Projection Morph Manager (Commercial)

2

Comments

  • carrie58carrie58 Posts: 3,983

    @Zev0 I've read and still have to ask will this make hair adjust to the Toon figures/morphs heads better ? Trying not to be dense buttttt.....I'm dense .

  • Just wondering... will this provide any help autofitting shoes across different Genesis generations (e.g. G3F high heels on G8F)?  That's always been a Studio hiccup, but I don't know if that's caused by projection morphs or by an entirely different issue altogther.

  • Zev0Zev0 Posts: 7,089

    carrie58 said:

    @Zev0 I've read and still have to ask will this make hair adjust to the Toon figures/morphs heads better ? Trying not to be dense buttttt.....I'm dense 

    Hi. What specific toon figure, so I can test? It all depends on what projection morphs you have to work with.

  • Zev0Zev0 Posts: 7,089
    edited March 2022

    zombiewhacker said:

    Just wondering... will this provide any help autofitting shoes across different Genesis generations (e.g. G3F high heels on G8F)?  That's always been a Studio hiccup, but I don't know if that's caused by projection morphs or by an entirely different issue altogther.

    It all depends on what projection morphs you have to work with. Sometimes I add in my own just to give me more options to play with. By adding in my own, I mean dial in feet morphs on figure at like 1%, ones I feel I can work with, then overproject those in the script.

    Post edited by Zev0 on
  • Zev0 said:

    jesusaramenes said:

    hi ;)


    Maybe I'm using it wrong but when I run a simulation, the properties that have been changed are not taken into account...

    a solution please?

    sorry i use a translator

    Hi. Are you talking about Dforce simulation? Because I just ran a simulation and the script still works. Maybe I need to understand the situation better?

    hi ;)

    yes I was talking about that... but when I woke up this morning I realized that all I had to do was to launch the scprit "after" the simulation ! ^^ and it works, sorry for the waste of time and thank you for your answer and your work, have a nice day ;)

  • Zev0 said:

    zombiewhacker said:

    Just wondering... will this provide any help autofitting shoes across different Genesis generations (e.g. G3F high heels on G8F)?  That's always been a Studio hiccup, but I don't know if that's caused by projection morphs or by an entirely different issue altogther.

    It all depends on what projection morphs you have to work with. Sometimes I add in my own just to give me more options to play with. By adding in my own, I mean dial in feet morphs on figure at like 1%, ones I feel I can work with, then overproject those in the script.

    So it's possible, at least in some cases?  That's good to know.  Thanks. 

  • gitika1gitika1 Posts: 948

    It sounds like this works very similarly to your Fit Control products; with the addition of being able to adjust hair.  Is this an accurate understanding of what the product does?

  • Zev0Zev0 Posts: 7,089
    Yes and no...The source of the morphs is different. On the surface look similar but at the same time very different.
  • Zevo my friend, you are a true champion. Just did some testing. Everything works right out of the box. Plays nice with animations too. Its like Dial Control for clothes. Thanks for another time saving tool. Way to go!

  • carrie58carrie58 Posts: 3,983

    Zev0 said:

    carrie58 said:

    @Zev0 I've read and still have to ask will this make hair adjust to the Toon figures/morphs heads better ? Trying not to be dense buttttt.....I'm dense 

    Hi. What specific toon figure, so I can test? It all depends on what projection morphs you have to work with.

    Any of the Toons by 3DU ,or heads that are larger than the "normal"  ......

  • Zev0Zev0 Posts: 7,089

    I don't have a lot of 3DU characters, but I did a test here using one.

  • marblemarble Posts: 7,500
    edited April 2022

    Just bought this and, while it seems to be useful, there's one thing that would vastly improve its usability and that is to be able to work in the viewport while the script interface is open. I want to be able to rotate and pose my character to see what effect the projection sliders are having when I adjust them. Ideally I would like to have this panel as a dockable tab just like the Parameters tab, etc. As it is now, I have to tweak something, close it, rotate my character or adjust the pose, run the script again and so on.

