Thank you - that does increase my understanding considerably :)
What I found very interesting is that he says that you need to run the DzCreateExPFiles.exe for the figure in question - this probably means that when you run that file, you should get a dialogue asking which figure to run it for, as I suspected. As I only get a brief flash when attempting to run it, it is possibly broken.
Anyhow, I have reported to Daz - let's see what they come up with :)
I really love the simplicity of morphing figures such as Genesis to be honest.
Anyhow, have made the pics for the next tutorial for to make optional uvsets for our ancient critters.
One does have to update them slightly by making them a triax figure first.
After said tutorial is out, if anybody with Blender, Modo, etc wants to give it a try and let me know if the workflow works with those programs the information would be welcome. It does NOT work with 3D Coat [educational license].
I recall combing the websites, the internet, anywhere for information on inj/rem morphs before any of all the major changes were made. The little system which I've put together was "it". [exceptions being purchasing software utilities and plugins to do the work - I wasn't about to "invest" in such products for a few freeware items] Now, for some of the figures there was a list of morph channels which could be used in some program to add morph channels to their .cr2 files but all that information appears to be lost. I recall something about the "CC" mentioned for the G4 legacy figures refers to Community Channels and THAT is where/what one should be choosing for their new morphs. [not the Daz Channels!] These wonderful channels are already present in everybody's figures providing they have that little box check-marked when loading V4 or M4. FBM = full body morph The notes I kept at the time are all "in a very safe place". Maybe one day I'll trip over them but in the meantime ....
I did check the procedure for using D-Formers to make morphs IF one doesn't have Hexagon for the Triax figures [i.e. Genesis].
And yes it's possible to create and save such morphs.
One uses the D-Former and creates something of a morph with it. Then export out the Genesis .obj file using Poser settings, nodes selection. Then zero the Genesis figure and using Morph Loader Pro import in said export and create the morph. Dial it up to check it. Dial it to "0" and save it as a morph asset.
Here's the tutorial for making alternative uvsets using D/S4.x and Hexagon.
This provides a way to get more up-to-date uvmaps and therefore better textures made for the older legacy files.
n.b. that the legacy figures need to be converted to triax [and saved of course].
Hi Patience I've just altered a new Dinosaur ( Massospondylus to Coloradisaurus) as this dinosaur is a little taller I seem to be having issues placing the textures back on they seem to be flickering and also the eyes have turned white?
Here is an image of what is happening, any advice?
Chears, Ian.
Forget this post I've just worked out what I did wrong was trying to delete the post I sent but can't seem to find a delete post link
Glad you figured it out.
No, we're not supposed to delete our posts [they'd get pretty ticked at us in the last forum when we did things like that so they took away that option]. What we can do is 'edit' our posts however in editing them it's nice to add to the post so that others coming in who may have the same question, will also then get a possible solution.
After much to-ing and fro-ing with Daz support, I've come to the conclusion - not specifically confirmed by Daz - that the Exp system is the only method of saving morphs for legacy figures, and then only if they were built with .bat files included.
To see whether the particular figure you are interested in has these ,bat files, go to C:\Users\User\Documents\DAZ 3D\Studio\MyDaz Studio Library\Runtime\libraries\!DAZ
Other than that, making a new .cr2 or reverting to D/S 3.X and using a free plugin to save the morph is the only alternative I can figure out.
I hope someone can prove my conclusion wrong - Daz support couldn't offer another solution!
The whole subject is pretty much academic for me - I'm using the far easier Blender rigging system for my models.
After much to-ing and fro-ing with Daz support, I've come to the conclusion - not specifically confirmed by Daz - that the Exp system is the only method of saving morphs for legacy figures, and then only if they were built with .bat files included.
To see whether the particular figure you are interested in has these ,bat files, go to C:\Users\User\Documents\DAZ 3D\Studio\MyDaz Studio Library\Runtime\libraries\!DAZ
Other than that, making a new .cr2 or reverting to D/S 3.X and using a free plugin to save the morph is the only alternative I can figure out.
I hope someone can prove my conclusion wrong - Daz support couldn't offer another solution!
The whole subject is pretty much academic for me - I'm using the far easier Blender rigging system for my models.
Cheers :)
Thank you for getting back to us on this. I haven't found any other solutions or ways to make them work aside from what we've already covered [exporting .cr2s or using script in D/S3]. I'm not a coder and have yet to touch a .bat file [for 3D].
I don't know if it'll work on W7. I know I tried one of the older products before which was either this with a different cover or something similar and it would not even install on W7.
