User Tools

Site Tools


This page exists within the Old ArtZone Wiki section of this site. Read the information presented on the linked page to better understand the significance of this fact.

Creating a Body Suit for V3 or M3

Author: deepblue

Tools Needed

  • Poser 4
  • Vertex modeler
  • Text Editor

Introduction

To make the basic body suit complete with the injection morphs you need only a text editor capable of find and replace. To make the recommended new morph target you will need a vertex-editing program (like Carrara 3) that allows you to add thickness and select individual body parts. To clean up your files you will need a text editor, a Morph-Manager utility (http://www.soft-rabbit.com/) and DAZ's DialCleaner. This tutorial will probably take 2-4 hours per figure, depending on your level of expertise, but you will have a very versatile body suit in the end.

400-009a3.jpg

Step 1 - Creating the CR2

Do not be afraid of your text editor, it may soon become your life-long friend. I will be using the Victoria 3 CR2 file for this tutorial, but the same steps apply to the Michael CR2 as well as any other characters you may wish to adapt this to.

Open the Victoria 3 sr1.CR2 file in your text editor. Save it as a new file in: Runtime: libraries: character: V3 Morphing Clothes: as V3 Body Suit.CR2

Delete the storage and geomHandler lines of text from every body part that you do not want geometry for actor BODY: (this would include the head, eyes, hands, fingers, feet and toes).

400-009b3.jpg

-All you will be left with are empty brackets on separate lines under their body part names:

400-009c3.jpg

Save. This has made it so that when Poser loads the new V3 Body Suit that it will use the Victoria 3 base OBJ, but will not load the body parts you do not need for a body suit. Be sure you have not deleted any brackets or changed their tabulation- this would result in an 'invalid file format' error when you try to load the figure into Poser.

Test your figure in Poser. Make sure it loads without the body parts. In the Joint editor zero the figure. Move each foot into the zero position, memorize (Edit: memorize: figure) the figure and save it back into the library.

Step 2 - Enabling the Injection Morphs/ Preventing Cross Talk

In this next step we will begin to make it possible to use the injection morphs on the figure without causing cross-talk problems. Go to the Poser4 folder on your hard drive and find within Libraries the Pose folder. Create a new folder (with any name) that will describe the contents as V3 Body Suit Injection Morphs. Now go to the !V3 All Morphs INJ folder and copy the applicable .pz2 and PNG's to the Body Suit pose folder you just created. Double check to be sure that you have duplicated the files and not just moved them. Applicable files to copy include the Body Morphs. Non-applicable files (you need not copy) include the Head Morphs. If there are certain injection files from other folders that you like to use (like spandex) feel free to copy those into this folder as well.

Now find within Libraries the !DAZ folder: Victoria 3: Body: and create a new folder called Body Suit INJ. Copy all of the files within the Deltas folder to the new folder you just created. Make sure you are duplicating files. Some of these files will not be needed, but to prevent accidental deletions and 'file not found' errors- wait until the cleaning process to worry about them.

Now go back to your text editor. This next part is rather time consuming, but is absolutely possible, and easy, when you have a text editor that is capable of finding and replacing words. Within your text editor open all of the files contained in your new injection pose folder [located in libraries:pose: (your file)]. There will be many of them, so it is all right to open only 10 at a time if you wish. With your 'find and replace' command- find the words:

DAZ:Victoria 3:Body:Deltas

-or-

DAZ/Victoria 3/BodyDeltas

And replace them with:

DAZ:Victoria 3:Body:Body Suit INJ

-or-

DAZ/Victoria 3/BodyBody Suit INJ

Use the appropriate file protocol for your platform. The colons I use to divide the folders reflect Mac protocol. The PC uses slashes to describe embedded files. Although, I am not sure weather they are forward or back.

Save and Close. Repeat for every file. You should not have to re-enter the find and replace information. There should be a quick option within your program's menu that allows you to 'replace all' and just uses the last entry as its reference.

You have just linked your copied Injection poses to the copied morph deltas within the Body Suit INJ folder you made earlier. This will allow us to change the actual code without destroying the original. We will now make it possible to use the morphs when the body suit is conformed to V3 without cross-talk problems.

