What am I doing wrong (head morphs)

l_cunninghaml_cunningham Posts: 68
edited December 1969 in New Users

I have been fantasizing for about a year about being able to use Sculptris to make morphs. I have read everything I could find on the subject. I am normally a Poser user, but the consensus seems to be that you can't use Sculptris with Poser, or with the Gen4 figures (if anybody knows a way please let me know!) So I am revisiting Daz because some people claim to have done it with Genesis. I followed a detailed instruction I found (can't find the link right now) except I didn't know what some parts of it, like "base resolution" and "subdivide 0," meant; I was hoping they were default settings that I wouldn't have to change. Made everything invisible except the head, which takes a while, exported it at default settings, didn't do any of the forbidden things in Sculptris, and when I tried to load the morph I was told that the geometry didn't match. So I tested it by loading the same unmorphed head that I had exported as a morph target, and was still told that the geometry didn't match, even though I hadn't done anything to it. So I guess the first step is to figure out how to make a head morph in Daz at all, before I can figure out how to make one with Sculptris.

Comments

  • Cris PalominoCris Palomino Posts: 11,677
    edited December 1969

    I have been fantasizing for about a year about being able to use Sculptris to make morphs. I have read everything I could find on the subject. I am normally a Poser user, but the consensus seems to be that you can't use Sculptris with Poser, or with the Gen4 figures (if anybody knows a way please let me know!) So I am revisiting Daz because some people claim to have done it with Genesis. I followed a detailed instruction I found (can't find the link right now) except I didn't know what some parts of it, like "base resolution" and "subdivide 0," meant; I was hoping they were default settings that I wouldn't have to change. Made everything invisible except the head, which takes a while, exported it at default settings, didn't do any of the forbidden things in Sculptris, and when I tried to load the morph I was told that the geometry didn't match. So I tested it by loading the same unmorphed head that I had exported as a morph target, and was still told that the geometry didn't match, even though I hadn't done anything to it. So I guess the first step is to figure out how to make a head morph in Daz at all, before I can figure out how to make one with Sculptris.

    Morphs are made at Base Resolution. The image shows where to change from the high resolution at which figures are regularly defaulted to the Base resolution needed.

    Keep in mind that when working in Sculptris, you must take great care to use brushes that will not change the resolution/add geometry to the model. Any changes of this nature will change the vert order of your points and will not match when you import the morph with the Morph Loader. If you are working on the base figure, such as G2F or G2M, just bring it in with the Morph Loader. If it is being done on a character such as M6 or V6, you will not only use Reverse Deformations, but there is one more thing of which to be aware. To load the character, load the base figure first, go to the Parameters and select the body and head dials for the character directly under Actor. This will apply the morphs without adding any scale that the characters may have.

    BaseRes.jpg
    464 x 608 - 52K
  • Herald of FireHerald of Fire Posts: 3,504
    edited December 1969

    First rule of making a morph for anything... You need the exact same number of polygons and vertices as there are in the original figure. This means you can't export it in pieces (just the head, for example) and nor can you export it in a higher than base resolution.

    The latter is easily overcome. Daz Studio, by default, subdivides Genesis into a higher resolution figure by taking each quad polygon and splitting it into 4 more. It gives more detail, and allows for better smoothing. You need to move the subdivision slider to zero, which can be found in the Parameters page under General. Do this before exporting to get a base resolution figure.

    Now, when WORKING on the morph, you also need to remember not to ADD or REMOVE polygons. That means no subdivisions here either. Some programs (I'm looking at you, ZBrush and Sculptris) like to subdivide the mesh on their own. Make sure that when you export you're doing so at the same resolution, so no extra polygons which means no extra subdivision.

    Of course, that last part isn't always true. The in-store HD morphs work by morphing the subdivided mesh, but that's a technology only the mighty PA's have access to currently.

  • Richard HaseltineRichard Haseltine Posts: 102,745
    edited December 1969

    One thing to note - symmetry in Sculptris, unlike the equivalent in most other tools, will break the mesh (it essentially deletes half of the model and mirrors the remaining half) so you can't use that when morphing.

  • l_cunninghaml_cunningham Posts: 68
    edited December 1969

    Thanks. I am having to re-write a reply that wouldn't post because I wasn't logged in, so forgive me if my tone is impatient. In Poser I make head morphs all the time by exporting just the head, is it really true that I can't do that in Daz? If so, how do I make a head morph? I tried exporting the head again under the new settings, before I read that part, then tried loading it right back in as a morph target, and it seemed to work although of course there were no changes. So I loaded it into Scultris and didn't do anything to it, just opened the scene and immediately exported it without touching it, and when I loaded it back into Daz, it again told me that the geometry was wrong. I know not to use symmetry in Scultris, I also know to only use the camera controls for zooming and moving, to set detail to 0, etc. Is there something else I am missing, or is it because I tried to use just the head? What is Reverse Deformations? (I am currently using G2M but for future reference.) Can I export him with morphs on him, like if I am wanting to work on one I already started with sliders?

  • Richard HaseltineRichard Haseltine Posts: 102,745
    edited December 1969

    You make a head morph by not changing anything other than the head. It's true that that means you have a big chunk of mesh that you are meant to avoid, but it is a lower resolution mesh than with older figure so it shouldn't be a big problem for the application.

    What are your import and export settings in Sculptris, assuming ti has options?

  • Cris PalominoCris Palomino Posts: 11,677
    edited December 1969

    Haven't had a chance to do more than peruse this thread at zbrushcentral, but they do discuss Sculptris and Genesis.

  • l_cunninghaml_cunningham Posts: 68
    edited December 1969

    Didn't see the new posts until now. Sculptris doesn't really offer many options, except on import there are "facing camera" and "do not resize." No export options.
    You can make head morphs for Genesis 2, I did it, just not in Sculptris.

  • l_cunninghaml_cunningham Posts: 68
    edited December 1969

    I mean, you can do it by exporting just the head. I did it (with a different program) and it worked just fine.

Sign In or Register to comment.