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Ma3rk
01-15-2019, 10:50 PM
I've had LW for some time and 2018 for a year now. Had a need to delve into the 2018 MorphMixer today, and, well, ... Jeez! Really?

Perhaps this has been touched on in some other thread, but are there ANY worthwhile tuts or such for working with Layout's MorphMixer? Certainly haven't found any with the usual searaches anyway. The Wiki page just barely touches the basics & woefully lacking on nearly everything else. https://docs.lightwave3d.com/display/LW2018/Morph+Mixer

For one thing, how, (or can you even) search within either side of the panel?

You can scroll in the left panel, but double click or RMB click does nothing. Wiki is pretty sparce on 'splaining' the grouping stuff too. For example, since you can't multi select anything in the panel, are you limited to dragging items one at a time? And aren't morphs already grouped by their naming convention?

What is the Filter: at the bottom left actually filtering?

On the right side of the panel, I found that you have to be very specific where you have the cursor. For most of the panel area, it does nothing. You can select & move sliders with LMB of as you'd expect, but if happen to leave the cursor hovering over that tiny little slider, the MM scroll moves it as well; OK I guess if you know it does that. Not so much if your nervously fidgeting while looking for something in the massive list & not paying attention to the slider. Maybe that's just me though.

To smoothly move up & down the list, you can't just click in the light gray area on the right. No, that takes you to the click point w-a-a-a-y up or down the list. Instead, if you hover your cursor in the spacious 8 pixel wide light area & use the MM scroll, then you can see where your going. I bet that's a lot of fun on the newer 4K moniotors.

For a few morphs, none of that is all that big of a deal I suppose, but take a look at the attached & ask how can one efficiently work? Use the Groups feature? Sure. I suppose. If I knew how they were actually suppose to work.

I've got an idea: Why not have one of the propellor heads who "designed" this W.I.P. make a show & tell vid on this stuff? And/or write some DETAILED docs? Not like there hasn't been enough time.

Alright, soapbox getting put away for now.

143868

erikals
01-16-2019, 12:44 PM
use TAFA perhaps...

https://www.youtube.com/watch?v=0j2z4kkXUsU


500 morphs is ridiculous though, not sure why they would do that.

though guess yep, it could be handled better.

jwiede
01-16-2019, 01:30 PM
500 morphs is ridiculous though, not sure why they would do that.

After all, it's not like object and scene complexity growing substantially over time represents any sort of ongoing, 100% predictable trend. :rolleyes:

Marander
01-16-2019, 01:43 PM
When you export the fbx in DAZ you can limit the morphs in the export settings (by setting a filter for the morphs you really need / want).

However I agree that the morph mixer in LW is ancient and no joy to work with. The character workflow overall is too tedious in LW compared to other applications / to my main 3d app (where I can load DAZ characters with native rig).

erikals
01-16-2019, 01:51 PM
Blame the content, clearly that'll help.

After all, it's not like object and scene complexity growing substantially over time represents any sort of ongoing, 100% predictable trend. :rolleyes:

you should add >


though guess yep, it could be handled better.

Ma3rk
01-16-2019, 02:17 PM
When you export the fbx in DAZ you can limit the morphs in the export settings (by setting a filter for the morphs you really need / want).

However I agree that the morph mixer in LW is ancient and no joy to work with. The character workflow overall is too tedious in LW compared to other applications / to my main 3d app (where I can load DAZ characters with native rig).

Right. I finally figured out how to get everything to export, now I just need to figure out what I really need.

What is it your using to load Daz natively?

Ma3rk
01-16-2019, 02:28 PM
use TAFA perhaps...

https://www.youtube.com/watch?v=0j2z4kkXUsU

500 morphs is ridiculous though, not sure why they would do that.

though guess yep, it could be handled better.


\https://www.youtube.com/watch?v=0j2z4kkXUsU

The link just goes to a note that his site is down. Your page is actually where I started figuring you MUST have somehthing on this. Nope.

I'm sure I can whittle that list down, but even so there'll still be several pages I suspect. I'm not animating these just pose tweeks. Haven't gotten the fur to follow the main model morphs yet in LW (if that's even possible).

Still not sure quite how Daz treats Exporting a morph differently that a Bake, as they both seem to end up in the morph list. This is just for FBX export; OBJ's get their geom baked.

