[Released] dForce2Morph [Commercial]

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  • takezo_3001takezo_3001 Posts: 1,979

    RiverSoftArt said:

    takezo_3001 said:

    RiverSoftArt said:

    And it is released

    And it is bought!

    I was waiting for this very product to come into existence! Thanks for creating such an invaluable tool!

    ...And yeah, I will be using DForce items much more often now thanks to this tool!

    You're welcome!  And thank you so much for your support.

    My pleasure, I'm using it as we speak!

    One thing though, it is said in the PDF that you should not use unique character morphs and only use the default G3-8.1 while zero'd at the world center, but I broke two of those rules with magnificent results, I attribute this to the excellent script auto zeroing the character's position upon completion of the save, so I was able to use the DForced hair on a posed unique character far from the world's zero'd center! wink

    I haven't tried clothing yet, but hopefully, I can get the same results! Thanks again for this product!

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    takezo_3001 said:

    RiverSoftArt said:

    takezo_3001 said:

    RiverSoftArt said:

    And it is released

    And it is bought!

    I was waiting for this very product to come into existence! Thanks for creating such an invaluable tool!

    ...And yeah, I will be using DForce items much more often now thanks to this tool!

    You're welcome!  And thank you so much for your support.

    My pleasure, I'm using it as we speak!

    One thing though, it is said in the PDF that you should not use unique character morphs and only use the default G3-8.1 while zero'd at the world center, but I broke two of those rules with magnificent results, I attribute this to the excellent script auto zeroing the character's position upon completion of the save, so I was able to use the DForced hair on a posed unique character far from the world's zero'd center! wink

    I haven't tried clothing yet, but hopefully, I can get the same results! Thanks again for this product!

    Yeah, I tried to account for most problems.  I am glad it worked for you but it might not in all cases.

  • takezo_3001takezo_3001 Posts: 1,979

    RiverSoftArt said:

    takezo_3001 said:

    RiverSoftArt said:

    takezo_3001 said:

    RiverSoftArt said:

    And it is released

    And it is bought!

    I was waiting for this very product to come into existence! Thanks for creating such an invaluable tool!

    ...And yeah, I will be using DForce items much more often now thanks to this tool!

    You're welcome!  And thank you so much for your support.

    My pleasure, I'm using it as we speak!

    One thing though, it is said in the PDF that you should not use unique character morphs and only use the default G3-8.1 while zero'd at the world center, but I broke two of those rules with magnificent results, I attribute this to the excellent script auto zeroing the character's position upon completion of the save, so I was able to use the DForced hair on a posed unique character far from the world's zero'd center! wink

    I haven't tried clothing yet, but hopefully, I can get the same results! Thanks again for this product!

    Yeah, I tried to account for most problems.  I am glad it worked for you but it might not in all cases.

    True, I just hope I don't come into contact with those snags and if it does, I would not hold it against this product in the least!wink

  • richardandtracyrichardandtracy Posts: 5,678
    This will be a great time saver. Through trial and error (mostly error, I admit), I worked out a manual way to do this when trying to get clothing untidily dropped on the floor, and saved the deformed meshes as OBJ files, then used morph loader to turn into morphs. I wondered as I did it whether it was possible to automate the process and cut my error prone self out of doing it while at the same time speeding it up. Seems like it was possible, just not by me. Fantastic idea.
  • RiverSoft ArtRiverSoft Art Posts: 6,573

    richardandtracy said:

    This will be a great time saver. Through trial and error (mostly error, I admit), I worked out a manual way to do this when trying to get clothing untidily dropped on the floor, and saved the deformed meshes as OBJ files, then used morph loader to turn into morphs. I wondered as I did it whether it was possible to automate the process and cut my error prone self out of doing it while at the same time speeding it up. Seems like it was possible, just not by me. Fantastic idea.

    Thanks.  I am glad you like it.

    BTW, This was actually a user request. smiley

  • TimotheusTimotheus Posts: 245

    Hmmm.... What about JCMs? Is it possible to create joint control morphs using this tool?

    Tim

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    Timotheus said:

    Hmmm.... What about JCMs? Is it possible to create joint control morphs using this tool?

    Tim

    Maybe?  I don't know.  You can create morphs, but I find it hard to see how you would create the simulation where the result would be good JCMs.  However, I am not a clothing maker and don't have the relevant experience with creating JCMs.

