#1 WIP: Copy an existing character from V4 or SASHA-16 to SASHA (2019 Edition) by Karina 07.07.2019 15:31

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N.B.:
This is just a WIP (and a huge wall of text).
I hope to reformat it to a more readable format as well as adding a few pictures later, but I needed a first preview.
SO if you're interested in this, bookmark it and check back from time to time.
/K



How to copy a character from one SASHA version to another

(also works with >regular V4 --> SASHA)




NOTE:

In general, the procedure is straightforward (and this is how I do it):

- Load both your SOURCE character and your TARGET Figure (S-16 2019) into a new scene.
- Transfer your custom morphs (by either of the methods described in detail below).
- Select your SOURCE character's BODY actor and press [CTRL]+[C]
- Select your TARGET figure's BODY actor and press [CTRL]+[V]
- Select your SOURCE character's head actor and press [CTRL]+[C]
- Select your TARGET figure's head actor and press [CTRL]+[V]
- Make sure that you understood how dials can add up to actually duplicate the original value; I'll write more about this later.
- Check in outline mode that both figures have the exact same outline. If that's the case, then it's "Mission Accomplished!
- Don't forget to save your new TARGET figure back to the library (or export it as another morph injection)!


IF this already worked for you you can stop reading now!
What follows are long-winded explanations for those technically interested!


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What follows is a more methodical approach, but it makes sure that you can work with two separate .cr2 files: one as source, the other as target and in both files everything has the same identifier "actor xyz:1"
This will simplify the procedure and help to avoid errors.
(For a more in-depth explanation see suffix #1)

It will also make sure that people not accustomed to this procedure will understand what they do and why they do it.




Part #1: PREPARATIONS

Spawn a new folder somewhere in your "Figures" library. This is just for easier handling the .cr2 files later on, without having to juggle with several different directories.

Open a new scene

First load your OLD character (the one you want to copy) and check which CUSTOM morphs you need to copy, and also which body parts are affected. Write it down.

Also check if there are any additional morph packs injected (apart from the "Base" and "Morphs++"). Make a note too.

Open the material room and save the texture to the "Materials" library, as a "Materials Collection" (.mc5)

Save your OLD figure to the newly-created folder in your "Figures" library.
From now on, this is your SOURCE figure!


Open a new scene again.

Load and configure SASHA (or use any of your presets if present).
Make sure that the same set of morphs is included in the new preset; otherwise, inject them now.

Save the NEW preset to the same folder as your OLD (source) character.
From now on, this is your TARGET figure!



Interlude:
For fully understanding what is an actual "morph" (which changes geometry) and what is only a "Master parameter" (which contols morphs and other dials),
PLEASE read suffix #2!



Part #2: Moving the CUSTOM Morphs across


Case A: You have PoserPro 11

In PP11 you have the option to export your custom morphs as an injection .cr2 (Menu >File >Eport >Morph Injections).

Use it!
It's much easier and faster than the manual method:

- if the morph list window appears, deselect all morphs by clicking the topmost checkbox.

Now go down the list and select only the morph(s) which you want to export.
If your morph(s) have a master parameter in the BODY actor its sufficient to only select this one: the dependent morphs in the body parts will be included automatically.
in case of morphs in body parts which don't have a master parameter in the BODY actor, scroll though the list and select them individually in each body part.

Do not tick the "Export for Conforming Figure" checkbox.

Export your morph injection by a reasonable name.

---> Skip the following and continue with Part #3



Case B: You don't have PoserPro 11

You can close Poser now, or leave it open for reference.

Open your newly creatred folder in the "Figures" library, and open both your SOURCE and your TARGET figure .cr2 files
in a separate instance of:

"Dimension3D"s "Poser File Editor" (a.k.a. PFE3)

Place both program windows side-by-side, and make sure you ALWAYS KNOW which one is your TARGET window!


To copy a morph in PFE3, first make sure that you DO NOT have set PFE3 to "Insert as child" in the "Edit" menu!
The green "down&right arrow" icon in the icon bar top right should be displayed! If it's just a "down arrow", click it once to toggle the insert mode.
Also, untick "Quick edit" in the "Edit" menu for safer selections!

