Is It A Secret?

Hey all, I've got a dilemma going on that's been going on for months now. I simply cannot find anything concerning how to package a single morph (such as a head) and poses for redistribution.The Daz documentation center is outdated and pretty moot since 4.9, such as instructions to do something, and it doesn't exist anymore. All I want to do is create and save my morphs and poses to redistribute them to get started as a mechant. Creating the morph in daz is the easy part. But are there any tutorials at all ANYwhere about this that are actually up to date and step by step? The main thing I need to know right now is how to get all the separate head morphs into a single morph .duf file. I save the head as a morph asset, then can't locate the friggin' thing as a single file, just a stack of ears, nose, eyes files and so on. Just really getting frustrated here. Thanks for any info. *continues to bang head on keyboard

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Comments

  • Richard HaseltineRichard Haseltine Posts: 104,182

    If you are using existing morphs then just save a Shaping preset - you may not bake them into a single morph and distribute that (unless they are merchnat resource sets used in accordance with the terms).

  • artoirartoir Posts: 65

    If you are using existing morphs then just save a Shaping preset - you may not bake them into a single morph and distribute that (unless they are merchnat resource sets used in accordance with the terms).

     

    Yes, I used a merchant resource kit

  • Richard HaseltineRichard Haseltine Posts: 104,182

    Set the Mesh Resolution to base and make sure that only your morphs are set - no posing, nor other morphs (such as the Mouth Realism or Navel morphs).

    Export as OBJ, making a note of the preset used.

    Edit>Figure>Morph Loader Pro

    Click the Choose Morph Files button and select the exported OBJ

    Pick the same preset as used when exporting the OBJ underConvert to DAZ Studio From

    Expand the morph's entry in the lower half of the dialogue

    Righ-click on the property Group and change it to the correct location (presumably somewhere under Actor).

    Click Accept

    Test the moprh, if it works File>Save as>Support Assets>Morph Asset - in the options dialogue the Author and product names determine the subfolders of the figures Morphs folder in the Data folder that holds the asset files, you want to know this for packaging and back-up.

  • artoirartoir Posts: 65

    Set the Mesh Resolution to base and make sure that only your morphs are set - no posing, nor other morphs (such as the Mouth Realism or Navel morphs).

    Export as OBJ, making a note of the preset used.

    Edit>Figure>Morph Loader Pro

    Click the Choose Morph Files button and select the exported OBJ

    Pick the same preset as used when exporting the OBJ underConvert to DAZ Studio From

    Expand the morph's entry in the lower half of the dialogue

    Righ-click on the property Group and change it to the correct location (presumably somewhere under Actor).

    Click Accept

    Test the moprh, if it works File>Save as>Support Assets>Morph Asset - in the options dialogue the Author and product names determine the subfolders of the figures Morphs folder in the Data folder that holds the asset files, you want to know this for packaging and back-up.

    Thanks so much for this!

  • Silver DolphinSilver Dolphin Posts: 1,628

    Daz had a short manual that came out for a short time and then it was gone. We need something like the Posers Bible so we can get things done that does not involve going thru a million posts to find answers to questions people have already asked. We don't mind paying for a kindle edoc or one that can be read from a computer. Just lock it to an amazon account and it is a new source of revenune. Just my 2cents

  • artoirartoir Posts: 65
    artoir said:

    Set the Mesh Resolution to base and make sure that only your morphs are set - no posing, nor other morphs (such as the Mouth Realism or Navel morphs).

    Export as OBJ, making a note of the preset used.

    Edit>Figure>Morph Loader Pro

    Click the Choose Morph Files button and select the exported OBJ

    Pick the same preset as used when exporting the OBJ underConvert to DAZ Studio From

    Expand the morph's entry in the lower half of the dialogue

    Righ-click on the property Group and change it to the correct location (presumably somewhere under Actor).

    Click Accept

    Test the moprh, if it works File>Save as>Support Assets>Morph Asset - in the options dialogue the Author and product names determine the subfolders of the figures Morphs folder in the Data folder that holds the asset files, you want to know this for packaging and back-up.

    Thanks so much for this!

    Okay, please excuse my noodishness and ignorance, but I'm still not getting it to work correctly. So I'll try to be as spacific as I can with your post..

