How to create pose from morph?

I have a morph for G8.1F that alters the shape and "pose" of the base figure.  I would like to create a pose preset from this morph that can be applied to the base figure without changing its shape.  What I've attempted so far is this:

1) applied the morph to the G8.1F base mesh

2) adjusted the rigging to the new shape

3) saved the the file as a pose preset

4) deleted the morphed figure and reimported the G8.1F base figure

5) applied the pose preset to the G8.1F base

Unfortunately after this last step, the pose of the base figure does not change.  The bones all remain completely unchanged.  Any guidance would be greatly appreciated.

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,781

    Is the morph actually chnaging the shape to the new pose, rather than applying a pose and a shape? If so then there isn't - as far as I am aware - a way to automatically split them. You would probably need to manually adjust the pose of a second, unmorphed figure to match the positions of the morph/shape.

  • crosswindcrosswind Posts: 6,926

    A Pose Preset can only save Pose Control properties ( Modifier/Pose ) rather than any of morph properties ( Modifier/Shape ) ... so if the morph you're using is really a pure Shape, your steps won't work. You have to make a real pose according to what you get from that morph...

    However, if it's a control property that can be Baked to Transforms, Pose Preset will certainly do then.

  • Richard Haseltine said:

    Is the morph actually chnaging the shape to the new pose, rather than applying a pose and a shape? If so then there isn't - as far as I am aware - a way to automatically split them. You would probably need to manually adjust the pose of a second, unmorphed figure to match the positions of the morph/shape.

    Thank you for the reply, I believe the morph is only modifying the shape.  The bones do change position slightly after applying, I noticed the values of the bones in the joint editor do change slightly after adjusting the rigging the to the new shape.

  • crosswind said:

    A Pose Preset can only save Pose Control properties ( Modifier/Pose ) rather than any of morph properties ( Modifier/Shape ) ... so if the morph you're using is really a pure Shape, your steps won't work. You have to make a real pose according to what you get from that morph...

    However, if it's a control property that can be Baked to Transforms, Pose Preset will certainly do then.

    Thank you for replying, what's the process for Baking to Transforms?

  • Richard HaseltineRichard Haseltine Posts: 100,781

    coder.sb said:

    Richard Haseltine said:

    Is the morph actually chnaging the shape to the new pose, rather than applying a pose and a shape? If so then there isn't - as far as I am aware - a way to automatically split them. You would probably need to manually adjust the pose of a second, unmorphed figure to match the positions of the morph/shape.

    Thank you for the reply, I believe the morph is only modifying the shape.  The bones do change position slightly after applying, I noticed the values of the bones in the joint editor do change slightly after adjusting the rigging the to the new shape.

    Adjusting the rigging is making sure that the centres of rotation are still in the right place rlative to the shape, it has nothing to do with capturing the pose created.

     

    coder.sb said:

    crosswind said:

    A Pose Preset can only save Pose Control properties ( Modifier/Pose ) rather than any of morph properties ( Modifier/Shape ) ... so if the morph you're using is really a pure Shape, your steps won't work. You have to make a real pose according to what you get from that morph...

    However, if it's a control property that can be Baked to Transforms, Pose Preset will certainly do then.

    Thank you for replying, what's the process for Baking to Transforms?

    Edit>Figure>Bake To Transforms, but it won't help you - it is a way to bake things like the Hand Grasp slider down to individual bends on the finger bones, it won't do anything with chnages in posture from a shape that isn't driving the bends of the figure.

  • Richard Haseltine said:

    coder.sb said:

    Richard Haseltine said:

    Is the morph actually chnaging the shape to the new pose, rather than applying a pose and a shape? If so then there isn't - as far as I am aware - a way to automatically split them. You would probably need to manually adjust the pose of a second, unmorphed figure to match the positions of the morph/shape.

    Thank you for the reply, I believe the morph is only modifying the shape.  The bones do change position slightly after applying, I noticed the values of the bones in the joint editor do change slightly after adjusting the rigging the to the new shape.

    Adjusting the rigging is making sure that the centres of rotation are still in the right place rlative to the shape, it has nothing to do with capturing the pose created.

     

    coder.sb said:

    crosswind said:

    A Pose Preset can only save Pose Control properties ( Modifier/Pose ) rather than any of morph properties ( Modifier/Shape ) ... so if the morph you're using is really a pure Shape, your steps won't work. You have to make a real pose according to what you get from that morph...

    However, if it's a control property that can be Baked to Transforms, Pose Preset will certainly do then.

    Thank you for replying, what's the process for Baking to Transforms?

    Edit>Figure>Bake To Transforms, but it won't help you - it is a way to bake things like the Hand Grasp slider down to individual bends on the finger bones, it won't do anything with chnages in posture from a shape that isn't driving the bends of the figure.

