Different ways to save a complex character
I have a little pickle. I usually save my characters as Scene Subset because I can have the whole character including the hair, SBH and maybe accessories like earrings. My problem is that once saved as a final asset, I find myself stuck with the morphs that were loaded with said character when the save was made. Meaning that if I create a new morph for another character or if I add a new morph pack (I think), these morphs would not show in parameter and shaping tabs if I were to load back my Scene subset character. This is middly annoying. I think the way to go is to save as a Character preset right? But then I can't save the SBH body hair with it... Also, i slightly changed the weight map on my character and the limits of a couple joints. Can a character preset retain those changes?
Are we trapped like this or you see a better way to go?
Comments
What do you mean exactly by "once saved as a final asset"? Did you save a new figure asset from your character?
Hi,
There's not much there. Maybe I should not use this term as it might mean something else for the community. I simply mean that at some point in the creation, I judge the character to be more or less complete and I save the it as a subset to be imported in other scenes. I make the tumbnail in Iray and all.
I don't believe that to be the case. When you save a scene subset, it saves the selected objects with values for all the morph dials that it has - a G9 with a particular character dialled in for example. If you install new morph products later, those morphs will be present but set to 0 when you load the subset file.
You can test it for yourself:
Scene subsets are exactly like regular scene files, except that when you load them they merge into your current scene instead of replacing it.
Yes ok, my bad for not testing enough. This is a problem I only see for one specific character. It turns out I have modified the wieght map and joints on this one and redialing the morphs and adding the full mat on a new G8.1 figure would not do the job simply. Idk whats up.
Unless you save as a new asset, or change the actual mesh (the vetex count, maybe the grouping) morphs that have been installed as asset files should all be available.