    Set the Mesh Resolution to base and make sure that only your morphs are set - no posing, nor other morphs (such as the Mouth Realism or Navel morphs). Check

    Export as OBJ, making a note of the preset used. Ok, what preset? The file type I'm exporting it in? The only choices I have as an OBJ is Wavefront, which isn't a choice under Convert To Daz Sudio From: So I chose Custom. (?)

    Edit>Figure>Morph Loader Pro Check.

    Click the Choose Morph Files button and select the exported OBJ Check.

    Pick the same preset as used when exporting the OBJ underConvert to DAZ Studio From Not possible, Wavefront is not on the list. I tired saving one as a poser preset, but when I did the morph loader thing, the file wouldn't even show up where I presume I saved it When I chose Daz Studio I got this: (daz is not one of the choices when exporting)

    Loading morph Jayce...
    Error: Facet count mismatch Base does not equal target(16828!=67312)
    Error: Error matching facets
    Warning: Geometry did not match, failed to create morph.

    Expand the morph's entry in the lower half of the dialogue Check, I think. I assume you mean clicking the arrow and dropping down the menu and clicking on a default, Property Group: Morphs/Morph Loader

    Righ-click on the property Group and change it to the correct location (presumably somewhere under Actor). Check. Again, I think.

    Click Accept

    Test the moprh, if it works File>Save as>Support Assets>Morph Asset - in the options dialogue the Author and product names determine the subfolders of the figures Morphs folder in the Data folder that holds the asset files, you want to know this for packaging and back-up.

    I have no clue how to test the morph since I can't seem to find it once saved. I even opened the files on my computer in Daz looking for it. I get two choices where to save it, /Documents/DAZ 3D/Studio/My Library  or  C:/Users/Public/Documents/My DAZ 3D Library. Then there's a list of all the Genesis parts below. Which ones do I select? Just the head as a head morph, the Genesis 3 Male (which I assume chooses everything) or just tick them all?

     

    I know, I'm a pain in the ass, but if someone would make friggin' updated tutorials for these things...

    Thanks for any advice, if you don't want to mess with me, I don't blame you.

  • TottallouTottallou Posts: 555
    edited July 2016

    When I do this I use choose Daz Studio (see attached) then reinport your object as Daz Studio

    Make sure that you only export your figure - I usually delete anything else I have in the scene to avoid that

     

    export.PNG
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    Post edited by Tottallou on
  • Cris PalominoCris Palomino Posts: 11,903

    What program are you using to make your morphs?

    When you export, you will set what scale you export at; it is important that both export and import utilize the same scale (see the image from Tottalou).

    It is important that if you work with the base geometry (which is critical) that you do not subdivide or use and tools that add or remove geometry as this will change the vertex order.  As Richard mentioned, the Mouth Realism and Navel morphs should be disabled (set to zero).  If you're working in ZBrush, you can use most of the brushes.  Brushes such as curve brushes will add additional geometry as will working with ZModeler.  The numbers you show "Base does not equal target(16828!=67312)" indicate you subdivided.

    Take note of the number of polygons in your base.  It should be 17K for the female; 16,828 for the male.  Occasionally check that the number has not changed.

    MLP, Morph Loader Pro, needs you to set the same scale as what you used for export.  This is what Richard meant.

    If you are working with the base Genesis 3 figure, you will not need to use Reverse Deformation (you will if you begin to make morphs for characters such as Victoria 7 or Michael 7, which are morphs of the base).

    Where you place the morph depends on the type of morph it is.  You can easily leave it with the default which will place it as a morph in a Morph Loader Pro category in the Parameters tab (this is the easiest place to find it).  You can change the location later with parameter settings.  For testing, the MLP category will suffice.

     

  • Richard HaseltineRichard Haseltine Posts: 104,182

    As Tottallou says I was meaning the presets within the export/import options dialogue which sets the scale factor and axis matches. The scale factors have to be inverses importing and exporting, so it's easiest to let the preset take care of that rather than try setting it manually.

  • KharmaKharma Posts: 3,214

    As Tottallou says I was meaning the presets within the export/import options dialogue which sets the scale factor and axis matches. The scale factors have to be inverses importing and exporting, so it's easiest to let the preset take care of that rather than try setting it manually.

    Maybe some screen shots would be of some assistance?