    Yeah, doesn't appear to be any way to do this in a quick or efficient manner.  This is both baffling and incredibly frustrating having already wasted almost a full day on it.  Seems like it should be such simple thing do.  The figure has way too many bones to pose them all individually.  I unfortunately don't have to days to move all of them around.  I don't suppose there is a way to convert the morph into a driver somehow?  I'm throwing out hail mary's at this point...

  • crosswindcrosswind Posts: 6,926

    Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.

  • crosswind said:

    Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.

    I appreciate all the help.  I will look into that.  It's been many years since I've used DAZ, so there's been a bit of learning/re-learning curve involved in this whole process as well.  Thank you for patience.

  • crosswindcrosswind Posts: 6,926

    coder.sb said:

    crosswind said:

    Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.

    I appreciate all the help.  I will look into that.  It's been many years since I've used DAZ, so there's been a bit of learning/re-learning curve involved in this whole process as well.  Thank you for patience.

    No problem ! We too, always be learning ! cool

  • crosswind said:

    Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.

    Here's a shot of the sub-components, looks like there is Joint info there, but I am not 100% sure what I am looking at.

    Morph_Sub_Compents.png
    923 x 1525 - 859K
  • crosswindcrosswind Posts: 6,926
    edited July 15

    coder.sb said:

    crosswind said:

    Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.

    Here's a shot of the sub-components, looks like there is Joint info there, but I am not 100% sure what I am looking at.

    Those are joint Positions (origin/end) after Adjust Rigging... rather than joint Rotations coming from Transform Properties (ss1)... but yea, some so-called "morphs" might be just a control property of combined pose controls by ERC Freezed. 

    That's a long list of sub-components, it's hard to tell... but you can always try:  1) right-click in Parameters pane to turn on Edit Mode; 2) right-click on the Morph property > ERC Bake (Delta Add, Add, Substract...).

    Then zero the morph, see if the pose persists... or select a bone, for instance, left thigh bend, left shoulder bend... yada yada, check if it has any rotation values in Parameters pane - General > Transforms

    SNAG-2024-7-16-005.png
    771 x 442 - 27K
    Post edited by crosswind on
  • crosswind said:

    coder.sb said:

    crosswind said:

    Yep... as we've already said: a pure morph (shape) drives no joint rotation, so it obviously has nothing to do with Pose or Pose Preset. Anyway, you may dbl-check the Parameter Settings of the moprh, there's a sub-component tab, if there's nothing related to any Joints (Bones), it means it's a pure morph and cannot be baked to transforms.

    Here's a shot of the sub-components, looks like there is Joint info there, but I am not 100% sure what I am looking at.

    Those are joint Positions (origin/end) after Adjust Rigging... rather than joint Rotations coming from Transform Properties (ss1)... but yea, some so-called "morphs" might be just a control property of combined pose controls by ERC Freezed. 

    That's a long list of sub-components, it's hard to tell... but you can always try:  1) right-click in Parameters pane to turn on Edit Mode; 2) right-click on the Morph property, ERC Bake (Delta Add, Add, Substract...). See what will happen.

    Then select a bone, for instance, left thigh bend, left shoulder bend... yada yada, and check if it has any rotation values in Parameters pane - General > Transforms

    ERC Bake doesn't seem to do have an effect.  I'm not seeing any values in the transforms before or after.

  • crosswindcrosswind Posts: 6,926
    edited July 15

    Okay, so out of curiosity, what kind of Pose is it ?  Normally, people rarely make a "Pose" by morphing / shaping because that usually turns out to be a bit cumbersome...

    Post edited by crosswind on
  • Primary19122Primary19122 Posts: 7
    edited July 15

    That's the thing, I don't think it's a pose per se.  The morph changes the positions of the arms, legs and head to a significant degree though.  My hope was to create a pose from those changes, that could be applied to the g8.1F base mesh without changing the shape as the morph dose.  I attached some screens.  Left side figure is g8.1F with morph applied, right side is g8.1F base mesh.  Basically I want the g8.1F base mesh in the same alignment as the figure on the left.  I want them to overlap as much possible.

    Screenshot (14).png
    3840 x 2160 - 2M
    Screenshot (15).png
    3840 x 2160 - 2M
    Post edited by Primary19122 on
  • crosswindcrosswind Posts: 6,926
    edited July 15

    Right, it's just a shape ~ You know what... I guess that the author first of all posed the figure to such a "shape" (also plus some partial body morphs...), export the figure to OBJ, zeroed the figure and import the OBJ file as a morph with MLP.

    So I afraid if you do need to "convert it to a Pose", you have to align both figures to the world center, pose G8.1F according to that shape AMAP... and you might not get a 100% same result as you never know what posing data / PBMs the author used...

    Post edited by crosswind on
  • I have the same request and trying  to find another approach, do we have a transforms Mapping Table between Daz Studio and Blender?

    Daz.JPG
    1165 x 617 - 65K
    Blender.JPG
    1485 x 576 - 70K
Sign In or Register to comment.