MorphSculptor

Plugins + Scripts MorphSculptor

Download [<1 MB]
Mxx updated MorphSculptor with a new update entry:

v5 - Tool grid, mask fill modes, grab along the normal, brush sizing shortcuts, and mirroring fix

New features
  • Tool grid: the brush tools are now a compact grid of buttons with the active tool highlighted in green, instead of a dropdown. This makes it faster to switch and easier to see what's selected.
  • Mask fill modes: the Mask tool gets two fill modes alongside brush painting. Mesh Island fills the entire connected piece under the cursor (a whole...

Read the rest of this update entry...
 
hi. when you save morph what is saved? does your plugin count my changes ? or does it save whole body ?
 
Guyz, at this point I think I'm gonna cry!!! :oops:
And, mind you, I don't cry often!!
🙏
 
Great plugin! But can anyone tell me how to sculpt only the skin without affecting the eyeballs or teeth? Many thanks~
 
Great plugin! But can anyone tell me how to sculpt only the skin without affecting the eyeballs or teeth? Many thanks~
You have to use Mask tool before starting sculpting.
A handy workflow is as follows:
-Select Mask tool using material zones.
-Mask only the parts of skin, lips, ears etc. that you DO want to sculpt.
-Invert the mask!!!!
Now you can safely start sculpting, all other parts have been masked! (do not forget to backup/save your work)
Hope this helps!(y)
 
hi. when you save morph what is saved? does your plugin count my changes ? or does it save whole body ?
It saves changes.
Caution though, by the time you save, your next save will only include the changes you made since last save, Thus (CAUTION) avoid overwriting successive changes. ALWAYS save to a new name.
 
Mxx updated MorphSculptor with a new update entry:

v6 - Big update

This is a big one. @Ghostwalden sent me a heavily extended version of the plugin they had built on top of a previous version, and most of it is now part of the official plugin. Huge thanks to them for the work and for offering it back! I've merged their features into the current version, so everything from v5 (mask fill modes, mirror fixes, grab along normal, ALT brush sizing) is still here, and the controls remain the same as what you're used to: Shift sculpts out, Space...

Read the rest of this update entry...
 
You have to use Mask tool before starting sculpting.
A handy workflow is as follows:
-Select Mask tool using material zones.
-Mask only the parts of skin, lips, ears etc. that you DO want to sculpt.
-Invert the mask!!!!
Now you can safely start sculpting, all other parts have been masked! (do not forget to backup/save your work)
Hope this helps!(y)
Thanks, I will give it a try
 
It seems like I can't adjust the length of a single toe through this plugin? No matter how I try to grab, it's only the local part of the toe, or the large area of the sole and multiple toes are adjusted simultaneously!
 
Heyo, it seems like since V6 male genitals specifically cannot be sculpted or changed in the genital mode. The general pelvis/genital area can be but the penis and testes cannot. Maybe the plugin doesn't recognize male gens and just applies the female sculpts.

Otherwise V6 works flawlessly and has been an incredibly big help with sculpting, fantastic job on the plugin!
 
Great update, but is it possible allow use "Smooth" brush on original geometry as well, to be able to smooth out original geometry would be great! :unsure:

I've tried but couldn't find a good method to do that. I tried Laplacian smoothing, but that would mess up the topology of the mesh as it just spaces out the triangles evenly. Since clothing follows the topology, it would mess up the clothing.

If anyone has a suggestion then please let me know
 
hey i really enjoy the great stuff you made these days,it brings a lot of fun :love: :love:But i had a little question about this,will you make a feature that can make morph that can effect the bone? it will be more helpful if we can edit the bone too!
By the way i know its hard for doing code work, its ok if theres no way for this feature come out, still love your great work and hope you have a nice future(y):coffee:
 
hey i really enjoy the great stuff you made these days,it brings a lot of fun :love: :love:But i had a little question about this,will you make a feature that can make morph that can effect the bone? it will be more helpful if we can edit the bone too!
By the way i know its hard for doing code work, its ok if theres no way for this feature come out, still love your great work and hope you have a nice future(y):coffee:

Cool idea, and technically doable, but at least for now I'll be leaving MorphSculptor where it's at. After 6 updates I think it's at a good point, and I want to focus on other plugins and scenes for a while. I am writing it down for a future revisit, including the other suggestions that have been posted here. It's just that it can be a bit overwhelming that when I've finally finished a big update, 5 more suggestions pop up 😅

However, the plugin is CC BY, so anyone's free to build on it in the meantime, like how Ghostwalden shared many great additions that made it into the latest update.
 
Cool idea, and technically doable, but at least for now I'll be leaving MorphSculptor where it's at. After 6 updates I think it's at a good point, and I want to focus on other plugins and scenes for a while. I am writing it down for a future revisit, including the other suggestions that have been posted here. It's just that it can be a bit overwhelming that when I've finally finished a big update, 5 more suggestions pop up 😅

However, the plugin is CC BY, so anyone's free to build on it in the meantime, like how Ghostwalden shared many great additions that made it into the latest update.
Glad to hear that you are working on a new plugin,hope you doing great on your new work,and thanks for taking my advice! Hope we can see this new feature in someday(y)🥰
 
Heyo, it seems like since V6 male genitals specifically cannot be sculpted or changed in the genital mode. The general pelvis/genital area can be but the penis and testes cannot. Maybe the plugin doesn't recognize male gens and just applies the female sculpts.

Otherwise V6 works flawlessly and has been an incredibly big help with sculpting, fantastic job on the plugin!
Hi, I encountered the same problem. Is this a limitation or a bug?
 
I've tried but couldn't find a good method to do that. I tried Laplacian smoothing, but that would mess up the topology of the mesh as it just spaces out the triangles evenly. Since clothing follows the topology, it would mess up the clothing.

If anyone has a suggestion then please let me know
No pressure to implement any of these ;) But I think it is an interesting problem, so here are some thoughts.

I think mesh relaxation can still be useful in certain cases like when you just want to fix something that was caused by other morphs, or clean up your own. Things do get squished sometimes.
It could also be useful to restore the vertex spacing of the base mesh, but in relation to where things are right now (e.g. breasts are bigger and you want to fix the nipple, restore eyes, toes, ...). Tricky, but I could see an approach where you take the outermost vertices affected by the brush (or right outside of it) and use that to determine orientation and scale? And use that info to transform the base mesh vertices. Not something you see in classic sculpting software I think, but we do have a kind of ground truth to work with here.

For surface smoothing, maybe something like:
  • intent would be to average the relative displacement for the vertices that are affected by the brush, in relation to the vertices around it
  • we need to find out how strong the displacement actually is, but the surface may be curved, so it's not quite as simple as just projecting on a plane, because which normal to use?
  • so maybe take the outermost vertex normals and interpolate them towards the center? Since we are dealing with organic shapes, use slerp for interpolation? Weighted by the inverse brush falloff?
  • this can then be used to essentially project the vertices on a plane and determine the relative displacement, which you can then scale/average
Essentially what you want to do is reduce the local curvature. There might be better algorithms for this, idk.
 
Back
Top Bottom