    Post edited by marble on
  • Zev0Zev0 Posts: 7,089
    edited April 2022

    "Just bought this and, while it seems to be useful, there's one thing that would vastly improve its usability and that is to be able to work in the viewport while the script interface is open.

    Hi. Please look at promo 1. Script can be minimized. There is no ways a script can remain open and you have access to viewport. Minimize maximize script is the next best thing.

    Post edited by Zev0 on
  • fernan73fernan73 Posts: 0

    M_Findt said:

    M_Findt said:

    Hello,

    I think I need some help. Since there is no manual with the product I would like to ask for help here.

    What exactly do I have to do to use the product, I always get only "NO PROJECTION MORPHES...." displayed when I select the clothes.

    Is there any guidance available?

    Thanks and greetings,

    Michael

    Sorry, I got it, thans

    well, i dont got it.

    please

  • marblemarble Posts: 7,500

    Zev0 said:

    "Just bought this and, while it seems to be useful, there's one thing that would vastly improve its usability and that is to be able to work in the viewport while the script interface is open.

    Hi. Please look at promo 1. Script can be minimized. There is no ways a script can remain open and you have access to viewport. Minimize maximize script is the next best thing.

     

    Ah right ... didn't notice that icon (tool-tips might be helpful). I do notice that it seems to reload the script again when I click on "Return" so I am not sure why this is any different to closing and re-opening.I don't know anything about scripting so it is not obvious to me that a script must block access to the viewport - that's why I asked the question. There's no manual so I don't know why it should be obvious that the information is all in the promo pictures. I realise now that there's an icon that takes us to the Promo page - again, a tool-tip might have made that more obvious.

  • gitika1gitika1 Posts: 948

    I take it that this does not work with older versions, such as 4.12?

     

    Loading script: E:/Daz 3D Content/Scripts/Projection Morph Manager/Projection Morph Manager.dse

    Failed to load script: E:/Daz 3D Content/Scripts/Projection Morph Manager/Projection Morph Manager.dse

     

  • CybersoxCybersox Posts: 9,057
    edited April 2022

    gitika1 said:

    I take it that this does not work with older versions, such as 4.12?

     

    Loading script: E:/Daz 3D Content/Scripts/Projection Morph Manager/Projection Morph Manager.dse

    Failed to load script: E:/Daz 3D Content/Scripts/Projection Morph Manager/Projection Morph Manager.dse

     

    It doesn't seem to, as I get the same error.  That's a big disappointment given that I've never seen any mention of a version limit and I can't think of any reason for one given that the manager works with all the Genesis line figures.  

    Honestly, given how many DS users are now faced with the dilemna of either getting the new features or crippling the expensive graphic cards they bought specifically for rendering in Iray, I'm wondering if making add-ons that are dependent on the newer versions of DS may not be one too many straws on the digital camel's back.  I can't help but notice, for instance, that for the first time ever, DAZ isn't crowing about how popular their latest generation of figures is, with the new buzzword being "versatile" instead, while, weirdly, the write up on G8.1 on the Technology page under Figure Evolution doesn't even mention any of the new features of the G8.1s themselves, while the base G8 gets the accolades for being most versatile figure ever developed...  

    Post edited by Cybersox on
  • DaremoK3DaremoK3 Posts: 798
    edited April 2022

    @gitika1 and @Cybersox  :

    The problem is with the encrypted script (.dse) and not necessarily the script itself.  They are not backwards compatible, so if the script was encrypted in DS 4.20 it will only work in 4.20 and newer.

    If Zev0's fantastic coder bitwelder would have encrypted the script in an earlier version such as 4.9, 4.10, 4.11, or 4.12, then it would have worked for all versions from 4.9 onwards (or whichever version + onwards).

    If the script was an 'open' (.dsa) script, there wouldn't be an issue, but we can't have that can we?

    Post edited by DaremoK3 on
  • CybersoxCybersox Posts: 9,057

    DaremoK3 said:

    @gitika1 and @Cybersox  :

    The problem is with the encrypted script (.dse) and not necessarily the script itself.  They are not backwards compatible, so if the script was encrypted in DS 4.20 it will only work in 4.20 and newer.

