Teaches how to create a JCM (Joint Controlled Morph or Joint Corrective Morph). The purpose of a JCM is to have a morph apply as a joint is rotated, usually for the purpose of making the joint rotation look better but can also be used to make a muscle flex. With the Reverse Deformations option in Morph Loader Pro, it is quite easy to create a JCM. Hooking it up to automatically apply as the joint rotates is also pretty easy using ERC Freeze. At the end of the video I cover how to set a JCM to only apply when a specific morph is also applied. In this example I show how to set a bicep flex morph to apply when the forearm is bent, but only when Gianni 6 is also applied.
I know Im asking the wrong place but does someone know a method to get back into an instagram account?? I somehow lost my account password. I would love any help you can give me!
@Orion Malik I really appreciate your reply. I found the site through google and im trying it out now. Takes a while so I will get back to you later when my account password hopefully is recovered.
Is there a difference in using ERC freeze for connecting a morph to the forearm-dial (@2:20), and the other method of dragging the morph into the 1st stage in the Sub Components of the forearm-dial within the Property Hierarchy?
The nice thing about ERC Freeze is that it does math for you, which is nice when hooking a morph to a bone rotation. If you don't use ERC Freeze when doing a Bone to Morph connection you have to figure out what the scalar value should be.
That's right, about the math. I'm also glad to now know what Reverse Deformations does. Until now I either figured out the scalar by trial and error, or I even created counter morphs so that the end result would be correct. So thanks for that valuable information!
Thanks for the tutorial. Great Step x Step. Question about compound morphs. Say you bend a thigh forward 45 and then sideways 45. You build your morph and re-import it. How would you set up your morph to ONLY apply when the thigh is activated across both axes (bend and side to side)? thanks in advance
That is a bit more complicated. There are probably multiple ways to do this, but here is one approach that should work: - Create 2 new control properties. - Set the first property so it controls the JCM (put the JCM in its sub-component list, 1st stage). - On that same (first) property, set the thigh rotation as the controller 1st stage (add/subtract) and set the second property as the controller 2nd stage (multiply) - On the second property, set the other thigh rotate as the controller 1st stage
I've been knocking at this for a couple of weeks and know this one might be off in the weeds but a video would sure be helpful :) if you're looking for topics ... I'm loosing it on your 3rd line. So far I've got the original morph loaded into the x Rotation (Bend) for the thigh. Then I have two other control properties that both activate the morph. Calling them CTRL X and CTRL Y. When I add CTRL X to the controller as an add/subtract all is well... but adding CTRL Y as a multiplier in the 2nd stage gets an error... 'Circular control ' Many thanks again
Try using this image as reference for how it should look in the end: screencast.com/t/IECPyeeoB Also, here is a different workflow that may make it easier: 1) Create 2 new control properties (to follow your example I called them CTRLX and CTRLY) 2) Follow the instructions in the above video for setting the first thigh bend to control CTRLX 3) Repeat step 2 for setting the second thigh bend to control CTRLY 4) Set CTRLX so it controls the JCM (put the JCM in its sub-component list, 1st stage) 5) Set CTRLX's controller 2nd stage (multiply) to CTRLY
Sorry if this is not the same but can you also create sliders to control specific moves? For example, I want to create a slider to bring one arm across the chest and make it bend around the neck.
+Josh Darling There must be a way, as I have seen it done with DAZ's flexion morphs, and the work that Simon WM/Xeric has done with their own flex morph packages...Wait, I'll just go and see if SimonWM can give us a tut/answer, thanks a lot for the answer though! :^) BTW, you made an excellent tut, which is too rare, as too many video tutorials are mumbling meandering snooze-fests that end up spanning several videos because they take too long to get to the point! x^D Now if you'll excuse me, I'm off to download your entire channel's videos! ;^)
+Kezo lastname Well, you don't necessarily have to build the morph twice if your modeler can mirror morphs. You do have to load each arm separately, though, and hook up their formulas separately as well. If SimonWM or Xenic know of an easier way that would be awesome, but I haven't heard of one. Glad you like the vids!
Good tutorial. But there is some missing info in case people are interested. If you do this on clothing and save the clothing figure, it will only save dials for the morphs you created for that clothing item. So a clothing item will save the clothing figure and all morphs which is nice, but the Gianni dial will NOT be saved and your JCM won't work when you load the item in a new scene. They'll only be saved in your current scene and will work fine there. This is a really annoying aspect of DAZ. Any dial that was created from another figure needs to be saved separately (usually to the same location as your clothing item). In this case, the Gianni dial (usually called FBMGianni6 located in the Actor's property for your clothing item) would need to be saved as a morph using the same settings you used to save your clothing item. My next task is to figure out how to apply custom equations or at least custom ranges to these sub-components based on the percentage of the current dial.