  • Straight to my cart. Haven't tried it yet but I'm sure it will be a mainstay. Your posted video was great and really the best selling tool. So much better than just a text description.

    Thanks for creating this.

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    The Management said:

    Straight to my cart. Haven't tried it yet but I'm sure it will be a mainstay. Your posted video was great and really the best selling tool. So much better than just a text description.

    Thanks for creating this.

    You're welcome!  I am glad you like the video too. smiley

  • RiverSoft ArtRiverSoft Art Posts: 6,573

    This post is linking to the dForce2Morph product page so that it will list this thread in its forum references.

  • RaketeRakete Posts: 91
    edited August 2021

    I am trying to use this to generate a hair morph from a frame in an animation, and the exported .obj does not match the geometry of the hair for some reason.

    So I always get an error popup that says: "Cannot find morph: morph name", and these log messages:

    2021-08-29 16:32:44.531 Script executed successfully: D:/My DAZ Connect Library/data/cloud/1_82317/scripts/riversoft art/dforce2morph/dforce2morph.dse2021-08-29 16:32:45.660 Loading script: D:/My DAZ Connect Library/data/cloud/1_82317/scripts/riversoft art/dforce2morph/dforce2morph.dse2021-08-29 16:32:45.663 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_72625/data/riversoft art/common/rsconstants.dsa2021-08-29 16:32:45.665 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_72625/data/riversoft art/common/rsbuildpanels.dsa2021-08-29 16:32:45.667 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_72625/data/riversoft art/common/rshelperfunctions.dse2021-08-29 16:32:45.671 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_72625/data/riversoft art/common/rs2019helperfunctions.dse2021-08-29 16:32:45.675 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_72625/data/riversoft art/common/rs2020helperfunctions.dse2021-08-29 16:32:45.681 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_80603/data/riversoft art/common/rs2021helperfunctionsconstants.dsa2021-08-29 16:32:45.683 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_80603/data/riversoft art/common/rs2021helperfunctions.dse2021-08-29 16:32:45.689 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_82317/data/riversoft art/common/rsdforce2morphconstants.dsa2021-08-29 16:32:45.691 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_82317/data/riversoft art/common/rsdforce2morphfunctions.dse2021-08-29 16:32:45.699 DEBUG: /data/Linday/dForce Virgin Hair/dForce Virgin Hair/dForce Virgin Hair.dsf2021-08-29 16:32:47.001 DEBUG: Converting dForce Item to Morph for current frame2021-08-29 16:32:47.002 Converting dForce Virgin Hair: d142021-08-29 16:32:47.002 DEBUG: GetUsedMorphs dForce Virgin Hair2021-08-29 16:32:47.004 DEBUG: 0 morphs are active2021-08-29 16:32:47.041 Exporting dForce object as a wavefront object to temporary file2021-08-29 16:32:47.041 DEBUG: Exporting object to C:/Users/Rakete/AppData/Roaming/DAZ 3D/Studio4/temp/d15.obj2021-08-29 16:32:47.046 DEBUG: LOD Level 02021-08-29 16:32:47.046 DEBUG: Exporting to C:/Users/Rakete/AppData/Roaming/DAZ 3D/Studio4/temp/d15.obj2021-08-29 16:32:47.046 Exporting File...2021-08-29 16:32:47.062 Saving Geometry...2021-08-29 16:32:49.138 File exported in: 0.2 sec (2090.58 ms)2021-08-29 16:32:49.139 Exported file: C:\Users\Rakete\AppData\Roaming\DAZ 3D\Studio4\temp\d15.obj2021-08-29 16:32:49.139 Zeroing out dForce object morphs2021-08-29 16:32:49.217 Importing wavefront object as a morph2021-08-29 16:32:49.218 DEBUG: Importing wavefront object as a morph dForce Virgin Hair dForce Virgin HairMorph Actor/Adjustments C:/Users/Rakete/AppData/Roaming/DAZ 3D/Studio4/temp/d15.obj2021-08-29 16:32:49.218 DEBUG: {	"Scale" : 1,	"LatAxis" : "X",	"VertAxis" : "Y",	"DepthAxis" : "Z",	"InvertLat" : false,	"InvertVert" : false,	"InvertDepth" : false,	"IncludeVT" : false,	"IncludeG" : false,	"IncludeUsemtl" : false,	"IncludeMtllib" : false,	"RunSilent" : [ "i", 1 ]}2021-08-29 16:32:49.219 Loading Morph: d15.obj2021-08-29 16:32:49.221 Reading d15.obj2021-08-29 16:32:49.562 Geometry Imported: d15.obj2021-08-29 16:32:49.562 Creating morph for dForce Virgin Hair...2021-08-29 16:32:49.565 Vertex Count mismatch 128360:385080 (Base:Morph).2021-08-29 16:32:49.568 DEBUG: Loading morph dForce Virgin HairMorph...Warning: Geometry did not match, failed to create morph.2021-08-29 16:32:51.385 Script executed successfully: D:/My DAZ Connect Library/data/cloud/1_82317/scripts/riversoft art/dforce2morph/dforce2morph.dse

