Fantasies Attic
Library Area => dRaCX's domain => dRaCX Tutorials => Topic started by: dRaCX on November 15, 2015, 10:24:42 PM
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How I create Creature morphs for “ANY†Poser Character!
#1. Load the character in Poser that I wish to create a morph for.
(Note) You can create morphs for any body part, even full body morphs using this technique.
#2. Send the part I wish to morph to Zbrush through the GoZ script. In this example I’ll be morphing Victoria’s head and face, so I’ll click on her head and export it to GoZ.
#3. Do my sculpting in Zbrush for the desired creature effect.
#4. Once the magic in Zbrush is done, export it as an “obj†and save to where ever you like. You may name it whatever you wish at this point, it really doesn’t matter.
#5. Back in Poser; we’ll load the new morph we just created to Vicky and see what we have. (Make sure her head is ticked, this is the area we wish to morph.)
#6. Once our morph is loaded, we just adjust the dial to the desired effect.
ALL DONE!!!! Wasn’t that difficult at all now was it?
ENJOY!!!
:java:
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:java:
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Isn't she beautiful? You know you want to give her a big ole kiss...don'tcha?
:pervy:
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Sure :). Thanks for tutorial I better save it for later. Not working with Zbrush yet but who know what future will bring. I better start to work with Hexagon in the meantime :java:
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Ok I got it
:thanks:
It doesn't look that scary after all it seems, I think I actualy will try it in the future :)
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You're very welcome!
I can't really help with any Daz issues, but I can with any other software. I never touch Daz crap, it has cooties!
:tearlaugh: :tearlaugh:
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Oh for me it is something special :D
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If anyone would like the morph created in the tutorial, I have formatted it for Poser. Comes with both INJ & REM pz2 files.
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You're very welcome!
I can't really help with any Daz issues, but I can with any other software. I never touch Daz crap, it has cooties!
:tearlaugh: :tearlaugh:
Indeed it does and it will infect your computer tis bad for :precious: very bad
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I don't know if it's been posted anywhere here or not, but I could also make a short tut showing how to make the morph INJ and REM files. If anyone wants to know how?
I promise not to confuse anyone, it's really not that difficult at all and takes less than 10 minutes.
:java:
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The more information the better good sir it never hurts to be able to find an explanation as to the who, what, where, and how
... why ... we know why .... because you like us
:tearlaugh:
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... why ... we know why .... because you like us
:tearlaugh:
Dude! You're seriously creeping me out.
:OMFG:
I felt the same way about the "Mickey Mouse Club" that I felt for Mr. Rogers & Barney, the purple freakin dinosaur.....I hated them!
:thud:
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I want to know for sure. I actualy don't know lots of important things like that and probably should know it if I am about to make anything good :)
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Dude! You're seriously creeping me out.
:OMFG:
How's that song go
"I love you, you love me.
Let's hang that dinosaur from a tree."
:iminnocent:
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dRaCX you wouldn't happen to know how to do this with any other modeling programs would you?
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Thanks
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dRaCX you wouldn't happen to know how to do this with any other modeling programs would you?
Sorry, I didn't see this until now. I've not been online much lately.
As heddheld stated....the trick is NOT adding or taking away any data in the mesh you wish to create the morph! This can been done however in ANY modeling program, not just in ZBrush.
If you add or take away data (Verts) in the mesh then Poser will not apply the morph...It won't match the rig nor will it line up with the splines of target!
@heddheld
I thought I added how to make those already....but, I'll check and make sure..I forget things from time to time...I'm OLD!!!
:tearlaugh:
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Any day not using a dirt blanket is proof one is not old at least in my book
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Sorry, I didn't see this until now. I've not been online much lately.
As heddheld stated....the trick is NOT adding or taking away any data in the mesh you wish to create the morph! This can been done however in ANY modeling program, not just in ZBrush.
If you add or take away data (Verts) in the mesh then Poser will not apply the morph...It won't match the rig nor will it line up with the splines of target!