***** Ah good point. If working with clothing, you are correct that the generated morphs don't save automatically. That is a feature that prevents unnecessary morphs from writing to disk when they are unmodified/generated morphs. As long as morphs are marked as generated DS will not automatically save them when saving the item. There are two ways to change morphs so they aren't flagged as generated anymore. 1) Use the Save Morph Asset dialog. Go to File > Save As > Support Asset > Morph Asset(s), set the authorship information and product name and check the morphs you want to save. This is a very useful way of doing it if you don't want to save your clothing item again. 2) The other way is in the Parameters Pane. If working with a single morph, you can click on the little gear icon on the morph to open it's settings. Change the content type from "Modifer/Shape/Generated" to "Modifier/Shape" and it will save with the clothing with no extra steps required. If working with multiple morphs, you can put the Parameters Pane in Edit Mode, select all the generated morphs that need changing, right-click and go to Set > Presentation and change it.
Josh Darling Ah cool. Thanks! This is useful info. I usually save them out separately. But good to know about the content type. And yeah, I agree it's best not to automatically save generated dials. I was just mentioning it in case someone ran into the same issue. It's really weird having a dial work in your scene, then you load the item in another scene and it does nothing.
***** Yeah, I appreciate you bringing it up. It is important for clothing creators to understand. I'm hoping we can change that functionality sometime so it is more automatic...
If I set up a custom JCM this way and then save my scene, will the JCM only be local to that scene? i.e., There's no chance I'm going to mess up my entire content library globally?
Teaches how to create a JCM (Joint Controlled Morph or Joint Corrective Morph). The purpose of a JCM is to have a morph apply as a joint is rotated, usually for the purpose of making the joint rotation look better but can also be used to make a muscle flex.
With the Reverse Deformations option in Morph Loader Pro, it is quite easy to create a JCM. Hooking it up to automatically apply as the joint rotates is also pretty easy using ERC Freeze.
At the end of the video I cover how to set a JCM to only apply when a specific morph is also applied. In this example I show how to set a bicep flex morph to apply when the forearm is bent, but only when Gianni 6 is also applied.
I know Im asking the wrong place but does someone know a method to get back into an instagram account??
I somehow lost my account password. I would love any help you can give me!
@Jaxx Mathew instablaster :)
@Orion Malik I really appreciate your reply. I found the site through google and im trying it out now.
Takes a while so I will get back to you later when my account password hopefully is recovered.
@Orion Malik It worked and I finally got access to my account again. I'm so happy!
Thanks so much you saved my account :D
@Jaxx Mathew you are welcome xD
while mine seem to be set up, my testers are telling me the ERC isn’t there when they load it (but it is for me)
Is there a difference in using ERC freeze for connecting a morph to the forearm-dial (@2:20), and the other method of dragging the morph into the 1st stage in the Sub Components of the forearm-dial within the Property Hierarchy?
The nice thing about ERC Freeze is that it does math for you, which is nice when hooking a morph to a bone rotation. If you don't use ERC Freeze when doing a Bone to Morph connection you have to figure out what the scalar value should be.
That's right, about the math. I'm also glad to now know what Reverse Deformations does. Until now I either figured out the scalar by trial and error, or I even created counter morphs so that the end result would be correct. So thanks for that valuable information!
@@MhLiMz Yeah, I was making counter morphs at first to until I watched another of JD's videos.
Does this work with V4 or is this strictly a triax thing.
Thanks for the tutorial. Great Step x Step. Question about compound morphs. Say you bend a thigh forward 45 and then sideways 45. You build your morph and re-import it. How would you set up your morph to ONLY apply when the thigh is activated across both axes (bend and side to side)?
thanks in advance
That is a bit more complicated. There are probably multiple ways to do this, but here is one approach that should work:
- Create 2 new control properties.
- Set the first property so it controls the JCM (put the JCM in its sub-component list, 1st stage).
