Quick Morphloader question...
IceEmpress
Posts: 639
Would I be able to use Morphloader to add obj files for say-- Shrike Ponytail created with RTEncoder to the Shrike Hair model as an additional fit morph/pose?
Likewise, would I be able to do this with the earlier Evilinnocence freebie outfits for different characters (like say-- the FC panty for A3 and SP3?)
Comments
Morph Loader is what it says - a loader, for morphs in OBJ format. As long as you have a suitable morph it should work with Morph Loader.
:( So is that a yes or a no?
A morph has to abide by two criteria before it can work.
- Both of the models need the same number of vertices.
- The order of the vertices needs to match.
In short, if the Shrike Ponytail is a totally different model to the regular Shrike hair then it cannot be used as a morph target. If it has the same number of vertices, but lacks the vertex order, then it will load as a morph, but will make a complete mess of the model when applied, since all of the vertices are moving incorrectly.
No, no, you misunderstood (or maybe I made a typo?)
I was talking about say-- creating an A3 fit model of the Strike Ponytail with RTEncoder (via the free file to do so at sharecg), then loading that as a morph into the original Strike Ponytail model (after making a backup of the original, obviously) since this would be far more convenient than having separate Strike Ponytails for A3, H3, and M3.
Or, as another example, taking the FC Panty by Evilinnocence for V4 and loading the FC Panty Obj file for Aiko3 with morph loader.
Fitting a figure to another figure is more than just the shape, so a morph won't do it. It works for props, but not for things with bones.
Damn! Is there any way then to turn those separate Obj/CR2 files into morphs?
No, I'm afraid not. Well, if you have a 3D modeller with the ability to constrain to a background mesh you could load the OBJ for the figure you want to morph as a foreground layer and the shape you want as a background and push the vertices around, then load the result with Morph Loader, but the making of the moprh would be far from automatic (and would fail to work acceptably for very different shapes, after applying textures if not before)
What if the separate Obj file's only difference is that deformers were applied?
That would work. A morph requires the same vertices, in the same order, as the thing being morphed - as long as that is true then any moving around will make a morph.