  • artoirartoir Posts: 65
    edited July 2016

    My brain hurts!! Ok, so I'm reading Sickleyield's tutorial, but let me tell you what I discovered (BTW, I'm using Daz Studio Pro 4.9). Just to see what would happen, instead of saving it as a morph asset, I clicked Figure/Prop Asset I got what you see in the screenshot below, with choices of what to save it as etc. The choices in the drop down you see were: Preset>Morph>Apply>Head, which is what I chose.There was also an "Inject" and "Remove" rather than apply, but I haven't tried those yet. Then you choose Set Catagory, I chose Default/shaping/apply/head. Then choose the compatability Gensis3 male. Then it actually appears in Daz where I can find it in Figures, posted as a "shape". However, when I click on it, it creates a new character with the morphs, rather than applying them to the chosen one already in the scene. I feel like this is just getting rediculous, but I really want to learn this!

    By the way, I already know how to package, what I'm basically trying to acomplish is getting all the head morphs into one file instead of having a list of files with every morph from brows to chin and getting it to apply correctly. In short, to compile it all into one file morph that actually works! I already packaged one and placed it for free over on Renderosity. But it's not a single head morph, but an entire file of head mophs. People have been downloading it and only one complaint, so I'm guessing they know how to get around my mistake. You can check it here: (link removed)

    Head Morph Screenshot.jpg
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    Post edited by Cris Palomino on
  • TottallouTottallou Posts: 555

    I downloaded this free file but it seems to contain various expressions & head morphs which should not be there & there are no presets to create the actual character

    If this characters morphs are all Daz Morphs then the easiest way to do it is to load your character with all the morphs applied then save as a Character Preset   in People Genesis 3 Male - Shapes ( Check shape settings & uncheck materials so just the character is saved & people can add their own materials)

    You should then only need to zip the duf file (the one you just saved as a preset) and anyone that has the morphs that you used can load it

    I do not think that you can include expressions in any character preset but even if you can its maybe not a good idea as it limits the usefulness of the character & I would think that far fewer people own all the expessions

     

     

  • Cris PalominoCris Palomino Posts: 11,903

    Put the mouse down and step away from the computer.  :)

    You are trying to make a morph for the head, is that correct?  If you are trying to save, you have then gotten the morph made and into Studio.  I still haven't seen you say what you used to make the morph and if you kept it at base geometry.  Did you use the default as I suggested to keep the default of Morph Loader Pro to make it easier to find the morphs?  Just until you learn to save things properly, you could keep them in this default area.  

    To save properly, save as a morph asset.  This will save the proper data file so that your parameter slider will remain when you start Studio up again.  Otherwise, the parameter dial will disappear.  The only other option is to save a scene with the morph dial in place.  Either way, you want to eventually save it properly.

    It will help us help you if you answer the questions I ask here and earlier. :)

     

  • Cris PalominoCris Palomino Posts: 11,903

    Looking at your files, 1) it's packaged incorrectly, 2) it seems to contain files that you do not have permission to distribute.  I would advise that you take down the freebie till you can clarify how to package it up properly and can find out what it may and may not contain.

  • artoirartoir Posts: 65
    edited July 2016

    Dang, I dunno how I did that, I was afraid of that, thanks for checking it and seeing that Chris, I took it down. I figured it was ok since it had been approved for posting.

    Ok, sorry if I haven't been spacific on what I'm actually doing. I am using Genesis 3 Male Head Morph Resource Kit 2 within Daz Studio. Following Richards steps to the best of my ability on the thrird post above. I load genesis 3 and zero any morphs left on him out and leave him in the default pose. I apply the head merchant resource morphes, shaping them to my liking. No poses, no other morphs and set the mesh resolution to Base. Now this is where I feel like I'm messing up. I export it in Wavefront.obj (that's the only choice I get as an obj.) As in the screenshot below, I leave the default settings alone. Including the "Convert To Daz Sudio to: Daz Studio (1unit = 1cm)  at the top. (I'm actually doing this as I type) Then I go to Morph Loader Pro, but Wavefront (obj) isn't in the list to convert it to Daz Studio From: dropdown, so I choose "Custom". I chose the obj file in "Choose Morph Files", Drop down the file list and right click on Property Group and choose Actor/people. Hit Accept and get "Morph Created Successfully" Now where did it go? I can't find it in my Daz files anywhere. When I try to save it as a morph asset I get vendor name and Product name. But the only two choices I get to save it in is either C:/Users/Me/Documents/DAZ 3D/Studio/My Library or C:/Users/Public/Documents/My DAZ 3D Library, as well as the choices as what to save in a tick list below, from Genesis 3 male at the top (on to pelvis, left thigh bend etc.) to Head at the bottom. The Genesis 3 male at the top has a dropdown containing Actor, Hidden, Morphes and Pose controls. Sorry I'm being such a pain, I wish this would all soak in, if I don't get it this time, I give up.