- On that same (first) property, set the thigh rotation as the controller 1st stage (add/subtract) and set the second property as the controller 2nd stage (multiply)
- On the second property, set the other thigh rotate as the controller 1st stage
I've been knocking at this for a couple of weeks and know this one might be off in the weeds but a video would sure be helpful :) if you're looking for topics ... I'm loosing it on your 3rd line. So far I've got the original morph loaded into the x Rotation (Bend) for the thigh. Then I have two other control properties that both activate the morph. Calling them CTRL X and CTRL Y. When I add CTRL X to the controller as an add/subtract all is well... but adding CTRL Y as a multiplier in the 2nd stage gets an error... 'Circular control '
Many thanks again
Try using this image as reference for how it should look in the end: screencast.com/t/IECPyeeoB
Also, here is a different workflow that may make it easier:
1) Create 2 new control properties (to follow your example I called them CTRLX and CTRLY)
2) Follow the instructions in the above video for setting the first thigh bend to control CTRLX
3) Repeat step 2 for setting the second thigh bend to control CTRLY
4) Set CTRLX so it controls the JCM (put the JCM in its sub-component list, 1st stage)
5) Set CTRLX's controller 2nd stage (multiply) to CTRLY
Sorry if this is not the same but can you also create sliders to control specific moves? For example, I want to create a slider to bring one arm across the chest and make it bend around the neck.
You would need to use Keyed ERC to do that. I have a video that might help. ruclips.net/video/hdOiTBurBJc/видео.html
What about BOTH arms? Do I have to repeat the process, or can I simply mirror the morph? And how do you do that?
+Kezo lastname You will need to repeat the process for the other side. Would be nice if we had a feature that would mirror an existing morph, though!
+Josh Darling There must be a way, as I have seen it done with DAZ's flexion morphs, and the work that Simon WM/Xeric has done with their own flex morph packages...Wait, I'll just go and see if SimonWM can give us a tut/answer, thanks a lot for the answer though! :^)
BTW, you made an excellent tut, which is too rare, as too many video tutorials are mumbling meandering snooze-fests that end up spanning several videos because they take too long to get to the point! x^D
Now if you'll excuse me, I'm off to download your entire channel's videos! ;^)
+Kezo lastname Well, you don't necessarily have to build the morph twice if your modeler can mirror morphs. You do have to load each arm separately, though, and hook up their formulas separately as well. If SimonWM or Xenic know of an easier way that would be awesome, but I haven't heard of one.
Glad you like the vids!
Good tutorial. But there is some missing info in case people are interested. If you do this on clothing and save the clothing figure, it will only save dials for the morphs you created for that clothing item. So a clothing item will save the clothing figure and all morphs which is nice, but the Gianni dial will NOT be saved and your JCM won't work when you load the item in a new scene. They'll only be saved in your current scene and will work fine there. This is a really annoying aspect of DAZ. Any dial that was created from another figure needs to be saved separately (usually to the same location as your clothing item). In this case, the Gianni dial (usually called FBMGianni6 located in the Actor's property for your clothing item) would need to be saved as a morph using the same settings you used to save your clothing item.
My next task is to figure out how to apply custom equations or at least custom ranges to these sub-components based on the percentage of the current dial.
***** Ah good point. If working with clothing, you are correct that the generated morphs don't save automatically. That is a feature that prevents unnecessary morphs from writing to disk when they are unmodified/generated morphs. As long as morphs are marked as generated DS will not automatically save them when saving the item.
There are two ways to change morphs so they aren't flagged as generated anymore.
1) Use the Save Morph Asset dialog. Go to File > Save As > Support Asset > Morph Asset(s), set the authorship information and product name and check the morphs you want to save. This is a very useful way of doing it if you don't want to save your clothing item again.
2) The other way is in the Parameters Pane. If working with a single morph, you can click on the little gear icon on the morph to open it's settings. Change the content type from "Modifer/Shape/Generated" to "Modifier/Shape" and it will save with the clothing with no extra steps required. If working with multiple morphs, you can put the Parameters Pane in Edit Mode, select all the generated morphs that need changing, right-click and go to Set > Presentation and change it.
Josh Darling Ah cool. Thanks! This is useful info. I usually save them out separately. But good to know about the content type. And yeah, I agree it's best not to automatically save generated dials. I was just mentioning it in case someone ran into the same issue. It's really weird having a dial work in your scene, then you load the item in another scene and it does nothing.
***** Yeah, I appreciate you bringing it up. It is important for clothing creators to understand. I'm hoping we can change that functionality sometime so it is more automatic...
+Cobra Commander Oh good, I was just about to dig into this and see what could go wrong!
If I set up a custom JCM this way and then save my scene, will the JCM only be local to that scene? i.e., There's no chance I'm going to mess up my entire content library globally?
Correct, saving it in a scene wouldn't affect anything else. For it to load in other situations it needs to be saved as an asset
Cool.