@heddheld
I thought I added how to make those already....but, I'll check and make sure..I forget things from time to time...I'm OLD!!!
:tearlaugh:
All good, its odd the few times I have tried it even though I have been very carefull to not add or remove anything poser has packed a fit when I tried to apply the morph but then other times it has worked ok so not sure what I am missing.
I'd love to use Zbrush but after playing with a trial of it I found I couldn't make much head way so I can't justify the price :sad:
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I am using Silo atm, I have looked a blender but that was even worse for me than zbrush.
I wonder if there is a "zbursh for dummys" out there some where as I can really see the benefit of it I just get so lost lol
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Lol Silo is ok once you get past some of its quirks
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just had a google ......smith micro have it for a while ?? can find on steam but even that was 2012
not exactly cheap either :(ROFLMAO:
am sure its the vertex order ........will be on import options somewhere ....can you take a screen shot ?? maybe me or DracX or other may see something that needs checking
short ad I saw makes it look good for morphs .......but some posts say it crash a lot ?
The only place I have options to tick boxes is on the export of a obj from poser. Silo doesn't have options on import.
Silo can crash a bit particularly when dealing with large and/or heavy meshes, as long as you are aware of it and save regally its not too much of a issue but it can be a bit inconvenient.
Its about the only thing I don't like about it.
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The only place I have options to tick boxes is on the export of a obj from poser. Silo doesn't have options on import.
Silo can crash a bit particularly when dealing with large and/or heavy meshes, as long as you are aware of it and save regally its not too much of a issue but it can be a bit inconvenient.
Its about the only thing I don't like about it.
In fact Silo seems to crash like Hexagon with a 64bit system.
Now I use Wings 3D, and even if I don't understand everything, I'm better inside than in Hexagon. And I finally can do myself my UVs.
Concerning Zbrush, we have a little topic here (http://www.thefantasiesattic.net/attic/index.php?topic=16627.0) ; I don't know if this can bring you or not toward "Zbrush for dummies" :psycho:
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Ok folks, this may sound like a stupid question at first...but it'll make perfect sense once I explain!
Dreamer - What body part are you trying to morph and how are you transferring it? (a bridge like GoZ or saving it as an object first?)
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nice tut DracX be nice to see how you make inj/rems but 95% sure I know ;-)
but a new trick is always fun to know :java:
I did write a tut for that as well!
It's here ---> http://www.thefantasiesattic.net/attic/index.php?topic=13822.0 (http://www.thefantasiesattic.net/attic/index.php?topic=13822.0)
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Ok folks, this may sound like a stupid question at first...but it'll make perfect sense once I explain!
Dreamer - What body part are you trying to morph and how are you transferring it? (a bridge like GoZ or saving it as an object first?)
Hi dRaCX, normally its the head I am wanting to morph though I have a few body morphs I would like to tackle once I get better at heads lol.
Silo doesn't have a bridge unfortunately so I have to save out a object first to work on
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Hi dRaCX, normally its the head I am wanting to morph though I have a few body morphs I would like to tackle once I get better at heads lol.
Silo doesn't have a bridge unfortunately so I have to save out a object first to work on
Let me guess....when you load the morphed obj into Poser and dial it you get an exploding face?
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Let me guess....when you load the morphed obj into Poser and dial it you get an exploding face?
More like it wont even load it, its been a while since I tried but from memory I get a error box saying some thing along the lines of incorrect vertex count or some thing along those lines.
Yes I have been very very carefull to not add or remove any thing when pushing polly's around
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More like it wont even load it, its been a while since I tried but from memory I get a error box saying some thing along the lines of incorrect vertex count or some thing along those lines.
Yes I have been very very carefull to not add or remove any thing when pushing polly's around
Well, then you're not as careful as you may think because that error means something was added! I did an example morph of V4 face in blender last night to show what I'm talking about.
It's important to note that your modeling program's import/export options may differ just a bit.
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Thanks, yeah Silo doesn't have any pop up tick boxes on import so its probably how I exported from poser.
