15 Let's open Blender Import the _JOIN .obj in the optins select only "Morph Target" and set Clamp Scale to zero
[Tutorial] Full Body Morphs in Blender
[Tutorial] Full Body Morphs in Blender |
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[Tutorial] Full Body Morphs in Blender |
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16 Do your morph, with this procedure you can use the Smooth, Inflate, Flatten tools without problem, here I tryed
to make him more muscular. |
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17 Now let's export the morphed Don, in the options select only "Selection Only", "Rotate X90", "Morph Target"
and don forget "UVs" it will save you some steps later in UVmapper |
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18 Start UVMapper then load your morphed Don, go to Edit/Select/All or press Ctrl+A, go to Edit/Assign/To Group
then give the name Body_jv and OK, save your obj with the default options |
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19 Let's open Compose again, go to read file in the input file select the morphed obj, in Vertex Map File select
the map you saved in step 14 then click on Read |
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20 Expand the All Objects folder and select Body_jv then go to Read Files, in Input File select the full obj exported
from Poser in step 9-10 select Merge with current file the Read |
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21 Expand the All Objects folder and select Body_jv again, go to Morph Parent Objects, select Delete Source Objects
then OK |
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22 Again Open All Objects folder and again select Body_jv then go to Delete Items select all items you have
remember you can click the first then SHIFT+click the last one then go to Save Items In the Ouput File browse to the final destination of your Full Body Morph, give it a final name then Write |
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23 At last in Poser, import your proceced obj with all the options unselected
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24 Now it's a great idea to have the python scripts open with our tools, open the Hierarchy Editor and with the imported
prop selected open the Group Editor (3) then click on Spawn Props (4), now we have all the body parts as single props and the imported prop still there, select it in the hierarchy Editor then press DEL key, it mean delete it. |
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25 Now lets export the HipNG prop (2) with the options we allways use (1) then delete it too, at this point is very important to delete
the body parts not afected by the body morphs, it will optimize your full body morph not afecting useless body parts and increasing memory use, then load Don Last edited by rayera on 26 Jul 2007 02:42; edited 1 time in total |
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26 Be shure Genitalia is on for the figure, select it in the Hierarchy then fire Morph fron OBJ tool (2)
be shure that Delete loose Props? and Set Morphs to 1.000? ar selected (3), Give a name to yor morph then click on Move Morphs and see the magic happend :-) if you sometime did full body morphs with the old procedure will love it. |
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"it" being Set Morphs to 1point 000?
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27 Now tourn Genitalia off and you will see the hip don't match with the full body morph, let's fix it
select the hip then go to te Properties in the parameters panel then go to Add Morph Targets, load the HipNG saved in step 25, and give the same name you used for the morph, go to the parameters |
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28 The HipNG morph will be MORPHNAME 1, in my case Muscular 1, set it to 1.000, go to Figure/Create Full Body Morph (2)
give it the same name you used for the single morphs, then click in the Zero MorphERC tool, and done, go to the body of your figure, and test your new morph, set genitalia on and off and see if everything is OK then save your figure |
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