As I said, this issue is academic for me - I was looking for a solution for the dino problem. Personally, I'm finding Blender has so much more to offer in the area of rigging and morphing. The .cr2 format has become pretty passe.
Way back before the bridge to DS was made, I recall a lot of posting about various solutions to morphing and don't remember this plugin ever being mentioned. In my long e-mail discussions with Daz support, this was never offered as a possible solution and they sell it - very strange!
Academic for myself too ... I have D/S3 and the script and barely use D/S3 anymore. The new figures morph and can have clothes made for them SO much easier ... so for fun projects, going with that which is easier makes sense to me.
I've actually been amazed by some of the products sold which would fit under the "why didn't anybody mention these?" category, be it by support or by PAs or somebody in the forums. Years back I came across some utilities which would be "must haves" IMHO for commercial production of clothing. Not one word about them in any forum where one would seek such info. On the other hand, I know some PAs had already made their own "sets" of morphing utitlities for clothing ... a lot of work and I'll happily purchase items [esp the PC ones] because time can only be spent once.
I do recall seeing something to creat PMDs ... in D/S3 one can certainly create a .cr2 which will add in readscript ... and empty morph channels ... [AFAIK so would D/S4.x]
If I'm reading correctly some of these other guides, one can take a 'new .cr2' and strip the morph from it; putting that into a .pz2 file for inj/rem poses.
I would like to think one could simply put the new .pz2s into the folders and somehow they would be loaded ... but if not then edit as necessary until they do. [seems to be what people have done before]
Comments
Found some interesting background info on the what and why of ExP :
http://www.david.eaton.ukgateway.net/whyexp.txt
I'm not 100% sure, but i think it was written by DavidGB.
Thank you - that does increase my understanding considerably :)
What I found very interesting is that he says that you need to run the DzCreateExPFiles.exe for the figure in question - this probably means that when you run that file, you should get a dialogue asking which figure to run it for, as I suspected. As I only get a brief flash when attempting to run it, it is possibly broken.
Anyhow, I have reported to Daz - let's see what they come up with :)
If you run it from a command prompt you should be able to see what happens.
Just tried it myself and learning alot here.
Running just the exe-file gives me this :
What corresponds to the bat-files that come with M4, V4, K4 and the subdragon.
I suppose the ExP-export creates the figurefolders. I still need to learn a lot more about this.
I really love the simplicity of morphing figures such as Genesis to be honest.
Anyhow, have made the pics for the next tutorial for to make optional uvsets for our ancient critters.
One does have to update them slightly by making them a triax figure first.
After said tutorial is out, if anybody with Blender, Modo, etc wants to give it a try and let me know if the workflow works with those programs the information would be welcome. It does NOT work with 3D Coat [educational license].
I recall combing the websites, the internet, anywhere for information on inj/rem morphs before any of all the major changes were made. The little system which I've put together was "it". [exceptions being purchasing software utilities and plugins to do the work - I wasn't about to "invest" in such products for a few freeware items] Now, for some of the figures there was a list of morph channels which could be used in some program to add morph channels to their .cr2 files but all that information appears to be lost. I recall something about the "CC" mentioned for the G4 legacy figures refers to Community Channels and THAT is where/what one should be choosing for their new morphs. [not the Daz Channels!] These wonderful channels are already present in everybody's figures providing they have that little box check-marked when loading V4 or M4. FBM = full body morph The notes I kept at the time are all "in a very safe place". Maybe one day I'll trip over them but in the meantime ....
I did check the procedure for using D-Formers to make morphs IF one doesn't have Hexagon for the Triax figures [i.e. Genesis].
And yes it's possible to create and save such morphs.
One uses the D-Former and creates something of a morph with it. Then export out the Genesis .obj file using Poser settings, nodes selection. Then zero the Genesis figure and using Morph Loader Pro import in said export and create the morph. Dial it up to check it. Dial it to "0" and save it as a morph asset.
Here's the tutorial for making alternative uvsets using D/S4.x and Hexagon.
This provides a way to get more up-to-date uvmaps and therefore better textures made for the older legacy files.
n.b. that the legacy figures need to be converted to triax [and saved of course].
DA Link
edit to update: Once the new uvset has been created, the new mat files created in D/S4.x will work on the old legacy .cr2 files :-)
Hi Patience I've just altered a new Dinosaur ( Massospondylus to Coloradisaurus) as this dinosaur is a little taller I seem to be having issues placing the textures back on they seem to be flickering and also the eyes have turned white?
