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@marcuswilm marcuswilm/animMorph.dsa
Last active Oct 28, 2019

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The script "animMorph" for Daz Studio 4 Pro was transferred on 2019-Oct-17 to that address on GitHub :
https://github.com/versluis/animmorph
There you can find different versions of the script.
Please make your choice according to your Daz Studio's version.
Many thanks to the Programmer-Analyst from Daz Production who provided on 2019-Oct-17 the new version of the script compatible with
Daz Studio 4.12 Pro.
Nice additional lines ofcode added in the script by that expert :
- a message window is enabled if the script is applied to a not compatible Daz Studio's Version.
- a very useful "undo animorph" function is added with the script.
You can select that "undo animorph" function in the "Main Menu > Edit" after the completion of the script and it will
give you the opportunity to delete the process that created the animation on Daz TimeLine in the event you made
something wrong with the script.
(I want to mention a little mistake that I forgot to correct when I published the previous version of animMorph :
The labels applied on the buttons "&ACCEPT = PROCEED" and "&CANCEL = DON'T PROCEED" that appear
in the small interface generated by the script. I am sorry for those "&" wrongly added by some obscur process of
my text editor. It is quite easy to delete them.)
Personally I don't want to contribute anymore to the evolution of that script.
Daz Studio 4 Pro is more and more a complex application and it requires too much time for studying the coding of
scripts for the newest versions.
With that script you can easily convert a Morphs Sequence of a Polygonal Mesh into an animation on Daz TimeLine.
The Morphs Sequence imported in Daz Studio can be produced by many 3D applications ( Marvelous Designer, Poser, Blender, etc).
If you own a license for the extended version of aniMate 2, a plugin developed by GoFigure and available on Daz Shop,
then the animations created with the Daz Studio's script can be exported in MDD Point Cache format applied to the mesh
in Wavefront Object format.
Another option is available to export your animations if you don't use the plugin aniMate 2 : the Autodesk FBX format
provided with the standard installation of Daz Studio 4 Pro.
(Undocumented feature of the script : The names and sequence's numbers of the Morphs don't require a strict syntax ;
it is their sequential arrangement driven by Morph Loader Pro during the import process that prevails.)
I wish you to create nice animations with Daz Studio.
:-)
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versluis commented May 10, 2017

Thanks for all those comments, and thanks again for sharing this script!

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marcuswilm commented May 12, 2017

Jay Versluis, thank you for your appreciation.
That script would be incomplete without your excellent tutorials (and particularly this video : https://youtu.be/Wz5AQ8azl4A with which you clearly explain how to export animations from DAZ Studio to Marvelous Designer and back ).
I also would like to recommend your very nice website https://www.versluis.com/ full of useful articles relative to 3D applications.

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versluis commented Aug 22, 2019

😍

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PA-ThePhilosopher commented Oct 14, 2019

Hello,
Thank you for this wonderful script. I have been using it for years. However, after upgrading to Daz Studio 4.12, now it seems broken. It gives me an error with each frame saying unable to add smoothing modifier. And it also fails to set proceeding morphs to 0%. Here is the log;

