Morphs for modern Daz characters will only work if Blender is allowed to Auto Run Python Scripts. See the document on ugly faces for details.
- Import Units. Import all selected face units morphs.
- Import Expressions. Import all selected expression morphs.
- Import Visemes. Import all selected viseme morphs.
- Import FACS Units. Import all selected FACS units morphs.
- Import FACS Expressions. Import All selected FACS expressions morphs.
- Import Body Morphs. Import all selected body morphs.
- Import JCMs. Import all selected joint corrective morphs (JCM's), which are shapekeys driven by bone rotations.
- Import Flexions. Import all selected flexion morphs.
- Import Custom Morphs. Import the selected morph files to the active mesh, or the morphs from all files in the directory. The morphs must have the same number of vertices as the active mesh. Optionally, object properties that drive the morphs can be created, and can be accessed from the Custom Morphs panel.
- Transfer JCMs. Transfer all joint corrective morphs (bone-driven morphs) from the active mesh to all selected meshes.
- Transfer Other Shapekeys. Transfer all shapekeys that are not corrective morphs (driven by bone rotations) from the active mesh to all selected meshes.
- Add Shrinkwrap. Add a shrinkwrap modifier to specified meshes to keep them above the active mesh. This is an alternative or complement to transferring JCMs.
- Mix Shapekeys: Combine two shapekeys into a single one.
Import UnitsWhen we press Import Units, a pop-up dialog appears with all available face units.The list depends on which morphs for this character that was found on your computer.
Search for all morphs involving the eyes. Press None to deselect all morphs, and then select the three EyesClosed morphs. Press OK to load the morphs.
If you started Blender from a terminal window, you can follow the progress while the morphs are loading. The character in front to the morph name has the following meaning:
* The morph (driven by sliders) was successfully loaded.
! The morph (driven by bone rotations) was successfully loaded.
- The morph failed to load.
? Too little information is available to create the morph now. Try again later.
- Prettify Panels: Change sliders to checkboxes. If boolean options appear as sliders, use this button to refresh them.
- Select All: Select all morphs in the Face Units panel. When selected, the checkbox to the right of the slider is checked.
- Unselect All: Unselect all morphs in the Face Units panel.
- Disable Drivers: Temporarily disable all bone drivers to improve posing performance. All morph panels remain locked until drivers are enabled again.
- Keys: Add category morphs to the active custom keying set, or make a new one (?).
- Key plus: Insert keys for all selected face units at the current frame (checkboxes enabled).
- Crossed key: Remove keys from all selected expressions at the current frame (checkboxes enabled).
- X: Clear all selected expressions (checkboxes enabled).
- Magnifying glass: Only display morphs matching the search field.
Import ExpressionsExpressions work in the same way as Face Units.
Import VisemesVisemes work in the same way as Face Units.
At the top of the Visemes panel there is an extra button: Load Moho. With it you can import lipsync files in the Moho (.dat) files, which can be created with the program Papagayo from lostmarble.com. Press the button and select a .dat file in the file selector.
Import FACS Units
- Import FaceCap File: Import a facial mocap animation made with FaceCap (iOS facial capture app for devices with Face ID).
- Import Live Link File: Import a facial mocap animation made with Unreal Live Link.
Import FACS Expressions
Import Body MorphsBody morphs are morphs which involve the body rather than face. Note the difference between a body morph (bones driven by rig properties) and a pose (bone rotations loaded from a file). The interface works in the same way as Face Units.
A drawback of loading pose morphs is that we can no longer pose the affected bones by hand, because the bones are now driven by rig properties; the bone rotations turn purple.
Import Custom MorphsNot all morphs are facial expressions or correctives. To import some other type of morph to the active mesh, press the Import Custom Morphs button.
- Use Drivers: Create drivers for the loaded morphs.
- Category: Name of the category to which this morph(s) belongs.
A new panel called Custom Morphs opens up. At the bottom the category Shapes contains the two loaded morphs, corresponding to the twodriven shapekeys. Each categories contain sliders for the morphs that belong to it, and a pin button to set this slider to 1.0 and all others to 0.0. The sliders in each category can be hidden by unselecting the corresponding checkbox.
The new options at the top are
- Open All Categories: Show the sliders of all categories.
- Close All Categories: Hide the sliders of all categories.
Turn up to PearFigure to 1.0. Aiko grows fat, but she has not bought bigger sized clothes to match. We will fix that later.
Import Standard JCMsThe deformation of DAZ characters is improved with corrective shapekeys, known as Joint Corrective Morphs (JCM's) in DAZ Studio. In the DAZ Importer, we distinguish between standard JCM's, provided by DAZ for the base character (Genesis 8 Female in our case), and custom JCM's, which may be provided by various vendors.
