[Released] dForce2Morph [Commercial]
RiverSoft Art
Posts: 6,572
dForce is awesome! But let's face it, it can be slow. Sometimes, you just want to quickly use a dForce item in your scene without the hassle of setting up and executing a simulation. And dForce items often include few, if any, morphs. dForce2Morph to the rescue! Create morphs from your dForce simulations for dForce clothing, hair, and other items! Set up and run your simulation, and then execute dForce2Morph. Quickly and easily save that simulation as a morph for use later in any scene. Drape clothing, blow hair, drop cloth, etc. Take your dForce item and create a morph.
dForce2Morph is a Merchant Resource. You can sell the created morphs with your dForce item.
Features:
- Quickly create morphs from dForce simulated items
- Create reusable morphs for dForce clothing, hair, and other items
- Create a morph from any frame of a simulation
Tutorial
What's Included and Features
- dForce2Morph
- dForce2Morph Script (.DSE)
- dForce2Morph User Manual (.DSA)
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Post edited by RiverSoft Art on
Comments
Wow - another interesting tool.
How are the morphs saved?
Do they expand already cluttered Genesis 8 figures or could they be used in the other ways (I hope)?
The enormous number of the morph dials added with every new character caused, that I have stopped buying a new figures.
My computer has certain limits and I do not like to wait for loading figures extensive amount of time.
The idea of the morphs management system is more and more needed.
These are not morphs for the characters but for clothing, hair, and other dForce items. For example, they are only loaded when a piece of clothing is added to a scene.
Great, will wait for the release then.
I am glad you like it!
this sounds useful for simple animations, so much explodes if I do animations so I often export objs and then puppeteer them as morphs loaded the outfit,
Would cut out a lot of steps.
I assume it can attenuate by body part etc too so can do skirt moves, sits etc
I feature-requested this when dForce first appeared, so a very welcome addition for me.
Whatever you create with a dForce sim can then be exported as a morph. If you watch the video, I create both a skirt wind morph and a skirt sitting morph.
That is great to hear! I don't think I have ever gotten you excited by a release!
Another brilliant tool right after the Trees! Are you getting enough sleep? We worry, you know....
Thank you! I am glad you like it... as for sleep, probably not.
Aaargh, my wallet asks for a break ....
...another Insta-buy
Redacted
It *might* work? I think there might be problems with such an approach, but I would need to test to see what happens.
I'd think it ought to work, but starting from a morphed shape may not give the same results as starting from zero - dForce uses the edges of the geometry as "springs" and tries to balance their energy out, with a morph you are going to change the starting states of those springs.
In a marketplace full of scripts that do not always do what they promised, I'm always blown away by what you make. While I may not need all of your scripts, the ones I do buy are the scripts that are used almost daily by me
Look forward to picking this up when it's released. Sounds like a wonderful idea.
Thank you very much for the kind words!
Looks useful!
Thanks! I like it.
Will this work even when the character (and therefore the clothing item also) has been heavily morphed prior to simulation? For example, my character has been morphed to an ogre, the clothing grew along with them via auto-follow, and after this I ran the simulation, and then created the morph. I suspect the morph would not work if used when the character is not an ogre, but I hope it will work when the character has been morphed in the same way as it was before running this script.
Your morph will definitely be saved. It *can* possibly work with non-ogre characters (for example, turning on smoothing to fix some of it). It will definitely work with a similarly morphed character.
What if there is more than one dForce item in the scene? How to exclude other dForce items from simulation?
In the Parameetrs pane you can turn on Freeze Simulation.
If the other item is clothing which another figure is wearing, then in the Scene tab, CTRL-Left-Click on the little eye (visibility) for the figure and she and everything parented to her will have visibility turned off (including, of course, visible in simulation).
Both methods from Richard and @marble will work. I believe in the tutorial video I do what RIchard suggested as the hair could take a long time to simulate when I only wanted the dress.
Not able to check right now but I think I remember that using Freeze doesn't prevent the figure from going to zero pose and going through the motions of returning to the applied pose (if, like myself, you use the option to start from memorized pose)?
Freeze does not prevent other items from simulating (so if you have use memorized pose it will do so when you simulate). It just means that the frozen item remembers its simulation from before and will not simulate again.
Yeah, I think that's what I was trying to say. Anyhow, that is why I make other figures (and their parented cloth) invisible and the CTRL-Click on the little eye icon is a simple but highly effective way of doing so.
To return to your proposed product - I thought that there was a forum thread on how to make a morph from a dForce simulated drape but I clicked on a link to what looked like that thread and it has gone. So, to put the question bluntly: how many steps does your script save compared to a "manual" method?
By the way, if you could come up with a script that saves out a single frame of an animated dForce simulation (or any timeline animation, actually) to a scene or scene subset I would be reaching for the Cart button.
OK, SOLD - will be another exception in my shopping break but anyhow this sounds just too useful to skip.
The script does ~12 steps (it varies based on if it is an item on a figure or not), though some steps are simple such as go to first frame of animation and others are multiple substeps like set up the morph min/max, value, use limits, etc.
The script creates a morph from any frame of an animation. However, it is destructive so it cannot do that if there are more than one simulated item.