    If Zev0's fantastic coder bitwelder would have encrypted the script in an earlier version such as 4.9, 4.10, 4.11, or 4.12, then it would have worked for all versions from 4.9 onwards (or whichever version + onwards).

    If the script was an 'open' (.dsa) script, there wouldn't be an issue, but we can't have that can we?

    So, no hope of a simple fix then?  I've bought every prior product Zev has ever released, including the ones from the other two stores, and I'd hate to have to put him on the "do not buy from list" going forward. 

  • Zev0Zev0 Posts: 7,089

    Earliest support version is 4.15.0.2

     
  • CybersoxCybersox Posts: 9,057

    Zev0 said:

    Earliest support version is 4.15.0.2

     

    Is that going to be a regular thing going forward?  It seems like a great utility, but I'm sticking with 4.12 for now. 

  • Zev0Zev0 Posts: 7,089

    No Guarentee. We try and set an earliest compatible version in relation to the current build and it's features.

  • fengkanfengkan Posts: 20

    I am wondering whether it is possible to export the projected morphs as actual morphs instead of being baked to the items so that I can activate the morphs manually. Thank you.

  • Zev0Zev0 Posts: 7,089

    Hi. I don't see how that will be really viable as that morph will only work for that selected item. There are ways to do it but it's kind of complex.

  • gitika1gitika1 Posts: 948

    Cybersox said:

    Zev0 said:

    Earliest support version is 4.15.0.2

     

    Is that going to be a regular thing going forward?  It seems like a great utility, but I'm sticking with 4.12 for now. 

    Same.  I don't think we are alone in the decision, either.

  • fengkanfengkan Posts: 20

    Zev0 said:

    Hi. I don't see how that will be really viable as that morph will only work for that selected item. There are ways to do it but it's kind of complex.

    Thank you, it will be appreciated if you would like to shed some light on how to do that, because I have totally no clue, thank you.

  • Zev0Zev0 Posts: 7,089
    edited April 2022

    In a nutshell fit clothing to figure. Dial up figure shape, modify clothing projections.

    Now, on clothing, favourite the desired projection morph, remember its value.

    Now zero figure, clothing will be zeroed as well. On clothing click favourites, the projection morph you favourited will still be there, dial in the value you remembered.

    Now hide figure, export clothing only with projection morph dialed up, now import that as a new clothing morph onto clothing item.

    Post edited by Zev0 on
  • fengkanfengkan Posts: 20

    Zev0 said:

    In a nutshell fit clothing to figure. Dial up figure shape, modify clothing projections.

    Now, on clothing, favourite the desired projection morph, remember its value.

    Now zero figure, clothing will be zeroed as well. On clothing click favourites, the projection morph you favourited will still be there, dial in the value you remembered.

    Now hide figure, export clothing only with projection morph dialed up, now import that as a new clothing morph onto clothing item.

    Thank you very much, I will try it. 

  • RobertDyRobertDy Posts: 269
    edited April 2022

    I just bought and tried this out. I bought it because the hairs would always look weird with these projected morphs and I'd have to disable them every time I load a scene file, so what I absolutely love about this product is that once the morphs are reset, it's that way perpetually no matter how many times I open and close the scene.

    EDIT: After opening my scene and posing the figure in a different manner, it seems that the projection morphs that were previously zero-ed are now back. What I'm looking for is a product that will permanently disable automatically assigned projection morphs on the hair no matter how I pose the figure, so if that can't be done with this product then I'm afraid that it'll have no use for my purposes.

    However (and I hope I'm just blind or mistaken), there doesn't seem to be an option within this product to disable/zero morphs in bulk. This already can be done using DAZ's default options - right click -> Edit Mode -> Auto Follow -> Disable AutoFollow on selected properties. Now on this product I have to manually click on each morph and put a zero; it's very cumbersome since I zero 99% of a hair's morphs for it to look appropriate.

    Post edited by RobertDy on
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