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Rampa
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Rampa
Posted 12 Years Ago
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Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 8.2K,
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I guess that's why I was a little confused when Wendy mentioned having to look through the morphs and find the closest one to the picture, as the export morph way also supplies the morph name to help with the process.
Now I think I understand much better what the DUF file is doing.
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Rampa
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Rampa
Posted 12 Years Ago
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Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 8.2K,
Visits: 62.5K
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It's looking like there are two ways to accomplish morph heads from DAZ.
Firstly, planetstardragon and I have just been setting our morphs to export with rules. We then choose the appropriate ones for the appropriate expressions in 3DX.
Secondly, the way that RL seems to do the DAZ conversion is by using the keyframes from a daz animation for the appropriate morphs. This gives a lot more freedom of morph creation within DAZ, as you can also use the pose controls, rather than relying purely on DAZ morphs. Presumably, you don't need to set any export rules this way.
Wendy and others: Is the second way how you are doing it?
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3DLust
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3DLust
Posted 12 Years Ago
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Group: Forum Members
Last Active: 2 Years Ago
Posts: 6,
Visits: 34
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wendyluvscatz (3/12/2013) as I said in the other thread use puppeteer in Daz studio do a dot for each morph slider in head parameters then cycle through them creating keyfames this bakes the morphs to te animation for FBX export fir ANY figure
then after converting to nonstandard look at the pictures in the expression editor and use those morph sliders to match those visemes for ANY figure, even just simple open close mouth morph ones, varying it to resemble them best. you can save the profiles too.
the .duf file only makes it a no brainer for Genesis but not needed if you manually do the morphs then save the profile for reuse. I did a lot of animals inc milcat, dog, the horse2 and llama and created viseme maps to reuse quite easily. had to remap eyes and jaw too in the bone retargeting but not hard added tail spring too. this was without any preset Genesis assets, I did get them for my beta testing but only looked later! so while handy for just Genesis, not needed and no use for other figures where doing as I suggested works very we and is simple. For my own Carrara rigged and morphed models it was simply a matter of creating morph targets in the vertex room, simple eye, mouth and lip movements, having them all on the timeline for fbx export then matching the visene pics.Thanks for the info Wendy! If you could find the time, I'd love to see your process from Daz Studio to iClone - I'm a newby with iClone and Xchange so if I could see your steps in a video it would help so much. :kiss:
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wendyluvscatz
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wendyluvscatz
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 2.5K,
Visits: 19.4K
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as I said in the other thread use puppeteer in Daz studio do a dot for each morph slider in head parameters then cycle through them creating keyfames this bakes the morphs to te animation for FBX export fir ANY figure
then after converting to nonstandard look at the pictures in the expression editor and use those morph sliders to match those visemes for ANY figure, even just simple open close mouth morph ones, varying it to resemble them best. you can save the profiles too.
the .duf file only makes it a no brainer for Genesis but not needed if you manually do the morphs then save the profile for reuse. I did a lot of animals inc milcat, dog, the horse2 and llama and created viseme maps to reuse quite easily. had to remap eyes and jaw too in the bone retargeting but not hard added tail spring too. this was without any preset Genesis assets, I did get them for my beta testing but only looked later! so while handy for just Genesis, not needed and no use for other figures where doing as I suggested works very we and is simple. For my own Carrara rigged and morphed models it was simply a matter of creating morph targets in the vertex room, simple eye, mouth and lip movements, having them all on the timeline for fbx export then matching the visene pics.
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wendyluvscatz
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wendyluvscatz
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 2.5K,
Visits: 19.4K
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as I said in the other thread use puppeteer in Daz studio do a dot for each morph slider in head parameters then cycle through them creating keyfames this bakes the morphs to te animation for FBX export fir ANY figure
then after converting to nonstandard look at the pictures in the expression editor and use those morph sliders to match those visemes for ANY figure, even just simple open close mouth morph ones, varying it to resemble them best. you can save the profiles too.
the .duf file only makes it a no brainer for Genesis but not needed if you manually do the morphs then save the profile for reuse. I did a lot of animals inc milcat, dog, the horse2 and llama and created viseme maps to reuse quite easily. had to remap eyes and jaw too in the bone retargeting but not hard added tail spring too. this was without any preset Genesis assets, I did get them for my beta testing but only looked later! so while handy for just Genesis, not needed and no use for other figures where doing as I suggested works very well and is simple. For my own Carrara rigged and morphed models it was simply a matter of creating morph targets in the vertex room, simple eye, mouth and lip movements, having them all on the timeline for fbx export then matching the visene pics.
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thebiz.movies
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thebiz.movies
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 2.1K,
Visits: 42.3K
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I think Warlord has a couple of pretty good tutorials for those looking at this thread and thinking "whaaa?". He's using the "one click" thingy but explains things well as he goes. Poser to Iclone Daz to Iclone
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digitath
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digitath
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 57,
Visits: 1.5K
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Thanks Reallusion!! You are very great!!!):):) :kiss::kiss:
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planetstardragon
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planetstardragon
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Month
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Visits: 46.0K
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yep, i'm trying to learn to control that part of it now - I have to do more programming to my rules - the broad searches can pull too many things and take forever to export an fbx - its nice to have all that morph power - but not necessary when you want to only use 20 out of 200 morphs and go cross-eyed from constantly scanning that list for the morph you want heh!
☯🐉 "To define Tao is to defile it" - Lao Tzu
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Rampa
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Rampa
Posted 12 Years Ago
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Group: Forum Members
Last Active: 2 Weeks Ago
Posts: 8.2K,
Visits: 62.5K
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The key to getting the morphs you want is in the FBX export under "Morph Export Rules". Once you have this open, add a new rule, set its name to the morph you want, and set the action to export by clicking on it. It defaults to "Bake", so its easy to change to export.
You can use a group name. EG, I have a whole bunch of eyebrow morphs from ShareCG. I put "Eyebrow" as the name in the rule and it exported every eyebrow morph. Flipside is that you may want to be very specific with the names in your export rules.
Then as planetstardragon says, dive into the panel in 3DX and set those morphs!
Then, as I suggest, save the settings (its the little disk icon in the expression editor).
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planetstardragon
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planetstardragon
Posted 12 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 11.5K,
Visits: 46.0K
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i was already doing the viseme and facial morphing before i even knew what a duf was lol - I just know I had to export the facial morphs from daz and program the morphs in the expressions panel. It was a bit of work, but fun work since you can really get deep into customizing each character. so part 1 is making sure you are exporting a file with morphs part 2 program the morphs in the expression panel - from what I understand, if you use the duf file, you don't have to do all the extra programming - but I dig into that panel anyways just for making each character unique. I'm testing the Duf now - The programming can be a bit tedious because when you get into advanced morphing - like beyond speech and standard viseme and add body stuff - for some reason Daz doesn't always export everything normal - so before you even begin to program, you have to make sure all the faders are set to zero - the duf file will hopefully help bypass this step - as it could take a few hours depending on how customized you want your character. so it would be faster to just tweak than start from scratch. technically the duf file is a convenience item, but not a necessity.
☯🐉 "To define Tao is to defile it" - Lao Tzu
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