Best way to create a new character in order to morph

OlloOllo Posts: 0
edited February 23 in New Users

Hello everyone,

I’m new here, and I want to thank you in advance for your help and patience with my beginner questions. I appreciate any guidance you can offer!

I’m trying to take the modifications I made to a character and save them in a way that allows me to apply these changes to a new base character without having to manually adjust every parameter again.

 

Here’s an image to illustrate what I mean:

Image removed

So in a way or another i hope to make appear in those parameters one with my custom character. 

I hope this discussion helps not only me but also other beginners who might be looking for a similar solution.

Looking forward to your insights—thanks in advance!

Post edited by Richard Haseltine on

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,768
    edited February 23

    Please don't post images of nude, textured characters.

    • A shaping preset will save and apply the shape settings (but not new, unsaved, custom shapes made in an external modeller and imported via one of the Moirph Loaders or created from dForms, Mesh Grabber, or Geometry Sculptor)
    • A character preset will save and apply shape (subject to the same limits as above unless used to load a new figure) and material settings
    • A Wearables preset will save parented items (hair, as in your screenshot, clothes or props)
    • A Persona preset, currently in the beta but not yet in the general release, combines a Character and a Wearables preset.

    All of those are in File>Save As

    Post edited by Richard Haseltine on
  • crosswindcrosswind Posts: 8,084

    Create two single dials for Head morph and Body morph for your custom character : https://youtu.be/nEFI6keXU2c?si=YJQfP53MWOub0T_P

  • That is a bad idea with shapes that use existing morphs as you wil lose any joint adjustments (which are usually fairly easy to redo) and corretive morphs (which are a pain to redo). Baking morph sliders to a single shape also makes it harder to adjust them, and means you cannot share the result morph with others as it incorporates data that is not your own (you can share renders, just not the file).

  • crosswindcrosswind Posts: 8,084

    Richard Haseltine said:

    That is a bad idea with shapes that use existing morphs as you wil lose any joint adjustments (which are usually fairly easy to redo) and corretive morphs (which are a pain to redo). Baking morph sliders to a single shape also makes it harder to adjust them, and means you cannot share the result morph with others as it incorporates data that is not your own (you can share renders, just not the file).

    On the contrary I do think this is a pretty good practice that one can learn a lot while having morphs work with high performance. 

    I've never had big issue related to shape rigging and/or corrective morphs though I had high demand of morph quality...in case there's any, one can create pJCMS / cbs for the custom morphs ~~  only I had to make FBMs for wearables if really needed.

    Sharing or selling character is a different thing, for instance, folks should sell character products by using single dials rather than PBMs/PHMs ~~

  • lilweeplilweep Posts: 2,561

    Corrective Blendshapes are important for some character shapes, particularly the more they deviate away from the base shape. Some character creators spend a lot of time making custom blendshapes for their character. It would be a shame losing the connections to the blenshapes by baking out the dialspun character into single dial.  Shaping Preset as Richard Haseltine suggests or a Control propery are perhapse best and easiest way to do it.

  • lilweep said:

    Corrective Blendshapes are important for some character shapes, particularly the more they deviate away from the base shape. Some character creators spend a lot of time making custom blendshapes for their character. It would be a shame losing the connections to the blenshapes by baking out the dialspun character into single dial.  Shaping Preset as Richard Haseltine suggests or a Control propery are perhapse best and easiest way to do it.

    Yes, a cotnmrol proeprty (a slider that sets all the sub-morphs to their desired values) is pretty much the best of both worlds - and is how FBMs are usually done, setting the ehad and body morphs  together, if the shape permits splitting.

  • OlloOllo Posts: 0

    crosswind said:

    Create two single dials for Head morph and Body morph for your custom character : https://youtu.be/nEFI6keXU2c?si=YJQfP53MWOub0T_P

    This is exactly what I was looking for—thank you so much! I only do renderings, so it’s not an issue.

    For anyone searching for the same solution, the video in the link provides the perfect answer.

     

    P.S. Apologies for the nudity—it wasn’t intentional, that’s just how the default figure appeared.

  • lilweeplilweep Posts: 2,561

    Ollo said:

    crosswind said:

    Create two single dials for Head morph and Body morph for your custom character : https://youtu.be/nEFI6keXU2c?si=YJQfP53MWOub0T_P

    This is exactly what I was looking for—thank you so much! I only do renderings, so it’s not an issue.

    For anyone searching for the same solution, the video in the link provides the perfect answer.

     

    P.S. Apologies for the nudity—it wasn’t intentional, that’s just how the default figure appeared.

     glad you think it works but let's hope when you pose your character it still looks as good as if you had kept corrective blendshapes intact 

  • crosswindcrosswind Posts: 8,084

    Ollo said:

    crosswind said:

    Create two single dials for Head morph and Body morph for your custom character : https://youtu.be/nEFI6keXU2c?si=YJQfP53MWOub0T_P

    This is exactly what I was looking for—thank you so much! I only do renderings, so it’s not an issue.

    For anyone searching for the same solution, the video in the link provides the perfect answer.

     

    P.S. Apologies for the nudity—it wasn’t intentional, that’s just how the default figure appeared.

    You're welcome !

Sign In or Register to comment.