OK, here we go:

Look at your SOURCE file and search for the first occurrence of your first custom morph which you want to copy.
Usually this is the master parameter in the BODY actor.
Select it, and press [CTRL]+[C].
Also remember the name of the preceding master parameter (this may, but must not be, critical if the calculation order of morphs and dials makes a difference. This is particularly true for any "fix" morphs made to "fix" other morphs!).
Let's assume that the preceding parameter dial is called "Make Art!".

Go to your TARGET file and look for the "Make Art!" dial in _this_ BODY actor.
Select it, then press [CTRL]+[V].
Your parameter dial should appear beneath the "Make Art!" dial.


Now work yourself through your SOURCE file's body parts and hunt for each occurrence of your morph:

Always the same procedure:
Select the SOURCE morph, remember the preceding morph's name, press [CTRL]+[C].
Go to the TARGET file, select the exact same preceding morph dial and press [CTRL]+[V].


Do repeat the above steps for every single of your custom morphs!


If you are sure that you have them all copied, save your TARGET .cr2 and close PFE3.





Part #3: Copy your character from SOURCE TO TARGET figure:

Again, open a new scene.
Switch the viewport to "Outline"!

FIRST load your TARGET figure.
Second, load your SOURCE figure.

Make sure that both figures are zeroed and both hip and body translations/rotations/scales are all 0.000

Turn any hair, clothing and other props on the SOURCE figure INVISIBLE (because they will obstruct your view in the comparison check!)


Now here comes the action!

If you did export your custom morphs to an injection .cr2:
Inject the morphs NOW, and continue!

If you went the manual way with PFE3, your custom morphs should already be in the TARGET figure, so you can proceed to the last step:


COPY the dial settings:

1. Select the BODY of your SOURCE figure and press [CTRL]+[C]
2. Then select the BODY of your TARGET figure and press [CTRL]+[V]
3. REPEAT step 1. and 2., but this time with the HEAD actor!

Now let the camera rotate around the figure(s), or look at them with one of the orthogonal cameras (front, side, top etc.)

The outlines must be absolutely identical from any angle of view!

IF THEY ARE NOT:

There are a couple of unilateral morphs (especially in the head) which are controlled by a master parameter.

This arises a problem:
Let's take the ears (just as an example).
There is a "Master" dial for moving both ears in/out smultaneously, yet each ear can be set separately too.
So if yo do the simple "copy/paste" as written above, the dial values will ADD UP each other;
Result: the "HRH The Prince Of Wales" ears will suddenly have their protrusion doubled!

Unfortunately there's no way to counteract this in the current Poser versions.

So (in case you used some of the master dials) you need to check back and make sure you don't have a duplication of values.

Thus the "Outline" viewpost, because it makes such errors visible!


Part #3: Reloading your textures:

This one is quite straightforward:
Just load the original texture ".mc5" that you saved previously and you're set!



REM: --- MORE TO FOLLOW ---

Next time we'll talk about how to move customized hair, clothing, and other props to your new figure.

Stay tuned!






SUFFIX #1:

In Poser, each figure that is loaded into the scene gets an "identifier" in the form of ":1" (or higher).
Each additional figure has this identifier incremented by one, so Poser can differentiate between "hip:1" and "hip:2" and assign those to the correct figure (that was the problem with "crosstalk in early Poser versions)
Usually Poser does this automatically and you don't have to worry about the correct identifieres.

BUT, and this is the important part:
Each morph dependency uses this identifier too, so if you MANUALLY copy a morph dial from figure:2 to figure:1 and forget to change the identifier, then you have "crosstalk":
Turning a dial in figure:1 will control the morph in figure:2 instead.

That's why I advised you to load one character at a time, into a new scene each, and then save them back to the library.
Like this you've made sure that both figures have the same identifier: ":1"


SUFFIX #2:

A "Master dial" is a dial that contains no actual morph data, but only controls other dials.
Usually those are prefixed "valueParm " in the Poser files.
An actual morph has a prefix "targetGeom "

"Master dials" can be placed everywhere, but usually they can be found in the BODY actor because that's where Poser automatically spawns then when you create a new custom morph with the Morph Brush.

The actual "targetGeom" morphs can be in _any_ body part which is affected by the morph, which complicates the matter.

#2 RE: WIP: Copy an existing character from V4 or SASHA-16 to SASHA (2019 Edition) by Wickerman 22.07.2019 07:26

This is a dumb question I'm sure, but I'll ask it anyway. I have a few custom V4 characters, most of that customization is in the face (especially the changes made using the morph brush). I don't suppose there's any way to just graft the V4 head onto Sasha's body?

