Surody discovered that automatic armature morphing does not work when rendering animations. To circumvent this problem, a new tool for rendering a sequence of frames has been introduced, see Morphing Armatures and Rendering.
In DAZ Studio it is possible to create morphs that change both the character mesh and armature, so called ERC (Enhanced Remote Control) morphs. In Blender that would correspond to morphs that change the rest pose of an armature, but that is not supported by Blender. In the past such ERC morphs have been ignored, but with the latest commit of the DAZ Importer they can be dealt with.
It is inconvenient to have to press the Morph Armature button for each frame change, and you may wonder if there is a way to automate that. The answer is yes, but the procedure is somewhat awkward. However, it is awkward on purpose, for two reasons.
- Morphing armatures is a quite expensive operation, which we don't want to enable by accident. E.g., the frame rate for the Jekyll-to-Hyde sequence dropped from 54 fps to 8 fps when auto-morphing armatures was enabled.
- Auto-morphing relies on application handlers, which would not be defined if the DAZ Importer is disabled, or if the blend file is moved to another computer, e.g. at a render farm.
To make auto-morphing work even when the DAZ Importer is disabled, we have to load the file morph_armature.py into the text editor and register it, in the same way as the stripped runtime system was loaded in previous releases of the DAZ Importer.
- Open the file morph_armature.py in a text editor window. It is located in the runtime subfolder.
- Run the script by pressing the right-pointing triangle button (Run Script).
To make it persistent, so auto-morphing is enabled automatically every time the blend file is opened. This is what you want to do if you send the file to a render farm.
- Open the file morph_armature.py.
- Enable the Text > Register checkbox.
- Save the blend file.
- Reopen the blend file.
When automorphing is enabled, only selected armatures are morphed. This can be used to control which armatures are morphed, although deselecting an armature does not change performance very much. The handler toggles into edit mode once for each frame change and updates the rest pose of all selected armatures. Typically going in and out of edit mode is the expensive operation, and that is only done once independent on the number of armatures.