I only use the translate, rotate and scale tools when making a morph as I don't trust the others to add/remove bits
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nice mini tut DracX .......can see you used sculpting for morphs .....hows blender stack up against Zbrush ?...........not that I will be buyin Zbrush unless I get a win on lottery rofl
is only for interest
couple of things ........on import you need poly groups checking if u have more then one body part
eg for a FBM
and if u have NOT deleted the light an cam (you have lost the cube haven't u lol )
best to have only selected ticked too for export
Thank you. Though Blender has come a long way and is second to none for an all-in-one modeling/gaming package....it isn't fair to compare it to a sculpting program designed just for that purpose based on a few sculpting options added to Blender. They are good yes, as good as ZBrush? - No!
I didn't touch on the poly groups checking for the simple reason that in this example it wasn't necessary. I have Blender set up to load clean, no lights, cam, or anything. I like building from a blank slate! I have Poser and ZBrush set up the same way....I have always done this. It's how I roll!
:java:
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Thanks, yeah Silo doesn't have any pop up tick boxes on import so its probably how I exported from poser.
I only use the translate, rotate and scale tools when making a morph as I don't trust the others to add/remove bits
You're very welcome, I hope it helped! Blender doesn't have pop-up options for import/export, they show up on the side panel when undertaking one of the options...I placed them like that to show clearly the options to untick.
But yeah, if you exported the obj out of Poser any other way than shown here then the problem most likely began from moment one. But as heddheld suggested...screenshots make it easier to spot any problems.
:java:
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So screen grabs
PoserEx= What I did to export to Silo
SiloIm=Loading the obj in Silo to work on
SiloEx= Saving out of Silo
PoserIm= Trying to load the morph in poser and the error message
All I did was move some points around. Not sure where to look for vertex count so can't say on that right now
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well you got me stumped .........hope DracX has some ideas :doc:
did get wrong vertex but was my fault ........used miki 4 and her lashes was sep obj and I exported by accident .......but sorted
also tried with and without zeroing doll but that didn't seem to make any dif
any chance u can try with a dif modeler......blender / wings whatever
maybe then we can blame silo lol :(ROFLMAO:
I just pulled all other modelers I had to clean up the pc.
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I'm glad you posted the screens, now I see what you're doing wrong!
It's not a Silo problem, just follow the images I'm posting and you'll be on your way to making morphs that work!
:java:
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I'm glad you posted the screens, now I see what you're doing wrong!
It's not a Silo problem, just follow the images I'm posting and you'll be on your way to making morphs that work!
:java:
Did just what you showed me and got the same error message
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Did just what you showed me and got the same error message
Well then it is a Silo problem after all. Must be changing the verts upon saving. I don't really know anything about Silo, so I have no idea if there is any options that would prevent it. I'll look into it though.
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Well then it is a Silo problem after all. Must be changing the verts upon saving. I don't really know anything about Silo, so I have no idea if there is any options that would prevent it. I'll look into it though.
Thanks :hug2:
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Hmmm...this is a bit odd. I just ran a search for creating morphs for Poser and Daz characters in Silo and no matter how I word it...it comes up empty! Not 1 single hit on the subject.
Makes me wonder if you can do it in Silo.
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Hmmm...this is a bit odd. I just ran a search for creating morphs for Poser and Daz characters in Silo and no matter how I word it...it comes up empty! Not 1 single hit on the subject.
Makes me wonder if you can do it in Silo.
Huh that is odd. Maybe I just might have to bite the bullet and try to learn another program (https://www.cosgan.de/images/midi/konfus/c025.gif) I know a few folks use Silo for making stuff, guess I just automatically thought it would do morphs too. I never thought to do a specific search for Poser+Silo morphing, just generic how to's
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Here ya go then! Sorry was off reading, trying to find a solution. I did find some dude that said Silo has a 'Retain Vertex Order' in export options but he didn't say where.