The rest of my characters' body is easy to recreate on Sasha by just doing the ctrl-c / ctrl-v approach, but the face is considerably harder. I was just thinking last night, after getting only "okay" results with Wardrobe Wizard to port two of my females to S16, that it'd be easier to just behead S16 and glue my V4/S4 head onto her neck. Yes, I was getting a bit frustrated at that point :D

#3 RE: WIP: Copy an existing character from V4 or SASHA-16 to SASHA (2019 Edition) by emjay247 23.07.2019 15:04

I have had success by isolating the head of the original character in the viewport, (hide everything else), select it and then export it as .OBJ (morph target). On the new character, select the head, then go to the properties tab, and then load morph target. Navigate to your exported .OBJ and it will show up as a custom morph in the parameters window near the bottom under "morphs".

Cheers!

#4 RE: WIP: Copy an existing character from V4 or SASHA-16 to SASHA (2019 Edition) by Wickerman 24.07.2019 06:44

Thanks emjay247, I totally forgot about using MTs as a way to transfer faces...

Now I do remember doing something like this many, many years ago when I wanted to port a V4 character over to S4. The problem was that my V4 character's OBJ caused the S4 head to become offset/translated far from the neck. I assume that's because my V4 and S4 are different heights.

I just saw the same thing tonight when I imported the V4 head as a MT for Sasha.

https://imgur.com/8RQoBER

The dials still work for controlling the mouth, etc. When I open the mouth on the morphed head, the teeth (which are floating below the head) open up too.

https://imgur.com/YBSMtz3

I guess I have to figure out what height to reset my V4 character to, so that it syncs up exactly to S16.

#5 RE: WIP: Copy an existing character from V4 or SASHA-16 to SASHA (2019 Edition) by emjay247 24.07.2019 13:14

You are welcome Wickerman,

I have run into that exact issue with height alignments. I have isolated the problem to other scaling in the figures body (chest, legs, neck) that affect world translations (XYZ). Either 1.) Open the exported OBJ in an external program to adjust the height and scale translations (I've used Blender and Sculptris on a Mac) and create an edited OBJ, or 2.) Reset all scaling values on the original character before creating a morph target to transfer to the new character. That seems to work for me.

#6 RE: WIP: Copy an existing character from V4 or SASHA-16 to SASHA (2019 Edition) by Wickerman 24.07.2019 18:30

Hey emjay247, I was actually able to figure out an easy way to solve the height issue. I'm going to try to write down what I did last night in case it may help someone else:

- I load both the V4 character and S16 into the same scene
- make sure that V4's hip and body x-y-z translation are at 0 (it turned out that the reason why the V4 head created such a huge vertical offset last night was because my figure's hip and Body y-values were not zero).
- also make sure that if you are using any Scale value that would affect V4's height e.g. I had set her to 90% scale, then set it back to 100%
- if it's a S4 character, her height may also be affected by the Proportions dials like Petite, Short, etc. or the S4 Body presets like Caitlyn, Paige, etc. so I set these all to 0 as well.

- what I do next is check to see what morph injections I've put into my V4 character e.g. the popular 182 morphs, V4 Maturing, etc. and I inject the same ones into S16.
- now I go through every body part on V4, one at a time, press Ctrl-C, then switch to Sasha and Ctrl-V to paste the morph values over.
- once this is done, then for sure the V4 and S16 bodies are identical. It's just the head/faces that are still different. But the main reason is that by making sure that S16 has all of V4's morphs, then I'm confident that the height for the head will be synchronized, and it is safe to export the V4 head to an OBJ.

- then obviously just load the OBJ as the morph target and set it to 1.0 and it mostly works.

The ONLY complication so far that I've seen on the 2 V4/S4 characters that I converted to Sasha is the eyeballs. These seem to bulge out (perhaps because they are bigger than the new MT head) or the irises aren't looking straight ahead. I had to use the Axis override dials on lEye and rEye to fix them. I'm not sure why the eyes have this problem, but at least it is not that hard to adjust.

- now you can go and set back the values that you had to zero out e.g. Petite, Short, the scale, etc.
- then the final step is to apply the texture of the V4 character (which can be saved to a material collection) to the new S16 character.

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