In your text editor open the files contained within- !DAZ:Victoria 3:Body:Body Suit INJ. You may open 10 at a time if you wish, but don't loose track of where you are on the list! With your 'find and replace' command- find the word:

name

And replace it with:

name q

By re-naming the individual body part morphs (adding the 'q') we disable cross-talking between them. When your body suit is conformed to Victoria you will now be able to morph Vicki and have the body suit automatically change with her, but also be able to go to the body part morphs (not Body) and change those (now independent of cross–talk) without affecting the corresponding morphs on the other figure.

The only problems you may find will come when you inject morphs into the figure after it is conformed to Vicki. The body suit may assume the default pose of Vicki, and you will have to zero the figure again. It is easiest to inject all of your needed morphs before you conform the figure to prevent that inconvenience from surfacing. There may also be a problem of opposite cross-talking if your body suit is loaded prior to V3. You may want to always be sure that the body suit is loaded after Vicki is already in the scene.

Repeat the 'replace all' command for every delta file. That's a lot, but it's worth it! Save and Close after each.

Test your figure. It should work with all the morphs you have enabled. The dials for the individual body part morphs should be named with a 'q' in front of them. Note: you do not have to use a 'q'.

Step 3 - Creating the morph

This is what we've been waiting for: the morph targets that will make all of this effort worthwhile. Use Carrara 3 or your favorite modeler. I will tailor these instructions specifically for Carrara, and hope that you have explored your modeler enough to make an interpretation.

First we need to have a model to alter. You can use the one you just created, since it references the base V3 OBJ file. Load the body suit figure in Poser. Export the figure with only the visible body parts checked in the Hierarchy list. Include the names your modeler will need, Do not weld, Export as a Morph Target with No World Transformations.

Open your modeler. Import your file. Disable auto-scaling and auto-positioning. In Carrara the best fields to change to are: Disable auto-scaling, Vertex primitives, create a single poly-mesh, and create only one object.

Select your figure and view it in your vertex modeler. In Carrara, select the figure and click the wrench icon.

Select the entire figure. Add thickness- the number is up to you, for ultimate control only use the bare minimum that will make it show up above Vicki's skin. In Carrara, highlight the figure, go to: Construct: add thickness, enter: .001 and wait patiently.

How you separate the new mesh from the old will depend on your individual modeler. In Carrara the new mesh is already selected. Go to: Edit: Copy, now delete everything and go to: Edit: Paste. Now you should have the new mesh only. It should have all the body part names in all the right places. In Carrara the normals are reversed, but that shouldn't be a problem.

Unfortunately now you have to do a little work and export each body part individually. A quick way to do that in Carrara is: within your modeler select a body part using the selection menu. Go to: Invert Selection. Now Delete. You will only have one body part left. Export (you do not have to go back to the Assemble window if your figure is selected). Name the file something like hipmorph.obj. Make sure it is a Wavefront and Save. Now (still in the modeler) Undo until you get the whole figure back again and select a new body part. Repeat the process until you have exported morphs for each individual body part, remember to invert and delete or you will have the wrong number of vertices for your morph.

Now you are ready to apply the morphs in Poser. Load your body suit into the scene. Select a body part, then go to: Object: Load morph target. Locate the OBJ file you just made in your modeler that matches your selected part. Name the morph something like 'expand'. Hit OK. Now turn the newly created morph dial up to 1 or more until you perceive that it works. Leave the dial set to 1. Import all the other morphs. Leave their dials set to 1. Now create a full body morph, by going to: Figure: Create Full Body Morph, name it. Zero all the previous dials, and test your new FBM dial. If you have created any bad morphs these can be deleted or re-named in the Hierarchy editor when you check the Show all Parameters box.

If you had problems with importing your morphs- check to be sure that you did not weld the vertices when you first exported them from Poser. Also, within your modeling program, be sure you do not have double vertices along the edges of your body parts, or that you have not accidentally deleted the edges. These can be common mistakes.

When your figure works to your satisfaction, save it back into the library.

