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If it's set to save with something that was alreadys aved then yes, it will be dropped on a save that doesn't catch that - I'm not clear from your description whether that would eb the case here or not, but it would probably be safest to make sure that the link was saving with the JCM rather than the bend.
I do not think I understand. When you say "with something that was already saved", do you mean "with the jacket" (etc.) or "with G8M"?
Is this like Mada said?
Do I need to save it out to a new name, then save the file, quit D|S, remove the original save attempt files, then load it back up and save it under the preferred name again?
Also, if so, should I be filing a bug report, because if that's the case, if changes to the content are not being saved out, then this is definitely a bug.
Its not a bug, just something to be aware of when working with the data folder. Changes are being saved, but if there's a morph removed from the item and you resave in the same folder then the morph will still be there and will load the next time.
Oh, I'm afraid I disagree. That's a bug. Of Starship Troopers proportions.
If I make a change and save the thing out, I (and anyone) would expect that change to be included in the save. That's literally what "save changes" means. Save... changes (Shatner voice).
If I add a morph with ERC and I save the item, that's a change, and one that should be reflected in the saved-out item. If DAZ studio doesn't do this, DAZ studio is working wrong. There is literally not one program on Earth that doesn't include the expectation that saving something actually includes all of the changes in that thing. Don't let them snow you into thinking it shouldn't do this.
Oh. I just found this: https://www.daz3d.com/forums/discussion/60077/can-t-save-erc-controller-settings
That actually explains what you were trying to say, Richard.
Trying that.
(it worked, finally!)
Glad it worked.
OK so there's a few reasons Richard, that I had no idea what you were saying and why that did not make any sense to me.
1: The fact that that is a drop-down menu is not apparent. It only looks like text. That UI component does not do ANYTHING when you mouse over it -- not even a cursor change -- AND, like I said, it looks exactly like the text preceding the dropdown. There's literally nothing to say at all "hey, click here and you can change me", so from what I can tell, it's just a readout. You asked what it said, and I showed you. I had no idea it was a thing I could change from there. I SET UP the ERC when I loaded the morph in Morph Loader Pro, so I never went in there until you asked. Hell, it took me ten minutes to even find the silly Property Hierarchy interface. I ended up finding that other link when I duckduckwent the problem.
2: In Poser, ERC is *always* stored in the target. It's a channel property, stored in 4-5 lines of weird (as in, it has strange syntax that doesn't fit most of the other format of Poser XX2 markup) markup. There's literally no way to say "control X" anywhere except X. So the idea that one even COULD "save the ERC code in another thing" is bewildering. And it's weird because it's really interally defining an object method associated with the thing it affects, so from a coder POV it doesn't make sense either
3: My bad, but I kinda thought you were just blowing the question off, since when I asked "what does Diffuse Overlay Weight do?" you answered "it controls the weight of the diffuse overlay" and I was all >.< so I figured it was another sort of non-answer.
Blimey there are a lot of these to set now.
How are you creating the ERCs? Are you using the Genesis figure to link to instead of the clothing item? I never have to set anything when I create ERCs for clothing so I'm curious on why you have to do all this extra work.
.
Sorry - I have no idea what you mean by the image - was trying to help. Good luck with your item. :)
Oh, I posted the image before the forum showed me your reply. I meant "the more you know" with the "i found out those are drop down menus"
It's actually kind of weird that it has the time stamp so late. I posted the two replies within a minute of one another.
There, I edited the first one to make it more like it was supposed to be.
Still don't know why there's no "delete comment" button.
1: I am exporting the clothing item with the single posed joint I want to correct (like, lShldr bend up, or lShldr bend down, or lShldr bend front, etc.)
2: I have already exported the G8M for almost all of these, so I am just reusing those
3: I then import the relevant G8M posed figure into Zbrush
4: I then import the posed clothing figure into ZBrush in a separate subtool
5: repeat for any other clothing items meant to interact with the one in question that might affect it, like a shirt under a jacket, so that the fix takes the under-clothing into account as well
6: sculpt the fix and export it
7: Back in D|S with Morph Loader Pro, choose the fix morph file I just made. Set Reverse Deformations to yes. Set Create Control Property to yes. Select the relevant node (e.g. Left Shoulder Bend). Select the property (the rotation dial in question). Set Use Custom Value to Yes. Set the value to the relevant value (that is, 1 divided by the value of the rotation in question. I have a precalculated list of all the torso, leg, and arm limits (not fingers or toes, though). So, for instance, since the Left Shoulder Bend Front-Back Front-wise limit is -110, the custom value is -0.009091.
