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Daz 3D Forums > 3rd Party Software > Blender Discussion

Diffeomorphic - custom morph - bone size

pra8edn1kpra8edn1k Posts: 2
September 2024 in Blender Discussion

Hi all!

There are 2 bodies

  • A - standard body without changes
  • B - body with changed size and morph

The morph from body B was saved and applied to body A. At first glance, everything looks as it should, but there are places on the body that do not match.

I'll assume that this is related to the scaling of the bones, they don't match after applying the morph.

What am I doing wrong and how can I achieve full compliance of the morph and bone size??

 

 

BoneScale.png
658 x 732 - 62K

Comments

  • PadonePadone Posts: 3,764
    September 2024

    Morphing armatures have a limited support, it isn't expected for them to be perfect and it is actually a little miracle that they work at all, because blender is not designed to support them. Personally I use "ERC morphs as translations" in the global settings, then "import DBZ morph" from the morphs panel. This loads exactly what's in the daz stuido viewport when you save the dbz.

    However, morphing armatures are not compatible with IK rigs, so not easy to use in animation and only to be considered for special effects if you really need them in the story. As one shot with a shape shifting figure for example, which by the way could also be achieved with a simple morph if animation is not required apart the shape shifting.

    https://diffeomorphic.blogspot.com/2023/12/new-way-to-do-morphing-armatures.html

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