Kryslin
01-16-2019, 03:21 PM
Your lucky, trying to import an FBX with all the morphs from a Daz figure usually results in a crash on my end. Havn't tried for a while, though.

Before you export from DAZ, you can choose what morphs export via export options.

Be prepared, there are typically a lot of morphs with any Daz figure.

I agree, I think Morph mixer could be handled better. How, I don't know. However, facial rigging, though very nice, can be very tricky to set up correctly, even with excellent tools to help.

raymondtrace
01-16-2019, 03:45 PM
The link just goes to a note that his site is down...

You can find his email address on an archive of the site:
https://web.archive.org/web/20150426221959/http://www.macreitercreations.com:80/contact.php

The unfortunate lack of site maintenance is preventing him from seeing that people are still interested in his software. I was able to converse with him last year. With more knocks on his door, he might be better motivated to re-open for business.

erikals
01-16-2019, 03:46 PM
The link just goes to a note that his site is down. Your page is actually where I started figuring you MUST have something on this. Nope.

William made it earlier, so no need :)


https://www.youtube.com/watch?v=nr5BHcCukuw

however, only a part solution in this case.

Ma3rk
01-16-2019, 05:58 PM
William made it earlier, so no need :)


https://www.youtube.com/watch?v=nr5BHcCukuw

however, only a part solution in this case.

A couple things are clearer, but in the final analysis the tool needs a WHOLE lot more attention.

And another Wm. Vaughn to crank out explanation vids or at least someone to write docs OTHER than programmers. Can I get an "Oh YA!"?

Kaptive
01-17-2019, 02:32 AM
I don't know if this is useful info or not.... you're importing from Daz which is different to just making a morph in LW modeler.

To seperate morphs in to groups, the morph can be named Eyes.Open Eyes.Closed etc. The dot . inbetween defines the groupings, with the area to affect before the dot and the action of the morph after.
Also, morphs can be better handled by assigning the actions to nulls, and making more of a set of controlers within the scene itself. I've not done it for a while and I can't remember where it is though... I think it is a modifier in the graph editor for a channel called Cycler.

There is a great and fast tute on it by William Vaghan... here>>> https://www.youtube.com/watch?v=mldxQlnawxA

If I'm telling you things you already know, and I misunderstood your needs, I apologise. Have a good one!

Ma3rk
01-17-2019, 10:30 AM
I don't know if this is useful info or not.... you're importing from Daz which is different to just making a morph in LW modeler.

To seperate morphs in to groups, the morph can be named Eyes.Open Eyes.Closed etc. The dot . inbetween defines the groupings, with the area to affect before the dot and the action of the morph after.
Also, morphs can be better handled by assigning the actions to nulls, and making more of a set of controlers within the scene itself. I've not done it for a while and I can't remember where it is though... I think it is a modifier in the graph editor for a channel called Cycler.

There is a great and fast tute on it by William Vaghan... here>>> https://www.youtube.com/watch?v=mldxQlnawxA

If I'm telling you things you already know, and I misunderstood your needs, I apologise. Have a good one!

Not at all. I'll snag that video just in case. I can almost always gleen something from his tuts even with their age. The Docs for the morph export rules in Daz's panel are non existant.

I could aslo bring the exported model into Modeler & just prune a lot of the morphs in this case. Part of my doing this is to not just to dissect & understand Daz's inner workings better, but by bring things into LW, where I've much more control. Daz only has 8-bit render output for one thing. So even with Daz implementing Iray & PBR materials, you still only have a whopping choice of 3, 8-bit output formats.

I want to figure out how to convert the Daz PBR surfs to something useful in LW. I'd think someone could make a script or such that would to do that but for now it's a matter of scrolling through long lists & taking notes.

erikals
01-17-2019, 11:55 AM
also check >
https://forums.newtek.com/showthread.php?142525-Daz-Studio-4-6-to-Lightwave-Morphs

Ma3rk
01-17-2019, 02:22 PM
also check >
https://forums.newtek.com/showthread.php?142525-Daz-Studio-4-6-to-Lightwave-Morphs

Ah. Thanks. I'd read thru the first one but there was a much older thread w/ 16 pages that I'll bookmark & browse. Just got internet back. SoCal & rain just don't play well together.