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Hookflash
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Hookflash
Posted 5 Years Ago
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Group: Forum Members
Last Active: 11 Months Ago
Posts: 98,
Visits: 2.3K
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Rampa (5/26/2019) When you create a morph in CC, you can actually specify whatever range for minimum and maximum you wish.
If you set the minimum to -100 and the maximum to +100, you get a slider with the default position in the middle (zero).
You can also overdrive any morph, positive or negative, by typing the number you wish into the morph box instead of using the slider.Thanks Rampa, but this is for exporting figures with morphs from Daz to iClone via 3dxchange (rather than CC, since the figures have merged geografts)
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Rampa
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Group: Forum Members
Last Active: 2 days ago
Posts: 8.2K,
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When you create a morph in CC, you can actually specify whatever range for minimum and maximum you wish.
If you set the minimum to -100 and the maximum to +100, you get a slider with the default position in the middle (zero).
You can also overdrive any morph, positive or negative, by typing the number you wish into the morph box instead of using the slider.
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Hookflash
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Hookflash
Posted 5 Years Ago
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Group: Forum Members
Last Active: 11 Months Ago
Posts: 98,
Visits: 2.3K
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4u2ges (5/26/2019)
@Hookflash Yeah, negative values are getting disregarded as well as values over 100%. What you can do, is create a custom slider in DAZ and save it as DUF. Custom slider should be set to have values of 0-100%, then you may pose/apply respective *negative* morphs to the figure and it would be saved as 0-100% for a new custom slider and be available for export. You may even combine multiple morphs/shapes into single one - possibilities are unlimited. Just have to careful with non-linear pose controls (some bones transformations), as morphs are strictly linear and transformations might come out quite unnatural. I do not have much time to give a complete step-by-step for creating new sliders/DUFs, but here's a link where you may follow the routine (not the best one, but enough to play with and figure out): https://www.daz3d.com/forums/discussion/comment/3074791/ Thanks, that looks like it'll do the trick!
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4u2ges
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4u2ges
Posted 5 Years Ago
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Group: Forum Members
Last Active: Yesterday
Posts: 5.3K,
Visits: 16.5K
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@Hookflash Yeah, negative values are getting disregarded as well as values over 100%. What you can do, is create a custom slider in DAZ and save it as DUF. Custom slider should be set to have values of 0-100%, then you may pose/apply respective *negative* morphs to the figure and it would be saved as 0-100% for a new custom slider and be available for export. You may even combine multiple morphs/shapes into single one - possibilities are unlimited. Just have to careful with non-linear pose controls (some bones transformations), as morphs are strictly linear and transformations might come out quite unnatural. I do not have much time to give a complete step-by-step for creating new sliders/DUFs, but here's a link where you may follow the routine (not the best one, but enough to play with and figure out): https://www.daz3d.com/forums/discussion/comment/3074791/
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Hookflash
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Hookflash
Posted 5 Years Ago
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Group: Forum Members
Last Active: 11 Months Ago
Posts: 98,
Visits: 2.3K
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Man, this thread is a goldmine and should be stickied until Reallusion allows us to import character morphs properly. One issue I'm having though: Some Daz morphs have a range from -100 to 100 (instead of 0 to 100), and Morph Creator only seems to allow a range of 0 to 100. Any idea how to fix this?
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4u2ges
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4u2ges
Posted 6 Years Ago
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Group: Forum Members
Last Active: Yesterday
Posts: 5.3K,
Visits: 16.5K
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toystorylab (7/12/2018)
THANX to "4u2ges" for Tutorial/Export Rules :D
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toystorylab
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toystorylab
Posted 6 Years Ago
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Group: Forum Members
Last Active: 5 days ago
Posts: 4.6K,
Visits: 29.9K
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THANX to "4u2ges" for Tutorial/Export Rules :D
Toystorylab on Vimeo : Crassitudes (my "Alter Ego") on Youtube:
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gcshep
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gcshep
Posted 6 Years Ago
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Group: Forum Members
Last Active: 6 Years Ago
Posts: 355,
Visits: 3.0K
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Thank you very much sir Best Regards George
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4u2ges
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4u2ges
Posted 6 Years Ago
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Group: Forum Members
Last Active: Yesterday
Posts: 5.3K,
Visits: 16.5K
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@gcshep Thanks George, I attached a zip with 4 export rules: GEN_CHAR_EXPORT.csv - for exporting a Genesis 3/8 character (RL recommended) morphs_rules_bake.csv - export no morphs morphs_rules_export.csv - export all morphs morphs_Elf_Bodybuilder_Export.csv - export only elf ears and bodybuilder morphs (from tutorial). This would work for Genesis 3/8 It is easy to customize the last one to build the list of desired morphs to export. First argument before the coma is a case sensitive keyword that would be matched against morph rules names. @dogged2003 Thanks. I am not sure I understood, sorry. But if you worry about Genesis fingers, they are perfectly calibrated with 3DX automated conversion routine.
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dogged2003
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dogged2003
Posted 6 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 418,
Visits: 4.5K
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4u2ges (7/11/2018) I am probably a terrible tutor. Wanted to make a brief tutorial.. ended up talking whooping 11 minutes :) This is a great trick!
I do not have now DAZ, that would repeat. The main problem (another approach I have) is the fingers. It is necessary to combine them as best as possible. If possible, you can apply the movement to the avatar: c: \ Program Files (x86) \ Reallusion \ iClone 3DXchange 7 \ 3DX template \ MotionPreview \ 08_Finger Calibration.iMotion. Thank you so much!
My YouTube channel.
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