Shape Rigger Plus(Commercial)

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Comments

  • Seven193Seven193 Posts: 1,080
    edited December 2018
    So, if I used Morph Loader to create a character morph that reduces their height, its skeleton wouldn't be adjusted?

    Why doesn't Morph Loader create morphs that adjust the skeleton? I thought that was its purpose, to create morphs?
    This sounds like a bug to me if it doesn't.

    Post edited by Seven193 on
  • RAMWolffRAMWolff Posts: 10,212

    No, Morph Loader or Morph Loader Pro will create the morphs but it doesn't adjust skeleton to shape for you nor does it ERC Freeze it.  That's up to you to do after the morph is applied.  

  • Seven193Seven193 Posts: 1,080
    edited December 2018
    Does this adjust all 80 or so bones in the head for imported face morphs? The head has a lot of bones. Like for example, if I created pinnochio nose morph, will the appropriate nose bones be adjusted?

    I thought most HD facial expressions were based on custom-made vertices, and not so much its underlying rigging.

    Would I really see a difference in HD facial expressions if the face bones were adjusted (applied on top of a imported face morph)?

    Post edited by Seven193 on
  • Zev0Zev0 Posts: 7,089
    edited December 2018

    The script adjusts all bones that need to be adjusted. So if you made a pinnochio nose, the script will rig the nose bones in place. It scans through every bone on the figure and looks if it needs to be repositioned in relation to the morph. Regarding HD Morphs, It doesn't matter what the vertice count is, it all uses the base rig.

    Also the HD expressions are already rigged, so I am not sure what you are asking. If however your imported face morph that is not rigged, you will get allignment issues if you apply expressions to that. So ideally, you would want to apply the HD expressions (which are already rigged) onto a face morph that has rigging, so when you apply an expression it works properly with the face morph.

    Post edited by Zev0 on
  • SotoSoto Posts: 1,440
    edited December 2018

    FINALLY!! :D

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    Post edited by Soto on
  • RAMWolff said:

    No, Morph Loader or Morph Loader Pro will create the morphs but it doesn't adjust skeleton to shape for you nor does it ERC Freeze it.  That's up to you to do after the morph is applied.  

    So whats the difference between the normal auto adjust and this ?

  • bluejauntebluejaunte Posts: 1,902

    Nice! Just testing it. In the Save Morph tab could you please also remember the last product name, not just the vendor name? That would help so much.

  • Does this alter the original morph file you apply it to or does it create a new morph file? (excuse my inexperience in this area) I'm trying to understand if you can apply the script without affecting the original morphs in case you still wanted/needed the originals.

  • Zev0Zev0 Posts: 7,089
    edited December 2018

    @TenTen71 - If u save to a new path for the morph it will create a new version of the morph. Studio will only reference that one even though the old one still exists. If you save to same path of original morph it will overwrite the existing morph.

    Post edited by Zev0 on
  • Zev0Zev0 Posts: 7,089
    edited December 2018

    Nice! Just testing it. In the Save Morph tab could you please also remember the last product name, not just the vendor name? That would help so much.

     

    We can add that feature. Another feature that is planned for the update is a save morph in current path, basically saving it in its existing location instead of having to assign a product name etc. Right now we could only mimic the save options that studio offers.

    Post edited by Zev0 on
  • Zev0Zev0 Posts: 7,089
    edited December 2018

    Here is a list of possible options that are planned. How viable each one is depends on user feedback and viability. The save morph in current location is definately planned, the others are still being reviewed.

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    Post edited by Zev0 on
  • bluejauntebluejaunte Posts: 1,902
    Zev0 said:

    Nice! Just testing it. In the Save Morph tab could you please also remember the last product name, not just the vendor name? That would help so much.

     

    We can add that feature. Another feature that will be in the update is a save morph in current path, basically saving it in its existing location instead of having to assign a product name. Right now we could only mimic the save options that studio offers.

    Ah yes, that sounds useful too. Maybe just fill in the product name if the morph already has one? Or use last one and make some checkbox to use existing one. Hmm... I'm sure you'll work it out :)

    Excellent product. I had scripts on UI buttons, one to adjust all and one to do just inner squints. But for partial morphs I still had to do manual and deselect stuff. One other bother in my work is if I change a an existing morph and want to adjust the bones again, I need to first open the .duf file and delete the whole formulas section or else I'll get duplicate formulas all over the place. Is this solved here too?

  • Zev0Zev0 Posts: 7,089
    edited December 2018

    If the morph is rigged with this, even if it has rigging, it will automatically remove duplicate ID issues if resaved. The script makes sure it eliminates those as well. So basically if a morph has duplicate id issues, just re-rig it via the script, save it and the issue is gone.

    Post edited by Zev0 on
  • bluejauntebluejaunte Posts: 1,902

    I love you.

  • RAMWolffRAMWolff Posts: 10,212
    Zev0 said:

    If the morph is rigged with this, even if it has rigging, it will automatically remove duplicate ID issues if resaved. The script makes sure it eliminates those as well. So basically if a morph has duplicate id issues, just re-rig it via the script, save it and the issue is gone.

    surprise WOW!  This is awesome.  In my cart! 