2019-10-14 11:50:45.386 Loading script: R:/My Daz 3D Library2/Scripts/animMorph/2017 Version/animMorph.dsa 2019-10-14 11:50:47.151 WARNING: Unable to add a smoothing modifier; a smoothing modifier already exists on Splash1_0000. 2019-10-14 11:50:53.584 WARNING: Unable to add a smoothing modifier; a smoothing modifier already exists on Splash1_0000. 2019-10-14 11:50:57.879 WARNING: Unable to add a smoothing modifier; a smoothing modifier already exists on Splash1_0000. 2019-10-14 11:50:58.399 WARNING: Unable to add a smoothing modifier; a smoothing modifier already exists on Splash1_0000. 2019-10-14 11:50:58.716 WARNING: Unable to add a smoothing modifier; a smoothing modifier already exists on Splash1_0000. 2019-10-14 11:50:59.030 WARNING: Unable to add a smoothing modifier; a smoothing modifier already exists on Splash1_0000. 2019-10-14 11:50:59.583 WARNING: Unable to add a smoothing modifier; a smoothing modifier already exists on Splash1_0000. 2019-10-14 11:50:59.865 WARNING: Unable to add a smoothing modifier; a smoothing modifier already exists on Splash1_0000. 2019-10-14 11:51:00.054 WARNING: Unable to add a smoothing modifier; a smoothing modifier already exists on Splash1_0000. 2019-10-14 11:51:00.253 WARNING: Unable to add a smoothing modifier; a smoothing modifier already exists on Splash1_0000. 2019-10-14 11:51:00.437 WARNING: Script Error: Line 232 2019-10-14 11:51:00.443 WARNING: TypeError: Result of expression 'oModifier.getValueChannel' [undefined] is not a function. 2019-10-14 11:51:00.443 WARNING: Stack Trace: <anonymous>()@R:/My Daz 3D Library2/Scripts/animMorph/2017 Version/animMorph.dsa:232 2019-10-14 11:51:00.446 Error in script execution: R:/My Daz 3D Library2/Scripts/animMorph/2017 Version/animMorph.dsa

Is this able to be easily corrected? If so that would be amazing, as many of my products rely on this script.

Thanks so much,

-P

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marcuswilm commented Oct 14, 2019

Hello PA-ThePhilosopher,

Thank you for your important message.

I am so sorry to discover that problem.

AnimMorph crossed trouble-free many Daz Studio 4's upgrades since several years.
I am still using Daz 4.11 and that's why I wasn't aware of that incompatibility with Daz 4.12.

Updating the instructions in a script is not always an easy task because the developers of the application for which it was written have added new sets of instructions, new processes and they possibly modify the index of the instructions set accessible by the scripting language dedicated to that application.

When I decided to write the first version of that script inspired by a few lines of codes published by Dredmark a member of Marvelous Designer's Forum ( https://marvelousdesigner.com/community/forum/ShowoffandLearn/1014) I knew nothing about Daz Studio Scripting Language.

At that time I was still using Daz Studio 3 and there was no script editor available.
I spent one full month (more than hundred hours) to study the Daz SDK and finally I was able to write "animMorph" with the simple use of NotePad.

Currently I enjoy spending my time with 3D art and I must admit that I've no pleasure anymore to write programs.
When I was much younger I was able to write thousands lines of codes as easier as I write my mother language (I speak French).
Unfortunately it is no more the case.
Therefore I cannot promise that I'll be able to publish a new version of animMorph compatible with Daz Studio 4.12.

If some programmer is able to update animMorph, s(he) is very welcome.
I published the source on Github for that purpose because it was always distributed for free and I don't claim any copyright.

However if you want a fast (possible) alternative solution, a Daz Studio's expert "mCasual" wrote a similar script (published a few days after the first version of animMorph). Here is the link of his website : https://sites.google.com/site/mcasualsdazscripts/

Here is the link to his script performing the same job : converting an OBJ sequence into an animation in Daz Studio :
https://sites.google.com/site/mcasualsdazscripts2/mcjobjstomorphingprop

Perhaps that mCasual's script is still compatible with Daz 4.12 because he used another method that doesn't use Morph Loader Pro.

Anyway I wish you good luck and be assured that if I can find the inspiration and also the intellectual strength to update animMorph then I would be happy to publish a new free version on GitHub.

Kind greetings.

marcuswilm

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PA-ThePhilosopher commented Oct 15, 2019

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marcuswilm commented Oct 15, 2019

Hello Davide,

You are very welcome.
I appreciate your kind words.

"10x the time", "elegance", "your product page", "your movies published on Vimeo" (those huge animated grass fields with those superb orchestral melodies), "to pay for your time" -> these are - for my mind - the main keys of your clever message.

"10x the time" : If you would ask to your computer to calculate the sum of the numbers ranging from 1 to 1.000.000.000.000.000 with a simple for-next loop, it could be time consuming. However there is a much faster solution : (1 + 1.000.000.000.000.000) * (1.000.000.000.000.000/2).

"elegance" : The "one click" action requested by a script.

"your product page" : Congratulations Davide ! I already watched some of products and I may say that I am seduced by their "elegance". You are a very skilled 3D artist "animated" by your your love for nature.