     

    EDIT: I am pretty sure this can be made work by setting the tesselation to 0 or something like that. At least that way I can manually create morphs for that hair, so I guess its just a matter of finding the right settings to make the dforce2morph script work.

    Post edited by Rakete on
  • RiverSoft ArtRiverSoft Art Posts: 6,573

    Rakete said:

    I am trying to use this to generate a hair morph from a frame in an animation, and the exported .obj does not match the geometry of the hair for some reason.

    So I always get an error popup that says: "Cannot find morph: morph name", and these log messages:

    2021-08-29 16:32:44.531 Script executed successfully: D:/My DAZ Connect Library/data/cloud/1_82317/scripts/riversoft art/dforce2morph/dforce2morph.dse2021-08-29 16:32:45.660 Loading script: D:/My DAZ Connect Library/data/cloud/1_82317/scripts/riversoft art/dforce2morph/dforce2morph.dse2021-08-29 16:32:45.663 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_72625/data/riversoft art/common/rsconstants.dsa2021-08-29 16:32:45.665 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_72625/data/riversoft art/common/rsbuildpanels.dsa2021-08-29 16:32:45.667 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_72625/data/riversoft art/common/rshelperfunctions.dse2021-08-29 16:32:45.671 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_72625/data/riversoft art/common/rs2019helperfunctions.dse2021-08-29 16:32:45.675 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_72625/data/riversoft art/common/rs2020helperfunctions.dse2021-08-29 16:32:45.681 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_80603/data/riversoft art/common/rs2021helperfunctionsconstants.dsa2021-08-29 16:32:45.683 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_80603/data/riversoft art/common/rs2021helperfunctions.dse2021-08-29 16:32:45.689 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_82317/data/riversoft art/common/rsdforce2morphconstants.dsa2021-08-29 16:32:45.691 DEBUG: FOUND: D:/My DAZ Connect Library/data/cloud/1_82317/data/riversoft art/common/rsdforce2morphfunctions.dse2021-08-29 16:32:45.699 DEBUG: /data/Linday/dForce Virgin Hair/dForce Virgin Hair/dForce Virgin Hair.dsf2021-08-29 16:32:47.001 DEBUG: Converting dForce Item to Morph for current frame2021-08-29 16:32:47.002 Converting dForce Virgin Hair: d142021-08-29 16:32:47.002 DEBUG: GetUsedMorphs dForce Virgin Hair2021-08-29 16:32:47.004 DEBUG: 0 morphs are active2021-08-29 16:32:47.041 Exporting dForce object as a wavefront object to temporary file2021-08-29 16:32:47.041 DEBUG: Exporting object to C:/Users/Rakete/AppData/Roaming/DAZ 3D/Studio4/temp/d15.obj2021-08-29 16:32:47.046 DEBUG: LOD Level 02021-08-29 16:32:47.046 DEBUG: Exporting to C:/Users/Rakete/AppData/Roaming/DAZ 3D/Studio4/temp/d15.obj2021-08-29 16:32:47.046 Exporting File...2021-08-29 16:32:47.062 Saving Geometry...2021-08-29 16:32:49.138 File exported in: 0.2 sec (2090.58 ms)2021-08-29 16:32:49.139 Exported file: C:\Users\Rakete\AppData\Roaming\DAZ 3D\Studio4\temp\d15.obj2021-08-29 16:32:49.139 Zeroing out dForce object morphs2021-08-29 16:32:49.217 Importing wavefront object as a morph2021-08-29 16:32:49.218 DEBUG: Importing wavefront object as a morph dForce Virgin Hair dForce Virgin HairMorph Actor/Adjustments C:/Users/Rakete/AppData/Roaming/DAZ 3D/Studio4/temp/d15.obj2021-08-29 16:32:49.218 DEBUG: {	"Scale" : 1,	"LatAxis" : "X",	"VertAxis" : "Y",	"DepthAxis" : "Z",	"InvertLat" : false,	"InvertVert" : false,	"InvertDepth" : false,	"IncludeVT" : false,	"IncludeG" : false,	"IncludeUsemtl" : false,	"IncludeMtllib" : false,	"RunSilent" : [ "i", 1 ]}2021-08-29 16:32:49.219 Loading Morph: d15.obj2021-08-29 16:32:49.221 Reading d15.obj2021-08-29 16:32:49.562 Geometry Imported: d15.obj2021-08-29 16:32:49.562 Creating morph for dForce Virgin Hair...2021-08-29 16:32:49.565 Vertex Count mismatch 128360:385080 (Base:Morph).2021-08-29 16:32:49.568 DEBUG: Loading morph dForce Virgin HairMorph...Warning: Geometry did not match, failed to create morph.2021-08-29 16:32:51.385 Script executed successfully: D:/My DAZ Connect Library/data/cloud/1_82317/scripts/riversoft art/dforce2morph/dforce2morph.dse

