What is the difference between an INJ, Shape and Morph? And how do you convert M4 INJ to G8M?

CheetahkaCheetahka Posts: 168
edited February 2022 in New Users

They seem to be the same thing and yet named differently. My "understanding" is they give the base figure a unique form. For example:

Lizardian sku: 10706 have the Lizard M4 INJ which applies the "lizard" form to the body.

Orken HD for Genesis 8 Male sku: 79995 has the Orken HD Character Preset (the icon says Orken Shape) which you apply to a selected G8 male giving the appearance and musculature.

And just about everything has Morphs which are sliders that apply shapes be it individual parts or entire bodies such as XTransfer Sku: 65431 . So what's the difference, if any, between the wording?

Also how do you transfer INJ, shapes and morphs from M4/V4 to G8M or G8F?  I was thinking something along the lines of:

Generation X2 (short GenX2 or just GenX) SKU: 18321 -->XTransfer    ie M4-->G3M-->G8M? Assuming you can do that to an INJ?  I'd like to try and move the Lizardian from M4/V4 to G8 model. Would this be the proper first step? And you got to convert the Mats as well. But I'd like to start with the INJ first by clearing up this question.

Sincerely,

Jacob

Post edited by Cheetahka on

Comments

  • cridgitcridgit Posts: 1,757
    edited May 2022

    Redacted

    Post edited by cridgit on
  • The terms are, unfortunately, used somewhat losely.

    A morph is a ne shape, created by direct manipulation of the mesh and stored as the differences between the base shape and the morphed shape (the deltas). Morphs have their own "channels", slots in the figure or node specification which have the name, label, links to other properties and - for a morph - the deltas.

    An Inj is, proeprly, a pose to load deltas and other properties into an existing channel. It may either do so to provide the morph data for user-configuration (e.g. the Victoria 4 morph sets) or to lod oen or morph morphs and set their values (character Inj poses). An Inj pose cannot actually create a new channel, however, so adding new morph sets to existing figures used to require (mutually incopatible) new figure loaders. However, not every Inj pose is in fact injecting anything - the label was applied to poses that simply set existing property values, and was also used for figures that do not use an injection system at all

    Not mentioned in your post, but the fourth generation Daz figures introuduced the ExP (Extensible Property) system which allowed a new morph pack to add itself to a collection of files that was read on loading the figure, and those could create new channels for new morph sets into which morphs could be injected. Daz Studio can use PowerLoader to handle these figures, which both reads in the channel set up and loads the morphs ready for use.

    The Genesis figures have a super-exP system - no need for configuration files, they scan a specified sub-folder in the Data folder and load the channels for all properties found there, then load the deltas when the proeprty gets a non-zero value. Unfortunately as figures get more and more properties there is a notable slow-down and loading and, to an extent, using the figure - an issue that has becoem very apparent with Genesis 8 Female in particular. Whethere Daz Studio 5 and/or Genesis 9 will find a way to refine the process further to adderss this issue while retaining the desired flexibility remains to be seen.

    A preset is just a file for aplying certain values. A shaping preset aplies values to shaping properties.

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    GenX will get you to Genesis 3 - sadly its author died and so it was never updated for Genesis 8, nor is it likely to be updated for Daz Studio 5. XTransfer can handle the last step, however https://www.daz3d.com/xtransfer--genesis-3-to-genesis-8-converter

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