"your movies on Vimeo" : nice presentations/tutorials of your products. Behind them I can perceive a man whose eyes can focus on both micro- and macro world.

"to pay for your time" : If you could pay with time for my time then I would probably be motivated to perform the requested job.
But you cannot do that because mother nature already took its decision about my life span.

About animMorph, last year I discovered that the generated animations on Daz TimeLine don't require a transfer in the Animate2's pane.
Indeed Daz TimeLine provides a free solution to export those animations in FBX format. And that is particularly interesting for the artists who
are creating content for the Game Engines. I successfully tested that process with Unity 3D.

As you probably know, Marvelous Designer FBX exporter cannot create a file containing the garment's animation.
If you export the same garment's animation as an OBJ sequence then you can convert it into a FBX animation thanks to Daz Studio.

This morning (Brussels Time), I visited this page on Daz Forum https://www.daz3d.com/forums/discussion/341001/daz-studio-pro-4-12-highlights and I was surprised to read this "... This view is an integrated and improved version of the previously available "graphMate" plugin ...". As you probably know, graphMate is a product developed by GoFigure. I recently noticed that the link to the online help ( http://gofigure3d.com/... ) in the aniMate2's pane is broken.

If Daz Studio's Developers decided that some of the GoFigure's products could be fully integrated in their application, then I would suggest them to add a few lines of codes to implement in it the process executed by animMorph. I am convinced that they could do that job much easier and much faster than me.

Have a nice day, Davide.

marcuswilm.

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PA-ThePhilosopher commented Oct 15, 2019

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marcuswilm commented Oct 15, 2019

Hello again Davide,

I am pleased to read your friendly message.

Please have no doubt about my decision of not claiming any intellectual property on the script animMorph.

Therefore I firmly confirm that you (or anyone else) have my consent to freely use for any purpose the lines of code and the programming logic contained in the script animMorph.

Furthermore it is good to know that if any programmer would compare that script to the lines of code published by Dredmark in Marvelous Designer's Forum, then s(he) would note that nearly no lines of code found in his thread (link provided in my first answer to you) remain in animMorph.

You mentioned that mCasual's script is slow but when I tested the algorithm found in the script posted by Dredmark I was sometimes unable to see the completion of the animation when there were a few hundreds items in the obj sequence because it took too much time.

If I am going so deep in my explanation, it is because I know that some people have a bad mentality and that Internet is sometimes a space where there are regularly copyright infringements. I consider that I have done an honest job.

About your quest for information about the game engines Unity and Unreal, I think that you would have to visit their forum.
Personally after having read in depth their license agreements I decided that I won't use those applications to possibly publish video games.

Seven years ago I became a member of "The Game Creators" community where there are great software engineers, especially Lee Bamber, a British genius in computer sciences (rewarded by the Nvidia Black Belt). He developed a powerful programming language "Dark Basic" with which skilled programmers can create triple-A video games. In the year 201x Lee Bamber started a crowd funding to create a new game engine the current name of which is "Game Guru".

I decided to follow that path and from year to year I am glad to see that it is becoming a powerful game engine with the advantage of having a user friendly interface to create nice video games. It only takes a few hours to build some nice animated landscapes populated with forests having hundreds of trees shaken by the wind, huge animated grass fields, plants, props and figures. And since a few months the content can be rendered with PBR materials. Users who know nothing about programming can use the scripts provided in the default library.
No complicated workflow for that purpose.

I have some interesting projects in mind with Game Guru; it is nothing relative to those "shoot them all" games.

Here is a link to a thread in Marvelous Designer's forum where I published a small experiment with Unity :
https://marvelousdesigner.com/community/forum/TheCommons/10945

I wish you a lot of success with your nice artistic creations.

Kind greetings,

marcuswilm.

P.S. : don't hesitate to post a reference to my comments posted here if ever requested.

