Open AlexECX opened 2 months ago
The way it works is that you need to check the box in front of the slider to allow it to override the values. Internally the morphs are controled by animation and they are reset to 0 every frame to avoid the residual effect. The values you can set here are "overrides" but you need to check the boxes otherwise the values from animation (even if the motion doesn't contain a morph, it'll still be considerred to be value of 0) will have higher priority.
The way it works is that you need to check the box in front of the slider to allow it to override the values.
I'm pretty sure that's the first thing I do in the video, unless your talking about a different checkbox.
Edited main post with version 2024.9 information
Edited post with another bone morph problem, also here's a stripped-down version of the model:
Forgot to update this post, some of these issues are fixed in the 2024.9.1382 build.
Bone morph and group morph override changes should now stay. Will try to address the rest in future updates if possible.
Just wanted to know if a Bone morph fix was still something in the works. With the newest 2024.9.1382 build the morph does not reset like before (good) but the morph does not work the same as in MMD or PMX Editor (not good). It seems to have the same problem as Actor->Motion Settings where updating 1 bone does not affect subsequently attached bones.
https://github.com/user-attachments/assets/06f16587-58b3-4ef0-8136-f243b3f690ea
https://github.com/user-attachments/assets/d1e01dde-5233-4871-8810-a2a3f4c7e2ce
Model with the DanceXR test morph: Michi Update.zip
Updated to 2024.10, issue remains
Updated to 2024.11
Describe the bug
Previous post
Moving a bone morph slider (changing body part size, moving accessories, etc) will affect the target for a split second, then the target snaps back to its default position (even if the slider does not). The only way I found to make a bone morph work is very specific and unpractical: - Load a motion that requires the Play button. - Use `Enable Auto Update` on the morph (don't use the slider). - Change `Input Source` to `Loop By Time`. - Set `Output Range` to something around (0.950, 1.000), the first value MUST be between 0.940 - 0.999. - Set `Cycle (Beats)` to a value where the morph target does not flicker, `4` usually works. - Play motion, the bone will be affected by the morph as long as the motion is playing. https://github.com/user-attachments/assets/e63a0bd0-82fc-4fb0-8e96-cff03b0d1be7 :: New in version 2024.8 :: The workaround still works, but something is affecting the morph's coordinates and now her glasses end up partially inside her face.(Edit version 2024.9)
Bone morphs work now, but there is something wrong with it.
Sunglasses are pushed into her face. If I rapidly toggle it on/off you can see it is at the correct position for a split second then is offset into her face:
https://github.com/user-attachments/assets/45079d4a-7dfa-4a88-ad0d-2dce19dee987
And here is a High heels bone morph, it seems some parts of the model are not following:
https://github.com/user-attachments/assets/ea819f25-6155-479f-8d7a-5a507e04f691
Here's a stripped-down version of the model
Desktop (please complete the following information):