     

    Update: I have now created a file with all the contents according to Sickleyields tutorial.

    Exporting.jpg
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    Post edited by artoir on
  • Cris PalominoCris Palomino Posts: 11,903
    edited July 2016

    Ok, see this is a good example of why it is important to lay out your exact process.  You are using a head morph resource kit.  Hopefully you read the licensing agreement for the use of these morphs ( http://docs.daz3d.com/doku.php/public/read_me/index/31276/start).  Some kits require you to make morphs that must, in turn, require the customer to have those morphs in order to utilize yours.  It would be a different process for setting that kind up for distribution.

     

    artoir said:
    Ok, sorry if I haven't been spacific on what I'm actually doing. I am using Genesis 3 Male Head Morph Resource Kit 2 within Daz Studio.  Following Richards steps to the best of my ability on the thrird post above.
    artoir said:
    I load genesis 3 and zero any morphs left on him out and leave him in the default pose.

    This is fine. 

    artoir said:
    I apply the head merchant resource morphes, shaping them to my liking. No poses, no other morphs and set the mesh resolution to Base.

    Fine, too. 

    artoir said:
    Now this is where I feel like I'm messing up.
    artoir said:
    I export it in Wavefront.obj (that's the only choice I get as an obj.) As in the screenshot below, I leave the default settings alone. Including the "Convert To Daz Sudio to: Daz Studio (1unit = 1cm)  at the top. (I'm actually doing this as I type)

    This is correct. 

    artoir said:
    Then I go to Morph Loader Pro, but Wavefront (obj) isn't in the list to convert it to Daz Studio From: dropdown,

    This is where we have been trying to tell you that what MLP is looking for is the scale that you want to import at and that this MUST be the same as the scale you exported so you choose Daz Studio. 

    artoir said:
    so I choose "Custom".

    Do the above, previous, instead. 

    artoir said:
    I chose the obj file in "Choose Morph Files",

    Correct. 

    artoir said:
    Drop down the file list and right click on Property Group and choose Actor/people. Hit Accept and get "Morph Created Successfully"

    I would use Actor/Head.  This is a head morph.  Actor/People is usually for full character morphs such as Victoria 7 or Michael 7.

    artoir said:
    Now where did it go? I can't find it in my Daz files anywhere.

    Select the Genesis 3 Male root.  Actor/Head should be in Parameters under Head or Shaping under Head (if you use what I suggest).

    artoir said:
    When I try to save it as a morph asset I get vendor name and Product name. But the only two choices I get to save it in is either C:/Users/Me/Documents/DAZ 3D/Studio/My Library or C:/Users/Public/Documents/My DAZ 3D Library, as well as the choices as what to save in a tick list below, from Genesis 3 male at the top (on to pelvis, left thigh bend etc.) to Head at the bottom.

     I believe you need to use the one that ends in My DAZ 3D Library to be correct, but I just got contradictory info (as I am on a Mac, not a PC).  I have to check with Richard to make sure, so wait on this one.

    artoir said:
    The Genesis 3 male at the top has a dropdown containing Actor, Hidden, Morphes and Pose controls. Sorry I'm being such a pain, I wish this would all soak in, if I don't get it this time, I give up.

     

     

     

    You need to know where your morph is in order to properly save it and you will drill down to it in the asset window with the same path you used to create it.

    Hopefully, that explains it.  I'll get back to you on the library location.

    MLP.jpg
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    Parameters.jpg
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    Shaping.jpg
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    SaveMorph.jpg
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    Post edited by Cris Palomino on
  • Richard HaseltineRichard Haseltine Posts: 104,182

    The folder you pick in the options dialogue is the base folder - in that - for this - you will go to \Data\DAZ 3D\Genesis 3\Male\Morphs\Author\Product (where Author and Product are the names from the options dialogue) to find your morph files. Morphs always go in the Morphs sub-folder of the basic asset folder for the item being morphs, that way DS can find them and load them automatically.