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vislaw commented Oct 16, 2019

Coincidentally, I decided to dig into the workflow from MD to Daz Studio and found this wonderful tool. I'm so sad to see it is broken with the current version but I deeply appreciated the correspondence here. Marcuswilm, you are a beautiful person and I am grateful for your explanation and your very thoughtful comments. Davide, I've been familiar with your work and certainly will do anything I can to assist you in the effort to get Daz to add this functionality. Thank you both.

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marcuswilm commented Oct 16, 2019

Hi Vislaw,

Thank you for your kind words.

I remember the time when you were an active member of Marvelous Designer's forum (in the year 2011).
You posted there topics relative to your interesting experiments like this one : https://marvelousdesigner.com/community/forum/TheCommons/1180#2

What happens to the script animMorph doesn't surprise me.

When I published its second version a few years ago, I added lines of codes to scan the Daz Action Manager because I noticed that the script didn't work anymore after an upgrade of Daz Studio 4.x Pro.

In this way I expected to give a longer life to the script if Daz Developers would modify again that Action Manager.
I consider that it is a simplistic solution, a trick, but it worked for several upgrades of Daz Studio (and I wouldn't be surprised to learn that it is still valid as explained later in this comment).

Today I took the risk of installing Daz Studio 4.12 on my desktop. I still have a back up of the download of Daz 4.11 if needed later.

I studied that new extended TimeLine after having faced that problem found by Davide : the warning message relative to the "smoothing modifier" that cannot be added to the morph sequence to be transferred on the TimeLine with the script.

Very problematic when you have requested the execution of the script to transfer a few hundreds of morphs. No other solution (very unpleasant) than to cancel the Daz Studio's Task.

I noticed a positive point (as shown in the attached small animated gif : Having tested with a short range of morphs, I was patient enough to click on each warning message appearing for each transfer of morph on the TimeLine.
In this way the script could fulfill its job.

What's new in Daz TimeLine :

  • many keyframed parameters are controllable in the Object Properties recorded on the TimeLine : Types (T, S, R, O, H); the Morphs Parameters are contained in the (H)idden Node -> I enabled its visibility after having loaded the sequence of morphs with Morph Loader Pro.

  • Interpolation Type : TCB, Linear, Constant.

For the transfer of a Morph Sequence, it is the Interpolation "Constant" value that is required on the Frame Zero of the Morphs Node. Unfortunately, the script doesn't detect that problem.
But it is quite easy to manually modify that parameter by selecting the whole range of Morphs in the Morphs Node.
Then the "TCB" value has to be replaced by the value "C" (Constant), followed by a +Key to confirm that new value in the frame zero.

After that the animation runs correctly on Daz TimeLine.

The problem that I cannot solve relates to that very annoying warning message that appears at each transfer of morph on the TimeLine during the execution of the script.

I hope that you, Vislaw and Davide, will find the solution.

Kind greetings to both of you.

marcuswilm

animmorph

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versluis commented Oct 16, 2019

Marcus! I've been following this discussion, and your solution is FANTASTIC! Until we can fix this script, it's really easy to change the interpolation type. Thank you so much for the tip :-)

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vislaw commented Oct 16, 2019

Thanks SO much for this info. Indeed, as versluis says, this workaround is a good temporary fix. Thanks also for giving us some insight into the script and your attempts to extend the life of it. I've reached out to Davide (whose work I am a big admirer of too) and am hopeful we can get something done. Having MDD export with no import is just not acceptable for animators. THANKS!

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marcuswilm commented Oct 16, 2019

Hi Jay,

You are very welcome and thank you for your nice comment.

Frankly said, in my humble opinion, in the current state of the related problem, I would consider that the user who would perform the action "moving the mouse cursor and clicking on the OK of the warning message" a hundred times has a fantastic patience.

Have a nice day, Jay.

marcuswilm

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marcuswilm commented Oct 16, 2019

Hi Vislaw,

Again I appreciate your friendly words.
I sincerely hope that your "task force" devoted to finding a solution will be efficient as soon as possible.
Thanks to internet it is nice to discover so many talented artists around the world.
They - and all of you - are giving so nice feelings in their artworks.

marcuswilm

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PA-ThePhilosopher commented Oct 16, 2019

Marcuswilm,
Thank you so much for taking some time to look into this, and for the workaround. I think we are a step in the right direction to fixing this script. I really do appreciate it.

