Changing "morph Limit"

Is there a way to change the maximum value of a morph? I.e. an "Expand All" morph on a clothing asset is 100%, is there a way to push it forward or edit it to go to 150%? Even using a plugin, I need to increase a slider value over 100%.

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,948

    Click the gear icon on the slider>Parameter Settings, then adjust the limits or turn them off entirely. Note that the property may be a controller for some other properties, in which case you might need to adjust their limits too.

  • SofaCitizenSofaCitizen Posts: 1,893
    edited January 4

    Be carefull tho - removing the limits can be used for both good and evil! :)

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  • Kyan001Kyan001 Posts: 75

    Thank you!

  • 3DmentiaNull3DmentiaNull Posts: 128

    surprise Evil is in the eye of the beholderwink All truths start as blasphemy.angel So, I just have to jump in here. I find it indispensable to use, pretty much all of the morphs in reverse, even though it's "wrong", I suppose. And, yes, a little restraint might be a good idea.frownI've been using the parameters unlock method described by Richard. My question is : sometimes it's not possible to unlock Daz default morphs or even paid ones to use in reverse, is there some way around that, perhaps in edit mode? Like in one genesis generation, I think you could use "mouth frown" in reverse, and have a different smile, in later versions with the same morph name, you could shut off limits but negative numbers had no effect. Are there any options that could override that limitation? I've been running into this issue with G9. Thanks / HAPPY NEW YEAR / peace

  • crosswindcrosswind Posts: 6,987
    edited January 7

    3DmentiaNull said:

    surprise Evil is in the eye of the beholderwink All truths start as blasphemy.angel So, I just have to jump in here. I find it indispensable to use, pretty much all of the morphs in reverse, even though it's "wrong", I suppose. And, yes, a little restraint might be a good idea.frownI've been using the parameters unlock method described by Richard. My question is : sometimes it's not possible to unlock Daz default morphs or even paid ones to use in reverse, is there some way around that, perhaps in edit mode? Like in one genesis generation, I think you could use "mouth frown" in reverse, and have a different smile, in later versions with the same morph name, you could shut off limits but negative numbers had no effect. Are there any options that could override that limitation? I've been running into this issue with G9. Thanks / HAPPY NEW YEAR / peace

    Hmm ~~ as long as it's a dialable property, technically, you can always make it work inversely with correct settings. The mechanism is always the same...

    Let's say the expresson dial - Mouth Frown as you mentioned. When it's on G8.0, it's just a single dial ERC Freezed with facial joint rotations, so simply unchecking Use Limits will work. Starting from G8.1, FACS was introduced. Mouth Frown turned into three dials, a control dial : Mouth Frown, and Mouth Frown Left / Right as the sub-components. Thus you have to uncheck Use Limits on all of three dials...before dialing Mouth Frown to the left...

    Let's not discuss if this reversed dial looks good or not... as it does look a bit weird...devil

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  • 3DmentiaNull3DmentiaNull Posts: 128

    G9 seems to be the hardest one to make a smile for, and I prefer a more vertical nasolabial curve and a narrow mouth, Not everyone has a more horizontal nasolabial curve like G9's basic head. Anyway, reversing that expression like you did looks like a starting point at least, giving you more variety, more dials to spin cheeky (it does look a little weird and reminds me of how the lips/mouth frequently need to be pushed inward IMO)  (sorry, I discussed it : ) Anyway, sometimes I've forgotten to shut off the sub-components, at first, but even when there's no sub-components, there are times when it seems like it's missing some info cause there's just no response with negative numbers, If I put in -100, let's say, it accepts the number but has no effect. I'll do a search to demonstrate a specific example. Thanks for your reply! / peace

  • crosswindcrosswind Posts: 6,987

    Yep ~ name one, then we check. yes

  • Hay crosswind, the short story is, it looks like your theory is correct, I'm happy to say. Got too many morphs to check, but I did a bunch of G9's and they were all working except for breasts up and down, but I figured it out, the pecs had to be unlocked too - probably that set was what led me to think some G9 one's weren't reversable. Longer story, my rememberence regarding "mouth frown" is probably just not noticing sub-components, like you said. So where did I get this idea? I went back to G1, fist time in quite a while, and discovered ( a bit late ) that the pose controls have 2 parameter tabs each. If you select the main figure node and click pose controls, you of course see all of the figure's pose controls, but the default setting ( the one I had ) lightly grays out the ones for the head. I thought those parameter tabs were the same ones seen when you select the head node and then click pose controls which is where I would always work, and turning off limits there does nothing. One has to use the main figure node pose control wiew to see that (underlying) parameter tab which when turning off limits actually works. Later G's don't seem to have that 2 parameter system. Anyway, that's my story and I'm stickin' to it. I appreciate you willingness to help ! laugh peace

  • crosswindcrosswind Posts: 6,987
    edited January 11

    Yep... what you saw on G1 is just because there're no Alias used on G1/G2... therefore there're totally different Pose Control properties when you select Root node and Head node.. Starting from G3, there're Alias properties, so you may see them all from Head paths no matter selecting Root Node or Head Node.

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  • I had no idea what Alias properties were, but now seeing some interesting info, from searches, there's some helpful stuff there to know.yes / peace

  • crosswindcrosswind Posts: 6,987
    edited January 12

    3DmentiaNull said:

    I had no idea what Alias properties were, but now seeing some interesting info, from searches, there's some helpful stuff there to know.yes / peace

    A property always has an Owner. An Alias property means: you have an expression property on figure's Head (Owner of this property ) but you cannot see it when you select the figure Root Node (not the Owner of this property). Then you need to create an Alias for that expression property to the figure, then you'll see it with figure selected...

    They can be synchronized from one another.

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  • PerttiAPerttiA Posts: 10,024

    crosswind said:

    3DmentiaNull said:

    I had no idea what Alias properties were, but now seeing some interesting info, from searches, there's some helpful stuff there to know.yes / peace

    A property always has an Owner. An Alias property means: you have an expression property on figure's Head (Owner of this property ) but you cannot see it when you select the figure Root Node (not the Owner of this property). Then you need to create an Alias for that expression property to the figure, then you'll see it with figure selected...

    They can be synchronized from one another.

    Hmm... All the real properties are specified for the base figure (root node), if one wants to see them when the head is selected, one has to define an Alias.
    The Alias property can be seen when the head is selected and using it redirects the action to the real property in the root node.

  • crosswindcrosswind Posts: 6,987

    PerttiA said:

    crosswind said:

    3DmentiaNull said:

    I had no idea what Alias properties were, but now seeing some interesting info, from searches, there's some helpful stuff there to know.yes / peace

    A property always has an Owner. An Alias property means: you have an expression property on figure's Head (Owner of this property ) but you cannot see it when you select the figure Root Node (not the Owner of this property). Then you need to create an Alias for that expression property to the figure, then you'll see it with figure selected...

    They can be synchronized from one another.

    Hmm... All the real properties are specified for the base figure (root node), if one wants to see them when the head is selected, one has to define an Alias.
    The Alias property can be seen when the head is selected and using it redirects the action to the real property in the root node.

    Only G1 is different as above that OP asked... facial expression properties are defined on Head node first...though there's no Alias on G1. Starting from G2, all pose controls properties are on root node first.

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