How to save a single redistributable DSF morph?
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Hello everyone,
I transformed Genesis with several morph kits which I purchased from Daz shop.
I adjusted numorous parameters with morph dials(which belongs to those morph kits mentioned above) on "Parameters" tap and I wish to save the morphed results to a single redistributable DSF file.
The DSF file would be a partial morph since I adjusted only face parts(eyes, nose, lips...)
Please let me know how to make DSF file with Daz studio 4.8.
Thank you in advance.
Post edited by 3rd-rate film director on
Comments
You don't want to make a DSF file, you would save it as a .DUF Shaping Preset.
Thank you for your advice. It worked.
Could I adjust the shaping preset with a dial(0~1 as in normal DSF morphs)?
What I want is a sing, adjustable, and redistributable morph like the old DSF head morph.
Right-click on the Parameters pane and put it in Edit mode
Right-click in the list or parameters and Create new property, give it a name and label, set the limits. Use the path button to set the controller's location.
With your morph applied and the new property set to 1 right-click on it and select ERC Freeze....
Check that there are no extras listed in the controlled properties - it should list just your shaping morphs - and if all is well click Accept.
You new property should now turn the shape on and off - if it works, and if you want it to be available on all instances of that figure save it (File>Save as>Support Assets>Morph Asset). The Author name and Product name in the options dialogue determine where in the figure's Data\Author\Figure\Morphs\ folder the files go; if you want it for just some figures save a Scene Subset with just the figure.
And they can redistribute all that??? [not to be mis-understood, just checking for myself as well]
I would use Hexagon to make that single file happen.
Dial it all up with ONLY your morphs in it, send it over the bridge to Hexagon ... then zero out the morphs in the main figure in D/S.
From Hexagon ship the morph back to the figure in D/S and make and save the new morph. It will now be one file.
If you don't have Hexagon, hopefully the same results can be had by exporting out an .obj of the entire figure, then zeroing the figure and importing back in the .obj file via Morph Loader Pro or whatever it's called now.
edit to clarify: this grouping of several morphs to redistribute as one is what can be done IF the morphs were solely created from Merchant Resources and/or one's own work [i.e. with d-formers perhaps].
And they can redistribute all that??? [not to be mis-understood, just checking for myself as well]
Yes, though in general it's better just to distribute the preset. Either way it still needs the original morphs to work.
Yes, though in general it's better just to distribute the preset. Either way it still needs the original morphs to work.
Oh I've been working with too many MRs recently, was thinking of those morphs kits, not the regular ones. Yes presets then, not to follow my instructions unless it was done with MR resources and/or one's own work.
Thanks for clarifying.
Thank you Richard and Patience that helped me a lot. I was going to start a new thread but this answered all but two of my questions.
I've been dialing in a custom creature character using Genesis 1 for a few weeks now and am almost done, but I'm still having a few issues.
Is there a way to only use the head morph of a full body character morph if the character morph doesn't have an individual adjustment just for the head?
The other problem is the ears. This character shouldn't have ears and I've almost been able to hide them using SickleYields Mutations morphs along with adjusting the regular evolution parameters, but there's continues to be some visible sharp looking artifacts. Is there a way to literally delete the ears using something like the geometry editor?
Thanks in advance.
No or certainly not easily. That's one reason why it is rather nice to make and save out some of the morphs "individually", then save out one as a "complete". For example so one could dial in just the head ... OR just the body .... OR both at once. Helps it all be more useful in the morph pool.
No literally deleting anything!!!
In the modeler you should be able to push them into the head or something like that.
Keep in mind that the head has a bone and heads tend to have hair ... so after working out your morph, if you also figure out something for how hair is supposed to work on your morphs you'll be ready for questions on the matter in the forum ;-)
Thanks for replying.
This character is actually a hairless, reptilian-lizard like human.
So there really isn't a way to use just use part of morph, even by exporting to something like hexagon?
Well, what one would need to do is "re-morph" out what one doesn't want. Obviously that would be quite a challenge.
Maybe there are other people or whatever morphs in D/S you could dial in with the lizard to counter the unwanted lizard parts?
I think that might work. The character morph is TyRex by RawArt, and it alters the body fairly significantly. The torso shouldn't be too difficult to remorph, the arms and legs may be a problem, but i'll give it a try.
The trouble is you couldn't redistribute a modified version of another morph (unless it was a merchant resource set used according to the merchant resource terms, but that wouldn't apply to TyRex). For the ears or other corrections you can use reverse Deformations to load just the difference between your desired shape and the compound shape generated from the other morphs to get a correction morph - usually linked by ERC and hidden - that you can share, but that wouldn't work for separating out the head or body of a full figure morph.
This is just for personal use in stills and animation, no redistribution.
I thought I read once about exporting Genesis as an obj into hex to seperate morphs, and then re-importing into Daz, but I might be remembering wrong. I think you lose the rigging by doing that as well.
I'm thinking of loading two versions of Genesis into Daz, one with the body morphed, and the other with the head morphed, while turning off the rest of the models extremities, and parenting the morphed head to the unmorphed body.
Thats going to be tricky animating properly though as I suspect the head & neck will not line up.
Well, in modo I could load the base shape and morphed shape in separate layers, apply the morphed shape to the base as a morph, and then selectively apply that morph to the base shape. I don't know if something similar is possible in Hexagon - load both versions and then snap only part of the unmorphed version to the moprhed version, then export that as OBJ and load as a new morph target (and tidy up the join, in al probability). In any event you'd then have to adjust the rigging to the shape and perhaps copy or recreate correction morphs for any expressions you intended to use, so it would be no small undertaking.