the reason why the FairyMe morphs are displayed in the "Morphs" folder is that this is standard Poser procedure: Each morph that loads which doesn't have a predefined (as in V4 or SASHA) grouping are by default shown in that folder. Same happens with any custom morphs you create b.t.w.
You can fix that by creating your own "FairyMe" injection!
EDIT: Sorry I had to delete the rest of the post because somehow the "insert code" function of this forum is buggy. I'll try other ways to post the relevant code. Rendo has a working "insert code" function for a change. I'll try that alternative
Zitat von Jim Pierce im Beitrag #14I've been happy so far, but the sample size is small. I wasn't sure if perhaps it might work in Poser 11 but not in Poser 9, for example.
Hello Jim,
not sure wht you mean with "sample size" but I guess it's the file size. Yes, the injection pz2 files created this way are small, because they don't contain any actual deltas, just the "key 0 X" settings of the dials present in the figure.
If you want to have these working in Poser 9, just edit the file with a plain text editor and change the version number from 11 to 9 so P9 users won't be pestered with the "This file has a newer version number blah blah..." each time they click it:
{ version { number 11 }
Apart from that they will work just fine in P9 and anything higher.
That's what I meant getting "lost in details", and it surely proves that it's not always the best to cling to old and cosy methods like me.
Of course your method of saving a full character injection to the library (without the hussle of copy/paste) is by far better than my old procedure!
The good thing (from my point of view) is that you've just obliviated my whole (chaotic and incomplete) tutorial because your method is so much more straightforward! Thank You!
As for your final question:
Zitat"Are there likely to be some characters that won't work with this relatively simple method?"
ALL of the standard V4 characters will work with this method because all the dials retainied their original names. There have been some changes in specific "sex related" dials, but that also should be no problem because only the external names (the ones you see in the parameter pallette) were changed, and they remain hidden until you do activate the KarinaVagina (as per suggestion to make SASHA "PG-13" compatible)
If you run into a problem, let me know and we'll work out a way to fix it!
I tried to fix the links for you so the renders will show up full size, but apparently there a size limit in place here: Max picture width = 1280 pixels. Max picture height = 1024 pixels.
I'll look into fixing this. Until then it might be a good idea to limit the render size to the above maximum values.
sorry it took so long, but somehow I got lost in details. Because I (who did this on an almost weekly basis) am well accustomed with the process and know what to mind. But the more I wrote, the more it became clear that almost everything that I do routinely is anything but routine for a new user.
So I decided to go the hard way: Writing it all in every detail. Unfortunately that took quite a while, and I'm still not happy with the didactics as it is now because it meanders way to much. Maybe I'll rewrite major parts of it.
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!
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.
That happens to me too sometimes, and most of the time it's a problem with the "collar" and "shoulder".
It's a result of SASHA's slightly changed joint centres of collars and arms, in order to get a better bending. Problem is, when you inject SASHA's joint centres, the joints' MatSpheres are moved along with it.
Now, if the creator of the clothing has set one of the two zones too tightly (so they _just_ enclose the geometry), it may happen that some vertices are no longer within the MatSpheres and are unaffected by the bend. This causes the spiking as seen in your picture. It's quite easy to fix: Find out which movement causes spiking (in this particular case I'd say it's the "shoulder" actor; the up-down joint).
Select the "shoulder" actor ! of the clothing !
Open Poser's "Joint Editor". In the top-left corner, select the "Up-Down" axis (or whatever it's called: sometimes it's simply "zRotate")
Two wire-frame spheres appear in the viewport (and also in the Hierarchy window if you have it open.
Select the "innerMatSphere" (most of the time it's the smaller one, and "- it's - green..." *1
Now (in the Parameters Palette) start increasing the zone's overall "Scale" by increments of 1 at a time until the spikes are gone. Most of the time you'll end up with a value between 102 and 110% (oddly Poser doesn't update the dial, so use the tiny arrows left and right of the "dial" and keep counting: 1-2-3-4...)
repeat the same procedure with other bends that cause spiking (probably "Front-Back" and "Twist" because most vendors tend to use the same MatSphere setup for all three movements...)
After all spikes are gone, use Poser's "Mirror Symmetry" to mirror your fixed setup from left arm to right arm (or vice-versa)
Don't forget to save your fixed garment back to the library under a different name, e.g. "Jacket xyz S-16", so you only have to do this procedure once every time you first load a new clothing item and find it has the same problems.
Sorry for the "wall of text" without any graphics, but I thought it'd be better to provide you with a quick answer. If you have more questions - ASK!
With your permission I'll later move this thread to the new "Tutorials" section, because it's of general interest.
regards,
Karina
Footnote #1: A running gag from Star Trek. Google "Scotty it's green"
- What Poser version do you have? - Are your characters dial-spun only with the DAZ and/or SASHA standard dials? - Are there any custom morphs made by yourself? - Are there any other custom character injections? (like, character injections from the library?)
Because if it's all dials, the procedure is straightforward and can be done in Poser in a few seconds.
If any of the latter applies, you'll need PFE to copy the morphs.
It's the most useful tool for editing any Poser file, and it's worth every single penny of it's price (sorry for advertising, but I really mean it).
Of course you can also use any unicode text editor of your choice. But be prepared you eventually have to copy thousands of lines of code to and fro, and the probability of making mistakes is high...
I'll base my tutorial mainly on the use of PFE just because it's the easiest way.
K
P.S.: I'm in no way related to Ralph Sesseler, not do I get any money for "advertising" PFE (I wish I was...). /K
for dial-spun characters, just save it as a "pose" with "include Morph Channels" checked, and "Body Transformation" UNchecked.
If your figure has custom morphs:
In the PRO versions of P10/P11 there's the function of "Copy Morphs From..." which is relatively easy to use, but in some cases (dense mesh like in the head) some vertices may spike. So if you use this, better check after that and look for odd polygons/vertices.
In P11 (Pro, again) you also have the option to export custom morphs and save them to the library. I haven't tried this function yet, but maybe it's an alternative.
HOW I do it:
I manually edit my custom characters' cr2 and copy the "deltas" block to the new figure, or (more than often) create my own "injection" cr2 with all the data in it, so it's just a click to update. (I adapted this method mainly because of all the interim versions of SASHA i did spawn during making the 2019 edition; like this it was easy to recreate any of my characters into any new incarnation of SASHA)
If you're interested in making characters injection cr2 files, just ask! I was planning on writing a tutorial anyway. Just allow me a few weeks off, to catch my breath...
Thank you for starting this thread! I'll try to also shurn out some renders if I (hopefully) have more time after this release. and maybe others will join too.
Your suggestion to use "addpics.com" or "picr.de" (or similar) to upload photos here is very welcome, because as long as this forum is only the "free" version, we have a limited upload contingent of 50 MB only (and I'd prefer to use these for other purposes like pictures in tutorials etc.
I would like to upgrade this forum to the "Basis" tariff so we get unlimited upload space, plus less advertising, and some other benefits, but that's 6 € per month.
They all work "out-of-the-box" - just click on the thumbnail in the "2 - Additional Morphs" folder during setup, and they should install without a problem.