     

    EDIT: I am pretty sure this can be made work by setting the tesselation to 0 or something like that. At least that way I can manually create morphs for that hair, so I guess its just a matter of finding the right settings to make the dforce2morph script work.

    Weird.  The script correctly sets the resolution level to base before exporting and then reimports it.  Try setting the resolution manually before running the script.

  • RaketeRakete Posts: 91
    edited August 2021

    The Hair does not have any resolution level other then "Base", so setting that alone is not enough. I just tried again and dforce2morph works with that hair when I set the line tessellation level to 0 (I set both rendering and viewport, I assume only rendering is enough, but I don't know).

    EDIT: This is the hair: https://www.daz3d.com/dforce-virgin-hair-for-genesis-8-females

    Post edited by Rakete on
  • barbultbarbult Posts: 24,244

    Is it even possible for users to create morphs for strand-based dForce hair????

  • RaketeRakete Posts: 91

    I don't think that hair is strand based. And if it is then it's possible to create morphs for strand based hair since I have done it just a day ago for that hair.

  • barbultbarbult Posts: 24,244
    Interesting. The product page you linked says "dForce Hair Engine". If you see tesselation parameters, I think that confirms that it is strand-based hair.
  • RiverSoft ArtRiverSoft Art Posts: 6,573

    barbult said:

    Interesting. The product page you linked says "dForce Hair Engine". If you see tesselation parameters, I think that confirms that it is strand-based hair.

    I can confirm dForce2Morph works with the Virgin hair.  And Yes, it is strand-based hair.  The FAQ even talks about that it is polylines.

  • marblemarble Posts: 7,500
    edited September 2021

    I've just bought this script and the first question I had as I loaded my G8F and a dress was, will the created morph only fit the character it was morphed to when the script was run? Well, I've just answered that on my first test run. I loaded a base G8F, a dress, a pose and simulated. I saved the pose and the morph and loaded a new scene. This time I deliberately loaded a quite heavy, voluptuous character and the same dress. I posed her and dialed in the morph and, voila, the dress fits all the ample curves.

    So far, so good. It wasn't a very demanding pose but the results are encouraging although not perfect (the dress folds are a little crumpled). I didn't want to have to create separate morphs for every character in my library as that would take more time than just running dForce on a scene-by-scene basis.

    Base G8F.png
    1200 x 1200 - 431K
    Test01.png
    1200 x 1200 - 573K
    Post edited by marble on
  • marblemarble Posts: 7,500

    Just to add a further comment on my tests. It occurred to me that once the morph is applied, using clear in the dForce simulation settings will clear the drape to the morphed state, not to the A-Pose, so a quick drape without animation or reverting to memorised pose clears that crumpled look. As I said, not perfect but it looks like a time-saver.

  • I have found clothing with one surface is more difficult to use with it.

    I mostly make sitting morphs with it and if one piece the character cannot move the upper torso at all and must maintain a zero pose there. 

    Too many times it changes a bit so applying the morph to a seated figure the torso and sleeves move off the character.

  • marble said:

    Just to add a further comment on my tests. It occurred to me that once the morph is applied, using clear in the dForce simulation settings will clear the drape to the morphed state, not to the A-Pose, so a quick drape without animation or reverting to memorised pose clears that crumpled look. As I said, not perfect but it looks like a time-saver.