Here is an image of what is happening, any advice?
Chears, Ian.
Forget this post I've just worked out what I did wrong was trying to delete the post I sent but can't seem to find a delete post link
Glad you figured it out.
No, we're not supposed to delete our posts [they'd get pretty ticked at us in the last forum when we did things like that so they took away that option]. What we can do is 'edit' our posts however in editing them it's nice to add to the post so that others coming in who may have the same question, will also then get a possible solution.
After much to-ing and fro-ing with Daz support, I've come to the conclusion - not specifically confirmed by Daz - that the Exp system is the only method of saving morphs for legacy figures, and then only if they were built with .bat files included.
To see whether the particular figure you are interested in has these ,bat files, go to C:\Users\User\Documents\DAZ 3D\Studio\MyDaz Studio Library\Runtime\libraries\!DAZ
Other than that, making a new .cr2 or reverting to D/S 3.X and using a free plugin to save the morph is the only alternative I can figure out.
I hope someone can prove my conclusion wrong - Daz support couldn't offer another solution!
The whole subject is pretty much academic for me - I'm using the far easier Blender rigging system for my models.
Cheers :)
Thank you for getting back to us on this. I haven't found any other solutions or ways to make them work aside from what we've already covered [exporting .cr2s or using script in D/S3]. I'm not a coder and have yet to touch a .bat file [for 3D].
Would this be of any help?
http://www.daz3d.com/software/syrinj
I don't know if it'll work on W7. I know I tried one of the older products before which was either this with a different cover or something similar and it would not even install on W7.
That looks like it could be the solution - if it was updated for W7 :)
If you buy a recent release [real fast] it might be available for 1/2 price. [sales might change soonish though]
As I said, this issue is academic for me - I was looking for a solution for the dino problem. Personally, I'm finding Blender has so much more to offer in the area of rigging and morphing. The .cr2 format has become pretty passe.
Way back before the bridge to DS was made, I recall a lot of posting about various solutions to morphing and don't remember this plugin ever being mentioned. In my long e-mail discussions with Daz support, this was never offered as a possible solution and they sell it - very strange!
Academic for myself too ... I have D/S3 and the script and barely use D/S3 anymore. The new figures morph and can have clothes made for them SO much easier ... so for fun projects, going with that which is easier makes sense to me.
I've actually been amazed by some of the products sold which would fit under the "why didn't anybody mention these?" category, be it by support or by PAs or somebody in the forums. Years back I came across some utilities which would be "must haves" IMHO for commercial production of clothing. Not one word about them in any forum where one would seek such info. On the other hand, I know some PAs had already made their own "sets" of morphing utitlities for clothing ... a lot of work and I'll happily purchase items [esp the PC ones] because time can only be spent once.
Found a bunch of links and somethings which may be of interest for legacy morphing stuff.
I have not had time to work with all this yet, not exactly a high priority but a puzzle for those times when wanting to work on puzzles.
Some of these may have been previously suggested but rather than miss one, I just keeping my list intact.
Poser may be required for some of these options.
http://forum.runtimedna.com/showthread.php?74987-Creating-INJ-REM-files
http://snarlygribbly.org/3d/forum/
http://www.acrionx.com/3d_modelling_poser_tutorials/?pg=how_to_make_INJ_REM_Pose_files_for_Poser_custom_character_face_morphs
http://www.morphography.uk.vu/dlutility.html
https://sites.google.com/site/poseray/ [this is a great utility for converting lightwave ST ships into .obj files ;-) ]
http://home.online.no/~kjellil/Index-AllStuff.htm
http://home.online.no/~kjellil/tut-FirstMorph.htm
http://home.online.no/~kjellil/Injection.htm
http://docs.daz3d.com/doku.php/artzone/pub/tutorials/models/models-gen15
sadly the pics are gone ...
http://www.sharecg.com/v/71318/browse/3/PDF-Tutorial/Converting-a-DazStudio-data-morph-to-Poser-PMD
I do recall seeing something to creat PMDs ... in D/S3 one can certainly create a .cr2 which will add in readscript ... and empty morph channels ... [AFAIK so would D/S4.x]
If I'm reading correctly some of these other guides, one can take a 'new .cr2' and strip the morph from it; putting that into a .pz2 file for inj/rem poses.
I would like to think one could simply put the new .pz2s into the folders and somehow they would be loaded ... but if not then edit as necessary until they do. [seems to be what people have done before]