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Here ya go then! Sorry was off reading, trying to find a solution. I did find some dude that said Silo has a 'Retain Vertex Order' in export options but he didn't say where.
Thanks, I'll give that a try once I finish saving out MAT files. I only have a gazillion left to do :thud:
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Huh that is odd. Maybe I just might have to bite the bullet and try to learn another program (https://www.cosgan.de/images/midi/konfus/c025.gif) I know a few folks use Silo for making stuff, guess I just automatically thought it would do morphs too. I never thought to do a specific search for Poser+Silo morphing, just generic how to's
I can find tons of stuff on using Silo for stand-alone model creation, but nothing for creating morphs for Poser and Daz figures. Other than one guy who was trying to create morphs in Silo for a Gen2 character...but he was having the same problem as you. No one ever did give him a solution, and that was 2 years ago!
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Thanks, I'll give that a try once I finish saving out MAT files. I only have a gazillion left to do :thud:
You're very welcome! I'm not a crusty old fart anymore...I stepped on a corn flake the other morning and now I'm a cereal killer.
:tearlaugh::tearlaugh::tearlaugh:
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You're very welcome! I'm not a crusty old fart anymore...I stepped on a corn flake the other morning and now I'm a cereal killer.
:tearlaugh: :tearlaugh: :tearlaugh:
:(ROFLMAO:
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Ok just tried the file you gave me dRaCX and it works just like the box said it would.
I would say that confirms it is some thing Silo is doing that is borking up my attempts at making a morph
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Ok just tried the file you gave me dRaCX and it works just like the box said it would.
I would say that confirms it is some thing Silo is doing that is borking up my attempts at making a morph
Would seem so then...I'm still trying to find info on Silo's Retain Vertex Order option...so far not much luck.
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Would seem so then...I'm still trying to find info on Silo's Retain Vertex Order option...so far not much luck.
Don't stress over it too much, I have been thinking of looking into a new modeler for a bit now and this is kinda the push I need.
Silo has been good but I am now starting to out pace what it can handle lol
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Oh well....I did find a solution though...LOL
Another fella was having the exact same problem and I lucked out and found it.
ANSWER:
The asssesment that Silo does not have import functions is incorrect.
* By default, Silo's OBJ import settings has "Import Groups As Objects" selected, which is why you see all of your facet groups turned into each individual meshes and your vertex count more than doubled. This already broke compatability for a morph target.
Which by the way, is one of two things for morph target work that matter (besides keeping one grouped mesh). Faces and edges do not matter. Only vertices, both in count, and order is viable for a correct MT. You can literally strip everything out of the OBJ file except for the correct ordered "v" (vertex) code.
* Also by default, Silo's OBJ export settings has "Export Objects As Groups" selected, which reverses the process and turns each individual mesh back to a facet group desingation in the OBJ file. Alas, it is already to late, because once those groups were separated, all was lost...
So, what you need to do is; Under "File" drop-down selections, select "File Format Settings". When you have that tab you will have another drop-down box containing file formats. Select "Obj Options", and procede to unselect both the "Import Groups As Objects", and the "Export Objects As Groups" parameters.
This will solve your "Wrong number of vertices." issue
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Thank you!
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You are very welcome!
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Not sure if these will help?
http://nevercenter.com/silo3d/wiki/index.php?title=Silo_Tutorials
http://www.andykinsella.co.uk/tutorials.html
http://www.youtube.com/user/virtua3D/videos
http://www.ant-online.co.uk/FTP/AntWard_SiloUV.pdf
http://www.ant-online.co.uk/FTP/AntWard_SiloPistol.pdf
3D creature Modelling - part 1(basic tools in Silo)
http://www.youtube.com/watch?v=KoxZuNQPcQs
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NOTE: I really do thank all those who add comments and info to my threads, I really do...but...Please do not post youtube videos!
Links are just fine, but due to my slow net at home..videos posted slow my page loading to a crawl. It's a bit of a pain taking time to try and help people if I have to wait 20+ minutes for a page to load.
Thank You!
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