VaM 1.x Morph which do the same as "Scale" builtin VAM ?

Threads regarding the original VaM 1.x

5DVoom

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Hi folks

Need morph which works exactly as "Scale" slider inside VAM.
I mean, which simple change size of ALL atom' parts proportionally.
Because all "scale" related morphs which i see, make legs longer, relatively to head. What perhaps correct if talking about real heightness \ proportions, but it not always need.

I almost sure such morph should exists, but need tip for name.
 
Package 1
V2.___UniversalMorphCollection___.100:/Custom/Atom/Person/Morphs/female/!!!/BodyProportion.vmi
nativ vam morph: Head Scale

Package 2
nativ vam morph: Body Scale
nativ vam morph: Head Scale

Package 3
nativ vam morph: Lower Body Length
nativ vam morph: Upper Body Length
nativ vam morph: Head Scale
V2.___UniversalMorphCollection___.100:/Custom/Atom/Person/Morphs/female/!!!/Arms Short.vmi

If you change the size using morphs, keep in mind that the controllers won't automatically adjust—I mean, you'll run into problems if, for example, you load pose presets, because the controllers' positions won't match the body anymore. This won't happen if you use the scale. As long as you don't adjust the size too much, it works just fine. Or save poses that are exactly tailored to this character.
 
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@Bplus
Thanks for info, but sorry bro, this is not what i asking.
I need single morph (which replace native VAM "Scale", yes).
I know all these morps, but it not the same. (And i already explained why).
 
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Scale changes the size of the person atom, not the morphs, while keeping the feet on the same place.
Morphs change the shape of the person atom, but you cannot have the same result as scale does because:
  • a complete body morph would reduce the size of the whole body in a specific way, which:
    • will make the feet not be on the same place anymore as the legs are shorter
    • if existing morphs are very different from the base model, it may distort them too much
    • bones and colliders may be altered
  • individual section morphs share the same particularities as body morphs but give more flexibilty to work around some problem areas
I don't know much about morphs, but I think the above is truthful enough to share that it's unlikely you'll have a magical single morph that will work exactly like Scale.
 
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A morph acting like "scale"... is just... using scale.
Let's say you wouldn't have the bones changed with that morph (which would be very VERY weird) then the character would become unusable.

Use scale. Don't use a morph for scaling, this is a very bad idea all around as Bplus and Atani explained.
 
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A morph acting like "scale"... is just... using scale.
Let's say you wouldn't have the bones changed with that morph (which would be very VERY weird) then the character would become unusable.

Use scale. Don't use a morph for scaling, this is a very bad idea all around as Bplus and Atani explained.
Well, there's plenty of reasons to use morphs to make a person smaller (to a point) rather than scale.
Sometimes I get an appearance at the base height of 1.80 m, but I want the person to be1.60 m as a more average female height. I use different morphs (affecting bones or not) to make the adjustment and try to get it more or less right, to then save in the appearance preset.

In a scene I change looks a lot, but I need the waist to be more or less in the same place as any other look I use. Scale would immediately change that for a scene, so I prefer using morphs to adjust the morphed "scale" of the preset instead of using scale on scenes. This will make some persons float, but having a consistent waist location between presets works much better for my preset loading scene use needs.

Naturally, what I wanted to point out, is that no magical morph will act like scale exactly, much less being a single morph that works well on every appearance. It's compromises everywhere as usual.
 
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Hmm...Ok i see. And Bplus' point now, too (sorry if anything lol).
Thanks for replies.
Well, for me not a big probs to using native scale, too.
Just wanted to improve process a bit (by exclude one "external" action) during use MMAS plug.
 
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There are a couple of different morphs that affect character height. They do different things. The global Scale parameter leaves the feet at the origin, and scales everything down. That keep all the proportions intact, but it moves the orifices. This can break animations. The Body Scale morph leaves the hip in place, and scales everything inward toward the hip. There's a companion morph for Head Scale. Body Scale can make the hand position a little off, but poses usually work. These morphs can be combined to get a character that's different from the original in a scene, but still works with the animations. There's also a height morph I don't use much.
 
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There is also two Length base morphs, for lower and upper body part, but strange, despite they seems does good job by stats, i always don't like how person looks after using them. Like something getting wrong barely visible, idk.

But i really like how works native scale (and no any claims about look after that lol. Well, offcourse then require some post ajustement like base head scale. (So, till latest times my most use combo - scale slider and head scale morph). And no probs with animations \ further replacement in scenes with such non-morph scaled models.
But.....(as i said). It's extra headache for each time checking for external scale for disable it when want use MMAS. Whereas the prepare process could be carried out purely inside the morphs section, that would be handy, less click etc.
That i'm about.

Well ok nvm.
 
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