Morphs area of influence

vintorixvintorix Posts: 220
edited December 1969 in New Users

I am embarrassed to ask again so soon after getting so excellent help but I am stuck again. I made a morph to open the left side of a jacket and I know for certain that I didn't touch any vertices outside the area I wanted to move. But when I load the morph with Morph Loader Pro the whole figure is affected (although primarily the things I wanted to). But I want the rest of the figure to stay 100% still!

How do I achive that?

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,730
    edited December 1969

    Was the figure completely zeroed when you exported the OBJ to morph, assuming that is how you worked?

  • vintorixvintorix Posts: 220
    edited December 1969

    Yes most definitely. It is a rigged item for V6 made with reverse deformation and then importing the ORG object with the same ID. All by the book. However if I start with a new scene and import only the org obj, and make the morph, then everything works as expected. It is the rigging that introduces the strange behavior!

  • Richard HaseltineRichard Haseltine Posts: 102,730
    edited December 1969

    And the rigging was done with the base OBJ, I can't recall but someone talking about rigging recently had to apply some transforms to the OBJ and then export and reimport before rigging - not sure if that was you or someone else.

  • vintorixvintorix Posts: 220
    edited December 1969

    "And the rigging was done with the base OBJ"

    Yes. But I have no problem with the rigging it works beautifully. It is getting late here the time is over midnight but tomorrow I will make an experiment. I will rerig the jacket using the normal technique of rigging the G2F figure (not using the reverse deformation technique). I have a hunch that it is the reverse deformation (my nemesis..) that is the culprit.

  • vintorixvintorix Posts: 220
    edited December 1969

    Yes I can confirm. When I rig the Jacket the normal way the morphs work. But when I rig with reverse deformation morphs don't work. I have tried with both poser size and Daz size items. And I have also duplicated all tests on a completely other item and the results are the same, consistent thorough. Try to make a item with reverse deformation and tell me that you don't get the same result. If I rig the normal way the morphs work but the result are so ugly that it is unusable.

  • vintorixvintorix Posts: 220
    edited December 1969

    When I rig V6 the normal way I have no problems with making morphs, they work as expected. But when I rig V6 with Reverse Deformation (using Current as Item Shape) the figure looks so much better, but then I can not make morphs on the jacket anymore. The morphs extend their influence beyond what I intended and actually to the whole jacket. What am I doing wrong? Is there some special way to make morphs when the cloth is "Reverse Deformation made"? Or is it a bug?

  • Richard HaseltineRichard Haseltine Posts: 102,730
    edited September 2014

    Merged two related threads.

    If you are using Reverse Source Shape from target, which si what I assume you mean with respect to the rigging, then you didn't model around the base shape but around a morph - V6, by the sound of it. If your morph OBJ is from the same base then it also includes the V6 morph, so you are effectively applying the V6 morph twice. Reverse Deformations on importing the morph, with the figure set to V6 but otherwise zeroed, may help but it is much better to model around the base shape - Genesis 2 female here - and not a morph - such as Victoria 6 - especially as V6, I think, includes some scaling as well as the plain morph.

    Post edited by Richard Haseltine on
  • vintorixvintorix Posts: 220
    edited September 2014

    "it is much better to model around the base shape - Genesis 2 female here - and not a morph - such as Victoria 6 - especially as V6"

    I know that but the result of modeling around the V6 shape is so much better! And frankly, with the loose, flowing, draped cloth I am striving for it is the only option.

    "V6 includes some scaling, if you are modelling around the V6 shape you must make sure that the scaling is zeroed out"

    I have been sure this time to check that the V6 scale is 100% before exporting having being bitten twice by this problem before. But I am damn sure that I have done the rigging correct this time because the result is so perfect.

    But anyway you have set me on the right track. There are two modeling sessions, first when you do the original cloth item and second when you model the morph. I have the first one right- all I have to do is to find out which obj to model the morph around- it may involve that I have to make two versions of the jacket, one around the basic G2F shape and another around the V6 shape. I will be back.

    Post edited by vintorix on
  • vintorixvintorix Posts: 220
    edited September 2014

    To make an exact fit for loose, flowing cloth you must make two Jackets, one modelled against V6 and one against basic G2F. Make the V6 item first and scale down to G2F. Scaling downwards is easier then upwards.. Rig G2F the usual way. Then scale up to V6, select the jacket and import the other item, the one that is modeled against V6. In Morph Loader Pro, change the ID to FBMVictoria6Body and check Deltas Only. That's it! No "Reverse Deformation" is ever needed. When you shall do the morphs (like open up the jacket) model the morph around the G2F item and import while the V6 morph is dialed down, FIN.

    What I cannot understand is all this convoluted, oblique talk about Reverse Deformation. You don't need it !
    Oh well.

    Post edited by vintorix on
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