same area that will be deformed and rotate it to be a flat to the mesh and angled as I wish the mesh to be pulled.
Once Spawned to a morph only the Dial parameters mater one little bit.
Your morph Parameters will be From what you set your Minimum to to what you set the Full on to. It is fully up to you but I believe only whole numbers appear if that is the way you set the input and the percents show only if you have it configured for percentages.
Mine is set to 0.00 for off an 1.00 for Full on in steps of .01
But does the slider change the morph in the increments put into, say, the x and y- in the amounts that were originally put when the morph was created- aka .50 and 1.00? And does sliding the morph continue to move both of those translations? (Btw, thanks for your help as usual)
Let's see if I can explain.
Well, let's say I am doing a lip and when I am creating the d former, obviously doing a Y translation takes the effect up and down while x pulls it to the side. When I am ready to create the morph, (as I found out the hard way, lol) there must be something affected to do that. If I have an x translation and a y translation when creating the morph, AFTER the morph is created, will the slider then continue to pull on both the X and Y translations, and at the same differential? (aka, if X was 1.00 and Y was 2.00 when created, will it still have that ratio of change once the morph is created?
as with my meager failures with Dform, yes the X, Y, Z, (transit & rotational & scaling) all get morphed in ratio to what you selected with that "Spinning Toy" (Handle).
Simple on/off I have not messed with, as for 0.00 threw 1.00 in non integer values, it can be done.
when the slider is at zero, the morph will not be there at all visually. With the slider at 1.0 (or 100%), the morph will be in full intended amount... Going beyond 100% keeps moving that morph in the pre-programmed X, Y, Z, (transit & rotational & scaling) ratios.
P.S. I just lost track of what Q was what number, lol. I need coffee.
So if I put the handle at X1 and Y2... and save it as a morph;
starting at 0% X0, y0
then 50% X0.5, Y1
then 100% X1, Y2
ops 200% X2, Y4
Now where is my coffee, I summon thee, coffee. lol.
Right, the morph is an offset from the starting position of the vertex (called a delta, which is a fairly standard label for a change - presumably because d is for difference), the morph value determines how far along the line between the base position and the base plus delta position the vertex is moved. Morphs are purely linear, they can't move things along curves.
as for #6, Remember that some Studio users know how to break the 'Limits'. so they can push your morph further then what you set it to for your likes.
I would just move the handle till you get what you want, and when you save that, it will be the 1.0 (100%) on the morph slider.
Some morphs don't need much (like taking the sharp edge off of the impossible Barby waist), others like Elf ears and Pinocchio nose truly can go to some ridicules extremes and still not be to much.
I do believe the location of the Base (top-like thingy) will affect how rotation works as the Base is the center of that rotation.
The top-like thing is the DForm, the base is a disc. But yes, the location of the base is the centre for any scaling or rotation done with the DForm.
Yes- but kind of wondering if it is the line UNDER the "spinner" (base) that is the exact center of pull, or if it is the tip of the "spinner?" It might not make that much of a difference, except perhaps when rotating something?
Also, the size of the base (spinner) affects the red dot abundance in regards to diameter across the field, doesn't it? In other words, the bigger the base, the larger the intensity area on the field?
Okay I still think Novica is asking if Both translates stay in the finished morph. The Simple answer is YES.
But here is the part that may be not understood. The FULL thing you do with the Deform will only be applied when you DIAL the new morph to full. It does not do one or the other, so if you do X translate First and then a Y translate when you SAVE only the finished Defrom as shown on screen is saved. When Dialed in the Morph will not do First the X part and then the Y part it combines them and goes at the finished angle only in the morph.
If you need a X morph and Then a Y morph that can be set differently you will need two morphs.
Yes- but kind of wondering if it is the line UNDER the "spinner" (base) that is the exact center of pull, or if it is the tip of the "spinner?" It might not make that much of a difference, except perhaps when rotating something?
Also, the size of the base (spinner) affects the red dot abundance in regards to diameter across the field, doesn't it? In other words, the bigger the base, the larger the intensity area on the field?
The centre of rotation/translation is the centre of the base - the disc - where the axes on the translation or Universal tool widgets meet.
Changes to the base should not affect anything but the centre point - you can safely use its scale to make the DForm avatar (the top thing) smaller to ease navigation. The field, which controls the strength of the DForm if you aren't using a weight-map, is entirely separate.
Here is a quick example of moving things and scaling things.
As shown only Scaling the Field itself has any effect.
Where the Base is does have an effect.
Not only the Where but the rotation as well.
The Best way to see what it does is to play around for yourself and see what different places and rotations do.
Perfect :) You understood and answered perfectly- and it's what I had assumed as I continued setting up my morphs. "Going at the finished angle" is a perfect description, aka, they are both being applied at the same time. Thanks for your continued support as I explore new things.
And thank you too, zarcondeegrissom :)
Thank you Richard :)
BTW, this is the other thread on how to set up your morphs. People were kind enough to help me figure out why my morphs weren't taking- (answer: make your morph do something, if it isn't being applied, it won't save.) There's nice screenshots and everything, you'll know from start to end how to set up a morph and save it as a support asset. (Meaning, it will be in your slider section for your base figure, such as Genesis, even after you close the studio.)
http://www.daz3d.com/forums/discussion/41191/