Yes, if we can at least hide that error message so it doesn't have to be clicked for each frame, that would be nice!

A new problem with Animate 2: It does not seem to retain the "C" interpolation type when converting the keyframes to an aniBlock. It reverts back to the bugged animation (i.e., every morph at 100% by the end of the animation).

I've been in discussion with some members on the Daz forums, and they want to help too. Hopefully we can get this script updated so animators can import any animated object into Daz Studio with this method. I'd like to make a video tutorial on how I made my animations---covering the entire workflow from start to finish---so others can make their own animations if they desire. But we need AnimMorph fully functional for this.

Thanks once again Marcus for your efforts here,

-Davide

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marcuswilm commented Oct 16, 2019

Hello Davide,

You are always welcome and even if I definitively took the decision to leave animMorph in the hands of whoever else having the ability to provide its maintenance I am glad to post replies and comments relative to that script.

Indeed you nailed that point in my previous comment : setting the "C" interpolation on the frame 0 is surely not enough to solve the problem.

About your test of transfer to aniMate2, in my opinion it seems that there is a recurrent difficulty with the frame zero in Daz TimeLine.

I show in this second animated gif how you can replicate the error message relative to the "smoothing modifier action" outside the scope of the script

animmorph2

The same action is not prohibited when it is requested for an Object imported in the scene before applying its morphs.

It is the end of the day for me.

Tomorrow morning I'll investigate a little more about that.

marcuswilm

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marcuswilm commented Oct 16, 2019

Hi everyone,

I suggest you to try this :

step 1 : after having imported the OBJ and its Morph Sequence, set the "Interpolation Value = "C" on the frame 0 for each Morph on Daz TimeLine (see the process in this animated gif -> I made a shortened selection for this demo).

animmorph3

step 2 : Open "animMorph.dsa in the Script IDE of Daz Studio.
Disable those two lines of code with two slash (like this //) (see animated gif)
animmorph4

As shown in that animated gif that test-version is saved in your Daz Content (your dedicated folder).

Step 3 : Run that modified script after having selected the main Obj in your Scene Tab.

When the first error message appears, press the ESC Key of your keyboard and keep it pressed until the last message -> I would call this a "macro" created with one finger -> If programming could be as easy as that.

If you proceeded correctly in that way then there are many chances that your animation is fine on Daz TimeLine.

Step 4 : Transferring the animation to aniMate 2's pane.
(see this animated gif -> there is a little trick to recreate the frame 0)

animmorph5

Step 5 : test your animation exported as MDD Point Cache + OBJ (frame 0) -> it works.

(I scanned the Daz Action Manager with "my little debugger" included in the script. There are more than 800 actions available in that Manager -> see screen capture. That's why I feel so uncomfortable with Daz Script. I hope that the documentation is up to date for the programmers.

daz action

I wish you a good day.

marcuswilm

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PA-ThePhilosopher commented Oct 17, 2019

Ok I have good news. One of the PA's over at Daz graciously offered to take a look at the script, and he was able to fix everything. It now appears to work perfectly in 4.12, just as it used to. I'm still testing it, but it looks like all is good now.

In appreciation for his work, I let him know that Marcuswilm is not claiming copyright, and therefore he would be free to do as he wants with the updated version of the code, including---if it is ok with marcuswilm---building up it and/or selling it in the Daz Store. Marcus, if this is ok with you, I will let him know and see what he wants to do.

Will wait to hear back from you. And thanks again for all your help and generosity Marcus,

Davide

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marcuswilm commented Oct 17, 2019

Hi Davide (and hi to everyone reading this message),

You are welcome.

I am pleased to read those good news.
The programmer-analyst from Daz Production Developers' Team takes a wise decision which I accept.

In the event Daz Company would want assurances that I will not claim copyright on the script "animMorph" then I am ready to sign and approve an official document for that purpose.

I wish you a good day.

marcuswilm

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vislaw commented Oct 17, 2019

Thank you so very much Marcus and Davide. It is such a joy to be reminded that people can be generous, kind and good.

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marcuswilm commented Oct 17, 2019

You are welcome Mark (Vislaw).

