[Tutorial] Requested: Loading Morphs in DAZ Studio

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This is useful even to those working with Generation 4, because you can create and morph Gen 4 clothes in DS4.6 just as you can Genesis 1 and 2 clothes, and its free built-in creation tools are more robust and powerful than those that come by default with most versions of Poser.  So even if you want to render in Poser, it makes sense to do your morphing in DAZ Studio.

The first thing you will need to do is to load the clothing item you would like to morph in DAZ Studio.

If it is set up with multi-resolution (I have no clear idea whether Poser can do that), you need to set the resolution to Base and the Subdivision to 0.  You can do this in the Parameters tab to the right of the screen.  If there is no Parameters tab, you can create one using Window--Panes/Tabs.

If it is morphed or posed by default, you should also set those dials to 0.  Most clothing is not, but just to cover my bases.

Once the figure is fully zeroed and at base resolution, go to File--Export.  If you are going to be working with Poser, you may want to use Poser scale on the popup, or Hexagon scaling if exporting to morph in Hex, or Blender or 3ds Max scaling if you use those, etc.  The important thing is that you remember which you use, and use it consistently.

Choose Wavefront/Obj from the dropdown and navigate to a place where you want to keep your morph works in progress.  Give it a useful name - I use !ClothingNameBase so that it stays at the top of a given morph list - and click Accept.

This will serve as your .obj base for morphing.  Import it to your modeling program and duplicate it there to create morphs.  After that is done, you may load a figure and conform the clothing to it; the important thing is that the figure is not there or is hidden when you are exporting, because DS will export everything visible in a given scene, not just a selected object.


(ASIDE:

The important thing to remember, when morphing, is that you must not change the vertex order.  I also hear some incorrect ideas about what vertex order is, partly because the name is not intuitive with the definition.  Vertex order has little to do with the location or placement of the vertices and faces.  Rather, it has to do with the NUMBER of faces and vertices.  Some programs tend to create "dummy" vertices on import and export, or have options to "prune" hidden or unused faces, and these are the things that change vertex order.  You would be changing vertex order when morphing if you deleted buttons from a geometry, or tried to cut holes in it by deleting vertices, or used splitting or merging tools on its vertices (because you are still changing what vertices are there). 

So basically, you can MOVE verts and faces around quite a lot, and in the work of artists like Aave Nainan  you can see some truly amazing uses of sculpting to create individual clothing morphs.  You just can't ADD, MERGE, SPLIT, or DELETE verts and faces.)


When you are ready to load morphs, and have them exported from your modeling program into obj format, go back to DAZ Studio.  Select your clothing item and start Morph Loader Pro.  The icon for it looks like a  flexing arm with a letter P on the biceps.

Now you are looking at a dialogue box.  At the top you will see a line that says Geometry: Convert to DAZ Studio and below that, From: and a dropdown.  Here is where you should remember what scaling you used on export, and make sure that you use the same one when loading morphs.  Again, which one it is doesn't really matter, what matters is consistency.

Below that are the words Load Morphs for: and Primary Figure (Vertex Only).  Leave that alone.

Next, below that, click "Choose Morph Files."

Now navigate to where your objs are located.  You can select as many as you like using shift click or control click, it will pick up all of them.  For this example start with just one, and click Open.

Now, below the words "item" and "value," you will see what looks like a single line of gibberish.  Double-click on it to expand it.

These are the important settings Morph Loader Pro has to offer.  "Name" will be the name of your obj file.  You can leave it as this, or left-click on it to change it and enter a new name.

Property Group, by default, says Morphs/Morph Loader.  If you right-click on it, you can click 'create' and create new groups for your clothing morphs.  It is best to do this now rather than try to regroup them later, especially if working with Poser, because Poser does not do that easily.  Once you have created a group with a single morph in it, it will show up on the list in Morph Loader Pro and can just be selected instead of having to retype it each time.

Below that, the Create Control Property and Reverse Deformations lines can be left alone.  Reverse Deformations is useful when making JCMs, or morphs meant to apply on top of other morphs, but that is enough material for its own tutorial.

Overwrite Existing currently says Make Unique.  You should leave it this way if you are creating all-new custom morphs. If you are replacing a generated FBM, or want to replace a morph that did not turn out as you wished, right-click on it and choose Deltas Only.

Now click Accept.  The Morph Loader will run for a moment and then a popup will tell you whether the morph was loaded successfully or not; click Okay to get rid of that.

If you instead get blue letters that say "Warning," and the message "Geometry did not match, failed to create morph," you have a vertex order problem.

Usually this means you did not properly export the base, it was not set at base resolution when you started morphing, or other errors that mean you are back at square one.  This is why it is a good idea to test ONE morph from a base you've created before creating dozens on that same template.

However, before you throw everything out and start over, double-check that you loaded the right file from the right folder, and that there was no export error from your modeling program.  I've occasionally created a "shorter hem" morph in both a top and a bottom that had the same name, then accidentally tried to load the top morph onto the bottom and gotten the error.  Blender also occasionally screws up on obj export and creates a 0 byte file that has no data, and just redoing export is enough to fix it.  Be aware of your modeler and its idiosyncrasies to watch for things like this.

When all of your morphs are loaded, save them to library.  With .duf format clothing you will use File--Save As--Scene Asset--Morph Assets.  With .cr2 clothing you have to save the entire piece of clothing, and in DS you do this using File--Export and choosing .cr2 from the dropdown.  A popup will arise that lets you choose the type and where to save the obj and cr2 files.  You will also have the option to save morphs as a .pmd here if you want to do that for some reason.

With practice, you can use this method to load one morph (creating your morph group), then load all of the other morphs in that group at once, with correct names and a minimum of wasted time.
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Verahnika's avatar
Hi, it's me again! How are you doing?

I was wondering if you can use the Morph Loader Pro method also with G3? I'm trying to fix the eyes closed posing for a G3 male model, but unfortunately I keep getting the "geometry doesn't match" error no matter what. I set the resolution as base, subD to 0 and turned off mouth realism HD. Is there anything else I'm missing here? I suppose it might be because the G3 model has the eyelashes on the same layer, but I am always sure I'm not altering the exported mesh in any way.