    Use the vanilla Genesis 8 Female for dForce2Morph.  It should work, with smoothing perhaps, with other characters.

  • marblemarble Posts: 7,500
    edited September 2021

    RiverSoftArt said:

    marble said:

    Just to add a further comment on my tests. It occurred to me that once the morph is applied, using clear in the dForce simulation settings will clear the drape to the morphed state, not to the A-Pose, so a quick drape without animation or reverting to memorised pose clears that crumpled look. As I said, not perfect but it looks like a time-saver.

    Use the vanilla Genesis 8 Female for dForce2Morph.  It should work, with smoothing perhaps, with other characters.

    I think that is exactly what I did. What you call "vanilla" is what I called the base G8F so I used that to create the dForce morph and then loaded my character and the same clothing, posed her and dialled-in the morph. As I explained - it does come out crumpled on a character (even with smoothing applied) but at least it fits (with a little tweaking). The advantage of running a second simulation on the already morphed garment is that it drapes from the morphed state so no need to revert to memorised pose or the timeline.

    Post edited by marble on
  • DaventakiDaventaki Posts: 1,624

    Love it!  I finally broke down and picked it up.  I had been doing it manually and this makes things soooo much easier.  

    Kudos and a big Thank you for yet another oh so useful product!

     

  • marble said:

    RiverSoftArt said:

    marble said:

    Just to add a further comment on my tests. It occurred to me that once the morph is applied, using clear in the dForce simulation settings will clear the drape to the morphed state, not to the A-Pose, so a quick drape without animation or reverting to memorised pose clears that crumpled look. As I said, not perfect but it looks like a time-saver.

    Use the vanilla Genesis 8 Female for dForce2Morph.  It should work, with smoothing perhaps, with other characters.

    I think that is exactly what I did. What you call "vanilla" is what I called the base G8F so I used that to create the dForce morph and then loaded my character and the same clothing, posed her and dialled-in the morph. As I explained - it does come out crumpled on a character (even with smoothing applied) but at least it fits (with a little tweaking). The advantage of running a second simulation on the already morphed garment is that it drapes from the morphed state so no need to revert to memorised pose or the timeline.

    Ok, good, we are talking about the same thing. smiley

  • Daventaki said:

    Love it!  I finally broke down and picked it up.  I had been doing it manually and this makes things soooo much easier.  

    Kudos and a big Thank you for yet another oh so useful product!

    You're welcome!  I am glad you like it!

     

  • barbultbarbult Posts: 24,244

    Daventaki said:

    Love it!  I finally broke down and picked it up.  I had been doing it manually and this makes things soooo much easier.  

    Kudos and a big Thank you for yet another oh so useful product!

    Yes, it sure is fast and much easier than doing it manually. 

  • Bought your dF2morph product as well :)

    Looking forward to testing it in coming months.  Made so many of own morphs, and looking forward to seeing how I can use.  Thank you for making this.

  • barbult said:

    Daventaki said:

    Love it!  I finally broke down and picked it up.  I had been doing it manually and this makes things soooo much easier.  

    Kudos and a big Thank you for yet another oh so useful product!

    Yes, it sure is fast and much easier than doing it manually. 

    Thanks @Barbult!

  • Saxa -- SD said:

    Bought your dF2morph product as well :)

    Looking forward to testing it in coming months.  Made so many of own morphs, and looking forward to seeing how I can use.  Thank you for making this.

    You're very welcome! Enjoy!

  • barbultbarbult Posts: 24,244

    If you ever decide to do an update to this product, I have a couple enhancements for you to consider:

    1. I would like the option to have it always default to my author name for the morph creator, instead of the author of the original product. After all, the morphs I save with dforce2morph were not created by the original product creator, and assigning their name to them is a little misleading and confusing. I get tired of changing it to "barbult" in the dforce2morph dialog box every time.
    2. I would like an option to set the presentation colors. I have a Color A and a Color B that I always use, to help me identify that certain morphs in products were morphs that I created, not something that came with the product. As it is now, I end up changing the colors of the morph created by dforce2morph and resaving the morph asset. That is wasted effort that could be avoided if dforce2morph let me select default presentation colors in the interface. I would like dforce2morph to remember that selection and use it every time, unless I change it.
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