  • artoirartoir Posts: 65
    edited July 2016

    Thank you guys so much for this and putting up with me! I think I just might have it now. I'll be trying it in a bit.

    Update. Ok, I opened my Daz and three of my test morphes are actually there in slider form under Genesis 3 male/Head/Morphs when I have the entire character chosen. I seriously don't know how I did it.

    Post edited by artoir on
  • artoirartoir Posts: 65
    edited July 2016

    I really, really hate to say this. I swear I followed this to the letter Chris. But now I'm getting:

    Loading morph its the eyes2...
    Error: Facet count mismatch Base does not equal target(16828!=73828)
    Error: Error matching facets
    Warning: Geometry did not match, failed to create morph.

    I tried with both the whole body chosen and just the head chosen, neither of them work.

    I think I'll just give it up. Thanks so much all for your time, efforts and help.

    Post edited by artoir on
  • Richard HaseltineRichard Haseltine Posts: 104,182

    That sounds like the mesh with a single round of SubDivision applied. Make sur you set the Mesh Resolution to Base before exporting the OBJ.

  • Cris PalominoCris Palomino Posts: 11,903

    You know the easiest thing to do is make a notebook and a checklist.  If you run the checklist, you make sure you've got all the steps and can tell us exactly what you did, too.  In addition, having a notebook lets you see what you need to do if you go on to other things and then months later try this again and you won't be going, "now how did i do that?".

    From Cris, agressive note taker :)

  • artoirartoir Posts: 65

    You know the easiest thing to do is make a notebook and a checklist.  If you run the checklist, you make sure you've got all the steps and can tell us exactly what you did, too.  In addition, having a notebook lets you see what you need to do if you go on to other things and then months later try this again and you won't be going, "now how did i do that?".

    From Cris, agressive note taker :)

    Yes, you're very right on taking notes for everything. I'll check the mesh next time I try, but I'm almost sure I had it on base, but with me, you never know. Thanks again.

  • artoirartoir Posts: 65

    I just did it again, making sure I was on Base, I'm still getting the error. Somewhere there's a step missing that I'm not doing and I can't fugure it out since I have three tests that actually works and I have sliders for them under "Morphs". I don't get it. *pulls hair out...

  • Cris PalominoCris Palomino Posts: 11,903
    edited July 2016

    You are still just making changes by applying the MR morphs in DS and exporting the obj and then reimporting it using Morph Loader Pro?  You aren't working on the morph in another 3D program?  73828 is not a multiple of 16828, so I am having trouble understanding what you might be doing.

    Post edited by Cris Palomino on
  • Cris PalominoCris Palomino Posts: 11,903

    Do you have anything else added to the figure, such as the anatomical parts (which would not be needed for a head morph)?  The first set of numbers you gave was 16828!=67312, that one is the Genesis 3 Male with 1 level of subd.  The second set is higher, so what is accounting for the higher number?

  • Silver DolphinSilver Dolphin Posts: 1,628

    I wish this was a video tutorial and if not a video,or just a text tutorial with pictures on a Daz Manual. Hint Hint, we need the solutions found in the forums placed somewhere indexed so we don't have to bother people and hunt for them or ask a million questions over and over again. Stickeys are not enough. Is this unreasonable Daz? Oh and by the way thank you for the great information.   ~Just my 2cents

  • Cris PalominoCris Palomino Posts: 11,903

    Heh, I was just thinking of putting the info in a tutorial.  If I make it, I will probably do it from Studio to ZBrush and back a that is the program I work in for my morphs.

  • Silver DolphinSilver Dolphin Posts: 1,628

    Heh, I was just thinking of putting the info in a tutorial.  If I make it, I will probably do it from Studio to ZBrush and back a that is the program I work in for my morphs.

    I have Zbrush and the bridge works well. I would welcome the tutorial. Thanks

  • oomuoomu Posts: 175

    I would pay serious money for a textual documentation/TUTORIAL/whole workflow explained with cross-reference and index... For example "how to package asset", "how to make morph with zbrush for genesis" , "how to make a great geograft", "how to paint useful weight map !", "Give up painting weight map in DAZ, buy that software, it imports/exports easily with daz"  and so on...

    There is great explanations here, thanks a lot.

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