  • nonesuch00nonesuch00 Posts: 18,131
    Zev0 said:

    Here is a list of possible options that are planned. How viable each one is depends on user feedback and viability. The save morph in current location is definately planned, the others are still being reviewed.

    I would like those extensions too.

  • Seven193Seven193 Posts: 1,080
    edited December 2018
    Zev0 said:
    <

    Also the HD expressions are already rigged, so I am not sure what you are asking. If however your imported face morph that is not rigged, you will get allignment issues if you apply expressions to that.

    Is it possible to create a morph without rigging? I assume all morphs implicitly have rigging, whether they are fitted or non-fitted.
    I don't want that to be confused with things that are rigged and non-rigged.

    Post edited by Seven193 on
  • Zev0Zev0 Posts: 7,089
    edited December 2018

    All morphs are created without rigging. Rigging takes place after a morph is created. It is up to you as the creator to decide if the morph requires rigging or not. Look at the last promo for example. That shows a morph imported onto figure with and without rigging applied (in a pose), and the problems you might experience if the morph isn't rigged vs rigged. Hope that answers your question.

    Post edited by Zev0 on
  • barbultbarbult Posts: 24,244

    Is this product only for character morphs, or does it have other uses? If only morph clothing or props, does it have a purpose for me, to?

  • Zev0Zev0 Posts: 7,089

    Just aimed at character morphs.

  • bluejauntebluejaunte Posts: 1,902
    Dave230 said:
    Zev0 said:
    <

    Also the HD expressions are already rigged, so I am not sure what you are asking. If however your imported face morph that is not rigged, you will get allignment issues if you apply expressions to that.

     

    Is it possible to create a morph without rigging? I assume all morphs implicitly have rigging, whether they are fitted or non-fitted.
    I don't want that to be confused with things that are rigged and non-rigged.
     

    Morphs are not rigged automatically. It's up to you.

    An easy way to check if a morph needs rigging adjusted: dial the morph up and load various poses. Do things deform in strange ways? Then yes. When you move limbs around for sure, say the arm is in another position because of the morph, lower leg is bent more outwards, stuff like that. If it's just some small local thing, say a changed navel shape or even a thicker thigh without changing the position per se, it may not need rigging adjusted but no harm in just doing it when unsure. Use the joint editor tool to see where all the bones and joints are that make up the figure.

  • bluejauntebluejaunte Posts: 1,902

    So a small gripe is having to set morph to zero first. Could you do that in the script and then restore the values after?

  • Zev0 said:

    If the morph is rigged with this, even if it has rigging, it will automatically remove duplicate ID issues if resaved. The script makes sure it eliminates those as well. So basically if a morph has duplicate id issues, just re-rig it via the script, save it and the issue is gone.

    Now that's a real time saver ! Sold

  • 3Diva3Diva Posts: 11,522

    This looks like an awesome product! I have a quick question - does it help to cut down on the amount of JCMs needed for more extreme morphs or does it not help with that?

  • Zev0Zev0 Posts: 7,089
    This doesnt't change jcm requirements if a morph needs it.
  • Zev0Zev0 Posts: 7,089

    So a small gripe is having to set morph to zero first. Could you do that in the script and then restore the values after?

    That feature was left out. I'm sure in the update we can have it as an option. We will discuss it.
  • Seven193Seven193 Posts: 1,080
    edited December 2018
    Zev0 said:

    All morphs are created without rigging.

    I see in the video when you apply the morph, the bones don't move.  You call this a non-rigged morph, or a non-fitted morph?

    Because I assumed rigging happens when vertices are assigned to bones, so how can a morph be described as rigged or non-rigged when all of the model's vertices are already assigned to bones? 

    Thanks for clearing up any confusion about these terms, btw.
     

    Post edited by Seven193 on
  • Purchased as soon as I saw it! Perfect for some upcoming projects. Great job yes

  • Zev0Zev0 Posts: 7,089
    edited December 2018
    Zev0 said:

    So a small gripe is having to set morph to zero first. Could you do that in the script and then restore the values after?

    That feature was left out. I'm sure in the update we can have it as an option. We will discuss it.

    Dave230 said:
    Zev0 said:

    All morphs are created without rigging.

    I see in the video when you apply the morph, the bones don't move.  You call this a non-rigged morph, or a non-fitted morph?

    Because I assumed rigging happens when vertices are assigned to bones, so how can a morph be described as rigged or non-rigged when all of the model's vertices are already assigned to bones? 

    Thanks for clearing up any confusion about these terms, btw.
     

    It's called a non rigged morph, not non fitted. Also bones are assigned to vertices, not the other way around. If the bones are not in place that match the morph shape, that is called an un-rigged morph. Hope that makes sense.
    Post edited by Zev0 on
  • SF-DesignSF-Design Posts: 986
    edited December 2018

    Wow! Just bought it and tested it with several custom morphs (face and body) where the rigging was not correct (also one from FaceGen) 
    This product's script solved all the rigging issues and corrected the bones and I could easily save the corrected/altered morphs to a new product folder (which I think is cool). 
    Perfect and very helpful. Such a great time saver when you work with / or create morphs. No more lengthy manual bone adjustment anymore :) 
    Thanks for this great product yes
     

    Post edited by SF-Design on
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