I just visited your superb website relative to 3D scanning and photogrammetry. I read the page where you introduce yourself and your team.
So often we cannot guess who is behind a nickname.

I forgot to mention a more recent useful tutorial that you shared with this thread on Marvelous Designer's Forum :
https://marvelousdesigner.com/community/forum/TheCommons/9957
The link to your tutorial : http://visuallaw.net/max-to-md-workflow.html

Here is my home :

my island

Can you see me there ?

Sometimes in clear weather I gaze out to the starry sky at the start of the night and I have so much unanswered questions in my mind.

I wish you a sweet night.

marcuswilm

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vislaw commented Oct 17, 2019

You made my day, Marcus! I made my wife come look at your fantastic island. We both wish we were there right now! ...

How interesting that a thread on GitHub would cause me to think such deep thoughts about life, happiness and the ephemeral beauty around us. I feel as though I know you well because your personality and sincerity come through your words so strongly. I am very glad to have met you and wish you every happiness possible.

Mark (Markos)

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PA-ThePhilosopher commented Oct 17, 2019

I have been given permission to post the updated script here. But please note, this fix will not work with older versions of Daz (pre 4.12), because they changed some of the function nomenclature. This is why the script was breaking; it was calling a function that was depreciated in 4.12 (now the function is under a different name).

Marcus, would you mind updating this Github page with the fixed file? The link below is just a temporary link to get the file to you so you can update Github. It won't last forever; https://drive.google.com/open?id=1Dr95cYuJRgswe0Ux7vH_KafKuRocQLj0

Thanks again Marcus for making life easier for us animators!

-Davide

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versluis commented Oct 17, 2019

That's great news, thank you so much for bringing an update together. Awesome!
I've taken the liberty and created a proper Git Repository for this project. This thread is only a Gist, which makes community updates and social coding difficult. On a repository you can have various releases, pull requests, documentation, links and so forth. Here's the link, I'm still working on putting the files in order:

https://github.com/versluis/animmorph

Currently I've just put both versions into the root directory. Let me know who should get the credit for the 4.12 update and I'll add the comments appropriately. Also, with this being officially out in the open, shall we attach a license to the code? GPL maybe, or MIT?

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marcuswilm commented Oct 17, 2019

Markos (vislaw), I am glad to read your kind message.
It is nice that you and your wife would like to visit "my island".

I watched your amazing movies relative to your "Recent Cases". That animation inside an injured human brain is impressive.
I also visited your 3D models on Sketchfab. Molokini Day Mooring with that diving team is a superb creation.

Today it was a sunny day in Belgium and I had a ride with my racer bike during three hours along the crop fields and the pastures.
Silence is a precious resource.

I wish you and your family all the best.

marcuswilm

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marcuswilm commented Oct 17, 2019

Davide, congratulations for your initiative with the programmer-analyst of Daz Production Developers Team.

All of us are particularly grateful to that Daz collaborator for his efficient and fast assistance.

It is very late for me tonight.
I have downloaded the updated script and I'll install its content on this page tomorrow.

marcuswilm

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versluis commented Oct 17, 2019

I've already done it in the repo I've posted above :-)

Now both versions are available side by side, together with links and all the rest. Let me have URLs to your main website/project and I'll add them there too.

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marcuswilm commented Oct 17, 2019

Hi Jay (Versluys).

I think that having created that Git Repository for animMorph is indeed a positive initiative.
Giving credit to the Daz collaborator for the new version appears to me as an evidence.

I have a suggestion about the title given to your Git.
You mention this : "Daz Studio Script for importing animations from Marvelous Designer".
I think that your definition is too restrictive.
Indeed the script can handle morphs sequences created by any 3D application (MD, Poser, Blender, etc.)
What do you think about this mention : "Daz Studio Script to create an Animation with a Morph Sequence " ?

Jay, I just read your next message in my mail box : It is good for me because I didn't know how to proceed to update the file stored on this page of GitHub.

Thank you.

marcuswilm

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versluis commented Oct 17, 2019

Very good point, my friend! I've amended the description to clarify what the script does. Let me know what you think.

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