8: Once the morph is created (the ERC is already set set now so it will also go into effect), set the min to 0 (negative JCMs don't usually work well), hide it, and move it into Hidden/Correctives
And now...
Once all morphs are loaded and set up:
9: Right click any morph and select "Show in Property Hierarchy"
10: Open every single JCM I just added (this sort of marks them for "need fixing")
11: for each, drill down to the Controllers -> 1st Stage (Add/Subtract) -> ERC [DeltaAdd]: <controller rotation dial info here> -> Attributes -> Save With and set it to be this morph.
I don't know what that means. I don't understand the question.
This is how it's been working the whole time for me.
Really confused... why do you need Control Properties other than direct overwriting pjcm morphs...?
OK that makes more sense about the image.
My next question then is are you making custom JCMs for everything? Are you not using the Genesis auto generated JCMs? For clothing that is generally all that is needed - the only custom ERC I set up is for a morph when the left and right thighs bent together. My steps would be
Since you're using the exact same name as the genesis morph it will replace the auto generated morph with your fixed morph. Save your clothing item as an asset and that's pretty much it.
2nd video on this page shows how I do it : https://pixeldustvr.com/DazTutorials/2021/01/26/02-tight-top/
When you create a custom ERC for a JCM that is not in genesis - for example left thigh bend at 70, make sure to select the thigh bend on the clothing item when you ERC freeze to the JCM, not the thigh bend on the figure itself.
If you don't see dial activated on the clothing even though you have the thigh selected and it is bent 70 on Genesis - go to your clothing item parameters, and find Fit to Mode. Click on the cog to open the parameter settings and change it to Auto Follow Transforms
. Now it will show the thigh bend dial as activated on the clothing item.
Saving the link with the controller rather than the target would be useful where the controller was part of your product and the target was in another product - that would mainly be character creators, though it might also affect multi-part clothing sets.
Yes.
I am also using those. I am leaving those as-is. These are separate JCMs for improvement over what those do.
I'm seeing a lot of places where things happen like, for instance, lShldr zrot both directions and yrot positive (bend up and down, and front-back front) cause the Space 1999's zip to embed itself in the cloth and clip. Or, for the BSG jacket, even after setting rigid groups and stuff the buckles kept distorting, so I made JCMs for them to undistort them right back. It is working.
This gives me fne-tuned perfectionist control of what I'm making, and I like that because I'm a bit of a control freak with what I create.
Plus there are other little tweaks i like to do. Adding radiating folds and creases whence an elbow or knee bends, for instance. I know how to draw fabric pretty well; I bought Burne Hogarth's Dynamic Wrinkles and Drapery in 1991 and have studied it well hence, so I can put these in to make things look more realistic without needing DForce simulations.
oh, i don't use the "freeze" thing. I read the documentaton on it. three times. then I said "whatever, i don't need that, whatever it is"
but i haven't had any problems with that part
Why not use them for the improvements instead of leaving them as is. That means less fixes and less morph bloat.
Anyhow - whichever workflow suits you is fine, that is the strength of DS. :)
It is actually how you can avoid the problems you're running into and doing all of the below:
Once all morphs are loaded and set up:
9: Right click any morph and select "Show in Property Hierarchy"
10: Open every single JCM I just added (this sort of marks them for "need fixing")
11: for each, drill down to the Controllers -> 1st Stage (Add/Subtract) -> ERC [DeltaAdd]: <controller rotation dial info here> -> Attributes -> Save With and set it to be this morph.
Its already set up when you use ERC freeze.
I'm OK with this way for that, and I've stopped running into problems, except maybe in some material settings here and there. At least right now.
I did mention I'm a control freak with this stuff. The Freeze thing seems to automate a lot -- in ways I do not feel in full control of.
I also seem to need to model some cocoanut shells.
(no rigging fixes at all done on this one yet)
And a bottle of brevari
And a teleport bracelet that I forgot (if only I could figure out how to make curly hair too)
BTW does anyone know best how to make a cord work? Like, a telephone type cord, (for young people, telephones used to have cords. They were twisty and not charger cables)
in this case, that should be connected between the gun (the wand looking thing is a gun) base and the power pack on the waist
Bone chains between two different parts of a hierarchy are generally not possible as they establish circular chains - hard objects such as pistons can of course be doen with two separate bones pointing at each other but that doesn't work for things like cables. dForce might works, but it would be tricky and you would need a lot of dForce add geometry to ensure the cable kept its shape. I don't recall Poser being much easier, though i suppose some of its different dynamic options might haev made that approach work better.