Teeth shrinks applying custom morphs

wolfskinjacksonwolfskinjackson Posts: 27

I am actually working on custom morphs for G2F.

I noticed that teeth seems to ''shrink'' when applying my custom morphs. I looked through the forums and couldnt find anything about such a problem.

Just so you know, I'm NOT using zbrush to create my morphs; Only G2F morph bundle from Daz3d and Shapeshift from Zev0.

What I did:

1- I dialed the morphs I want
2- Then set subdivision to 0
3- I exported my morphed G2F as an obj
4- I then loaded back the obj in Daz3d with morphloader
5- Then set back subdivision to 1
6- and finally saved the loaded obj as a morph asset

I made a morph for head only, for body only and used both to make a full body preset. It's when I applied the full preset that I noticed the teeth ''issue''. Both morphs (head and body) were affected so the teeth shrinkeage added up when applying full preset (for the full preset is the combination of my head and body presets).


I need your helps with this one guys!

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,842
    edited December 1969

    That sounds as if there is some scaling in morphs you are using. Why are you doing this? Not only do you have issues with any transforms triggered by the component morphs, but you also lose any correction morphs for bending or interaction with other morphs (such as expressions). If you want a single controller for your morph you would do better to use ERC freeze to link the individual settings to a single property; if you simply want to save the shape for future use go to File>Save as>Shaping Preset.

  • wolfskinjacksonwolfskinjackson Posts: 27
    edited December 1969

    Well, the the reason why I'm doing this is I'm working on characters to sell on daz marketplace.

    Beside the the scaling issue I have with the teeth, everything else seems to be working properly. The expressions are working and I can apply any other morphs on top of mine without any problem.

    Is there a better way to create my characters?

    I'm not familiar with ERC freeze. I will have to read about it.

  • Richard HaseltineRichard Haseltine Posts: 100,842
    edited December 1969

    If you plane to give or sell the morphs to others you may not spawn them in this way - that would allow people who didn't have the original morph sets to use the shapes. For distribution of combined morphs the correct method is to use a shaping preset.

  • wolfskinjacksonwolfskinjackson Posts: 27
    edited December 2014

    I understand.
    I found this thread that explains zev0 's take about shape shift's usage. Following the process I mentionned earlier, I am allowed to create my own morphs by mixing his together. The restriction is on redistributing his unchanged morphs as is and\or by including the morphs themselves seperately within my product. Following my creative process, the restrictions do not apply on this particular product as my morphs created using his are blended together and not dialable seperately.


    http://www.daz3d.com/forums/discussion/34591/

    Post edited by wolfskinjackson on
  • Zev0Zev0 Posts: 7,089
    edited December 2014

    You may bake my morphs from Shape Shift eg export morphs used as an iimported obj, however if you are doing the same with the morphs from Daz, you might need to ask them for permission if you bake those, because normally you are supposed to create presets when using those, hense why most products list that morph pack as a requirement since it is not a merchants resource. I think if you sell here exclusively it won't really be an issue, but if sold somewhere else, it is illegal doing it that way, baking their morphs. But it is always best to ask them first.

    Post edited by Zev0 on
  • wolfskinjacksonwolfskinjackson Posts: 27
    edited December 1969

    Thank you so much guys! By the way, I found what my problem was. I forgot to bring down the resolution level to ''base'' before exporting the obj, thus the shrinking problem I had with the teeth. Thanks again for your support. You guys are the best.

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