
Knowing that, this setup makes a little more sense. It's more like a single maya particle rendered in sphere mode ie it has position and scale, but no verts that make up the surface. The answers are that a default houdini sphere (called a primitive sphere) isn't like a maya nurbs or poly sphere. 'But hang on, you said we're basically manipulating verticies, how come this setup magically reads the transform of the sphere? And shouldn't the grid verts be warping to all the verts on the sphere surface?' Good questions.(In fact you see this happen before you modify the distance and blend with parameters). If you had no falloff, the entire grid would disappear to a single point at the center of the sphere. This setup reads the position of the sphere, and transfers it to each point on the grid, with falloff.In houdini, all the fun stuff is down here, getting messy, pushing points around. While in maya you rarely modify these directly (usually you stay one level higher and manipulate object transforms). In maya you'd say this are the vertex positions.


24 Effector for scale, rotation, colour.18 Attributes as groups, or groups with syntax.13 Point and attribute transfer with lag via solver sop.12 Point and attribute transfer together.6 Hscript, Vops, Vex (and python), which to use?.When you dial down your morph the rigging should now adjust automatically.ġ1. select "property", go to "morphs" and select the one you created with morph loader, CHECK "restore Figure Rigging" (not shown in image below) and click accept. In the options select Node as your figure and Property. Right Click on your figure and choose ERC Freezeġ0.

ERC Freeze - On the main window goto Panes>Property Hierarchy.

Right click in the view pane and goto edit>Adjust rigging to shapeĩ. In Tool Settings tab go to Joint Editor, you should see the rigging in the view pane. (before clicking accept you could change the property group so that it shows up in say, shaping/Actor/Female etc but we have left it at the default "morphs/morphloader")Ĩ. Goto Edit>Figure>morph loader pro, click "choose morph files" and choose the obj file you exported earlier then click accept Zero or Delete figure and reload base figure without any morphs dialedĦ. In the Parameters pane change your figure mesh resolution to "Base" and subdivision to "0"ĥ. Load your Figure, in this case Daz Genesis and apply your character preset or shape as desiredĢ. Bear in mind you cant distribute the single morph you create if you use morphs created by others on your source obj file export.ġ. The aim is to use this morph in a further tutorial but you might want to just use "your" morph on a slider so you can mix it with other characters etc. This tutorial is for those who want to create in Daz Studio 4.7 a single dial morph for characters you have created/tweaked multiple morphs on. Published on Monday, 15 December 2014 01:10 Creating a Single Dial Morph in Daz Studio 4.7 Details
