![]() ![]() I knew at some point I would have to get into creating JCMs (joint controlled morphs) to fix up deformation issues, but this was something I knew nothing about and was quite intimidated by. When I started on the project, the generation 3 expansion for Wear Them All hadn’t yet been released, and regardless, I wanted a more complete conversion than auto-fitting generally provides. ![]() Unfortunately, most are for older figures such as V3, A3, and V4, thought there are a couple of very cool more recent products too. As far as I’m concerned, ElorOnceDark’s products are some of the most unique and interesting available in DAZ’s store. When Esha’s Refined Rigging crossed my path I was working on painstakingly refitting, and rigging ElorOnceDark’s Kallisto Mutant Warrior (Victoria 3) for Genesis 2 Female. This is not an exhaustive tutorial, though I do go into some detail on the elements that weren’t explored by Esha. I have also picked up a few things I thought would be beneficial for other users starting out with creating morphs, such as Joint Control Morphs, to enhance their content, or customise existing DAZ content. Though I found the tutorial very helpful, I did find some shortcomings. This tutorial is a follow up to the review I did of Esha’s Refined Rigging. Though Genesis 3 F is used in this tutorial. If more than one part of this journey sounds like a foreign language to you, fear not – it’s taken me a while to understand the principle too.Kallisto Mutant Warrior painstakingly morphed and re-rigged to Genesis 2 F. If you’ve made it this far, congrats! This is a really tricky subject to follow. Right-click the joint rotation to do this.Īll we have to do in this window is to hit Accept, then take our Parameters Tab out of Edit Mode, then we’re done! ERC freezing means it’ll gradually dial up the morph as we approach our value. If we don’t do this, our morph will pop into place as -45 degrees is reached. We’re almost done! All we need to do now is ERC Freeze our joint rotation so that DAZ Studio can interpolate the values as we approach our rotation value. ![]() I thought this little mini-video might come in handy. Through this process we let DAZ Studio know that there’s a connection between a joint rotation and a morph. I know this is confusing, but bear with me. Now comes the tricky part: left-click and drag the rotation slider over from the Parameters Tab and on top of the 1st Stage Controller of our morph in the Property Hierarchy tab. In my case it’s in the top, specifically in the Bend Section under Rotation. On the latter, find the joint we’d like to drive this change. Make sure to dock the Property Hierarchy somewhere so that you can see it at the same time the Parameters Tab. The one we’re interested in is the Controllers section. Don’t panic though, it wants to be your friend and will show us all kinds of values about our sliders. This will open a slightly scary pane that you may not have come across before. We need to put our Parameters Tab into Edit Mode, then right-click our Morph and select Show in Property Hierarchy. We’ll teach DAZ Studio how to connect these two values. Mine is called Top Out, and I’ll dial it up to 100%. Next I’ll find the morph I’d like to auto-follow when I do this. In my case that’s the top part of my cylinder, I’ll move it -45 degrees in the X direction (bend). Let’s see how we can make this happen.įirst, make a change on your model. Whenever I bend it to -45 degrees, I’d like for that morph to dial in. In my JCM example I’ll use something super simple to demonstrate the concept: I’ve given my rigged cylinder a morph that makes his top bludge out. Knowing about controllers will help you understand JCMs as well as MCMs. The concept is somewhat related to how controllers work, I’ve described the process in my previous article. It’s a bit like an “if this then that” statement, interpolated depending on what value is dialled in. ![]() Say a bicep muscle that needs to flex when an arm is bent 90 degrees in one direction. Joint Corrective Morphs (or JCMs) is the principle of driving morph sliders if a particular joint rotation reaches a certain value. ![]()
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