Step 4 - Cleaning up

Your figure probably works fine and is completely usable, but there are a few things you can do to make it a little less memory and time consuming. The first is to make a default set of material settings, the second is to delete all of the morph parameters for unused body parts, the third is to hide all of the PBMDC dials that have appeared, and a forth option is to delete the now unused material names from within the .CR2 . You could also are delete unused delta files and references, but I will leave that one to the real perfectionists.

Load your figure into Poser. Go to Poses:!MAT V3: apply All White. Now go to the material editor and change the settings for SkinNeck, SkinHand, SkinFeet, and PubicHair. Change the object and highlight color on each to black, move the highlight slider to zero and the Transparency Min and Max sliders to 100%.

Open your Morph-Manager utility; open the CR2 file for your Body Suit. Select the Head morphs, hit delete. Do the same for all of the other unused body parts like the fingers, toes, feet, and hands. Save it, test it, and if all is well, re-name your CR2 and PNG files back to V3 Body Suit.

Now open the Dial Cleaner utility. Open your CR2. Clean Dials. Save. Close the utility. I recommend always closing and re-opening the utility per CR2.

OPTIONAL: The following will create a new OBJ file for your figure. It will no longer reference the V3 base OBJ, however the only differences will be the missing body parts and the new material settings. All of the morphs will still work.

In Poser, Load your body suit. Re-assign the Nipples material to the SkinTorso material using the grouping tool. Here's how: Select one of the Collars and open the grouping tool. Click New Group, type nip, click Include Material, find 'Nipples', click Assign Material, type 'SkinTorso', click Delete Group. Do the same for the other Collar. Save the body suit back into the library.

A new OBJ file has been created within your V3 Morphing Clothes folder. It makes more sense to have it in Geometries. Go ahead and put it in:

Geometries:DAZClothing:MilWom:V3:V3 Body Suit.obj

Now we will go back to some fun CR2 editing. Open your text editor. Open the Body Suit.CR2 file. Because you have re-located the OBJ you will need to change the referencing. There are 2 lines you will need to change. They both begin with 'figureResFile' and are located before and after the list of body parts. You will need to change the folder references to point at the new OBJ location. Just simply change everything after Runtime: or Runtime to (depending on your platform):

Geometries:DAZClothing:MilWom:V3:V3 Body Suit.obj

-or-

Geometries/DAZClothing/MilWom/V3/V3 Body Suit.obj

Remember to change both references.

Now, scroll down to the very bottom where the material settings are located. Delete the names and settings for all of the unused materials: Tongue, Riris, RPupil, REyewhite, RCornea, LIris, LPupil, LEyewhite, LCornea, Gums, Teeth, Eyebrows, Eyelashes, Lacrimal, Nostrils, InnerMouth, EyeSocket, Lips, SkinScalp, Fingernails, Toenails, and Nipples. Be sure the brackets and tabulation are correct. Save.

Note: A quick way to make all your materials the same is to just copy and paste the settings from one to the other in the text editor.

Step 5 - Conclusion

There are many other things you can do to make your suit more customizable, like re-sizing and positioning the UV map using UV Mapper; re-defining the material settings to make custom transparency settings for sleeve length, neckline, and so forth; adding wrinkle morph targets using the magnet and wave tools; and making great transparency maps using the pen tool in Photoshop. But I'll leave those up to you.

Remember:

The only problems you may find will come when you inject morphs into the figure after it is conformed to Vicki. The body suit may assume the default pose of Vicki, and you will have to zero the figure again. It is easiest to inject all of your needed morphs before you conform the figure to prevent that inconvenience from surfacing. There may also be a problem of opposite cross-talking if your body suit is loaded prior to V3. You may want to always be sure that the body suit is loaded after Vicki is already in the scene.

This would be a good set of steps to follow:

1. Load Vicki

2. Inject her morphs

3. Load the suit

4. Inject its morphs

5. Conform the suit to Vicki

Good Luck!

Comment from the DAZ staff:

The results of this tutorial are for personal use only and may not be distributed without the express permission of DAZ.