The load interface for standard JCM's is identical to facial expressions. Here we select and import all JCMs for the two abdomen bones.
Import Custom JCMsSome vendors provide specialized JCMs which work better with their characters than the default ones. Aiko is such a character. Press Import Custom JCMs and navigate to the Aiko 8 folder, where we select the three morphs that involve the head bone.
When Aiko bends her head bone forward, the corrective shapekey Aiko8HeadBndFwd kicks in.
Import FlexionsFlexions are bone-driven morphs that simulate the flexing of muscles. They are a new additions to Genesis 8.
Import Custom Flexions
This tool loads flexions from specified files. It is very similar to the Import Custom JCMs tool, but there is a subtle difference. If importing morphs with Import Custom JCMs fails, try importing them with Import Custom Flexions instead, and vice versa.
Transfer JCMsSo far we have added morphs to the character but not to her clothes. The two last buttons in this section transfers the body morphs to the clothes meshes.
First there is a warning, however. If you intend to create low-poly versions of the clothes, as described in the Low-poly Meshes section, you need to do so before transferring morphs to the clothes. The reason is that the Quick Low-poly tool only works on meshes without shapekeys.
- Nearest Face: Transfer shapekeys from the nearest face on the source mesh. This usually works well to transfer shapekeys to clothes and is the default.
- Body: Only
transfer between the first vertices, until a vertex with changed
location is encountered. This works for shapekeys on the body that do
not involve the geograft, because the merged vertices have higher vertex
number than the original ones. This method is very fast when it works.
- Geograft: Transfer shapekeys to the nearest vertex of the target mesh. Note the difference to the Nearest Vertex method. There each target vertex is paired with a source vertex, here each source vertex is paired with a target vertex, and nothing is transferred to unpaired target vertices. Use this to transfer shapekeys from the geograft to the merged mesh. Performance is the same as for the Nearest Vertex Method.
- Legacy: This transfer method uses the data transfer modifier, and was the only method before version 1.5.1. It is very slow but works well in general.
- Use Driver: Let the transferred shapekey be driven by the same rig properties as the original shapekey.
- Overwrite Existing Shapekeys:
- Selected Verts Only: Only transfer shapekeys of selected vertices.
- Ignore Rigidity Groups: See https://diffeomorphic.blogspot.com/2019/02/loading-morphs-after-anatomy-has-been.html.
+ The morph was auto-transferred and non-trivial
- The morph was auto-transferred but found to be trivial, and therefore discarded.
* The morph was imported from a .dsf file.
0 The morph was skipped because only vertices outside the clothing's bounding box are affected.
After the JCM's have been transferred to the top and skirt, the clothes no longer intersect with the body when Aiko bends forward.
The Nearest Vertex and Geograft transfer methods compute a Numpy array with the distances between all vertex pairs, to determine which is the shortest. If both meshes are large, this array can be huge, and your computer may not have enough memory to allocate it. If this happens, you can revert to the old General method, which should always work. However, transfer to smaller meshes can still work, so only after the tool has tried to transfer the morphs to all selected meshes an error message appears with a list of failed meshes.
Transfer Other MorphsUse the last button to transfer all other shapekeys, which are not JCMs. These other shapekeys may have been loaded with one of the buttons in this section, or may have been created manually.
We want to select the remaining shapekeys from Aiko's body mesh to her top and skirt. Since we don't expect that the shapekeys affect the hair and shoes very much, we only select the top and skirt, and make the Aiko mesh active.
As an alternative to transferring JCMs, we can add shrinkwrap modifiers to the clothes to keep them outside the body. This is not difficult to do manually, but for convenience a button that adds shrinkwrap modifiers to several meshes is available. The same button is also part of the Visibility panel.
When Aiko bends forward, the top and skirt now stay outside the body. Compared to the picture with transferred morphs above, the shrinkwrap method seems to be less accurate, but it may be good enough in many cases.
Mix ShapekeysSometimes two shapekeys in a merged mesh are really supposed to be a single one. Consider e.g. the New Genitalia for Victoria 8. Both the genitals and the body have morphs for opening the anus.
- Overwrite First: Replace the first shapekey with the mixed one, otherwise create a new shapekey. In this case an extra field appears where you can specify its name.
- Delete Merged: Delete the original shapekeys.
Then there are two columns, one for each shapekey.
- Magnifying glass: Use this to filter.
- Factor: Multiply the offset with this factor.
In our case we want to replace the PGMAnusOpen shapekey with the sum of both shapekeys, and remove the transferred G8F shapekey, so we use the settings in the picture above.
The two shapekeys have been combined into a single one.
This tool can be used in other ways, too. Say that we have a character which is 30% Aiko 8 and 70% Victoria 8. Then we can import custom morphs for both characters, and then mix them with this tool, settings the first factor to 0.3 and the second to 0.7.