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import_daz / Advanced / Morphs / Mix Shapekeys

Mix Shapekeys

Update in version 1.6.2. With the new morph system suggested by Engetuduoiti it is no longer necessary to mix shapekeys. The web of drivers automatically drive both the body and geograft morphs correctly. Since this tool is quite complex to use and not necessary for normal use, it has been moved to the Advanced Morphs section.

Sometimes 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.

mix1.png

Transfer the PBMG8FAnusOpen shapekey to the genitals using the Transfer Other Shapekey button in the Morphs section. The genitals now has two separate shapekeys, but they don't make any sense separately, as the following picture illustrates.

mix2.png

We therefore want to combine them into a single shapekey which is driven by a single rig property. Press Mix Shapekeys. A pop-up menu appears where we can select the shapekeys that we want to merge.

mix3.png

  • 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.
  • Shapekey:

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.

mix4.png

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.

Updated