(Note: I have submitted an update. Seems the initial installer failed to include an image, which was causing a spurious alert message to pop up when the program was launched. That's taken care of now, soon as the update is put on the DAZ site)
SyrINJ requires (and comes with) no installer. Simply extract SyrINJ to the directory you want to install it in and double click the application to run it.
(Note: this changed before release: SYrINJ does indeed now havean installer –Dodger)
First, let me begin by mentioning that my screenshots look like they're from a Mac. They aren't. This is Windows. I just hate the way Windows XP made their Chiclets interface (the one that looks like those little shiny square pieces of gum) and I didn't think the Silver version was much better… so I hcked my computer to look like a Mac. I like it better that way. But I still mostly use Windows because things like 3DSMax run on Windows. Trust me, this really is Windows.
Without further ado…
Step 1: Select your files
This is the Objects tab. In here you pick your original and your Morph.
Note that this does NOT have the same restrictions as Poser does. Yes, your objects do have to be grouped. But they don't have to be broken up. You can, for instance, use V3 as a morph target for David because they share the same groups. (Your figure won't really pose for crap, but you can do it).
Further, your morph target doesn't have to be the whole thing. For instance, say you wanted to make a head-and-neck morph for Aiko 3. You could easily extract only the Head and Neck groups using UVMapper to a new OBJ file, morph those, and then apply the changes back to the whole V3 using SyrINJ. (Don't save out the head and neck from Poser though– it messes up the vertices on the seams between groups on output. Use UVMapper or some other tool for extracting speerate groups).
Just browse to find your 'Original' object (that's the unmorphed one):
And repeat for your morph target file:
Technically you're ready to make an INJ file right now, and if you have a lot to do, and want a fast workflow and you're happy making everything be in morph channel PBMDC_01, you can just skip to the output phase.
Realistically, though, you're probably going to want to set the channels you want to use. There's one more option on the Objects tab that is not a requirement, but can be useful: The Reference CR2. What this does is populated your channel options from what actually exists in the figure (it uses all of them, though– keep in mind that just because a channel ID appears in the next tab when you're loaded a reference CR2 it doesn't necessarily mean your figure has that channel in all its body parts. If you try to inject body muscularity into a Vertically Slit Pupil morph that only appears in the eyes, it ain't gonna work so good.
What it DOES mean is that you can use this trick to make INJ poses for figures that aren't INJ ready! Just 'overload' an existing morph on V2 or Posette that covers all the same body parts your morph emcompasses and you've got morph injection (note that the overloaded morph won't be available afterwards, however, even after running a REM pose.)
Step 2: Set your channel ID and name
On to the Channels tab.
If you've loaded a Reference CR2, your Channel ID list will be populated with the list of channels found in the CR2 you loaded. Otherwise, it will be prepopulated with PBMDC_01 through PBMDC_50, PBMCC_01 through PBMCC_50, and INJ01 through INJ50 (the latter being generic injection channels, which exist as a suggestion for what you might name morphs on a custom figure, and which the upcomign Sariel figure will use. Don't expect DAZ figures to have em!).
You can also type a channel ID directly in (which means if you're overloading Barbarian on Posette, you don't really have to load up the CR2, you can just type it in as long as you spell it right). Note that if you type in, you MUST press 'Enter' (or Return, depending on your keyboard) to make the program accept what you typed in. Otherwise the screen will show it, but the Progress tab won't and also the program won't do it.
Finally, you add in the name you want on the dial. This doesn't have to be the same as the channel ID. It can be anything you want (I think Poser might restrict against the use of Unicode, but never having tried to type Chinese characters in one of these, I'm not sure… be my guest to expiriment).
Step 3: Set your ERC controller
Here we have the ERC channel. Of course, if you're only making a morph for the nose, for instance, feel free to just turn ERC off with the control up top.
However, the most common scenario is to tie the injection morph to an FBM/PBM controller in the BODY. This creates a ValueParm dial in the INJ pose that the morphs are tied to. You can of course locate the controller in a different body part, as well. The valueParm thus tied will have the same IDas the morph channel selected on the prior tab.
If you want to be really advanced:
You can tie the ERC to an existing morph channel in any body part. This might be useful if, for instance, if you have made a morph to reshape a figure's irises and pupils. You could make it so that the left eye, for instance, is controlled by the right eye, and then document to the user that they should control them via the right eye only. This does not tie to a valueParm, but rather a targetGeom (true morph channel).
Mostly it's recommended just to use the basic mode and tie to a PBM in the BODY.
Step 4: Set your preferred injection style
Simple is recommended, which is why it's the only picture I'm bothereing to show. It's strongly recommended, at that.
Simple injection makes your morph be contained entirely in one file. All the work is done in the INJ Pose. Easy. No muss, no fuss. You only get one file (or two if you elect to save a REM pose too).
The second most recommended style is the ReadScripted Deltas file. What this does is create seperate files with ONLY the morph deltas. If you do this, you need to select a folder in which to store the files, and the folder should be relative to the Poser directories (for instance, you might make a folder called !You/YourMorph under Libraries and store them there). In this case, the only parts outside the morph injection pose are the actual deltas themselves.
The third option allows creation of DAZ-style injection poses. It comes with two sub-options.
The first, and more recommended one, is to include the dial visibility controls in the same file as the morph deltas themselves. Again, this is easier and there's no muss, no fuss. From what I have seen (but I'm not vouching this will always be the case), DAZ will accept morphs done this way.
The other DAZ way is to use a seperate SHOW file (and a HIDE file, if you make a REM file too), seperating the dial visibility from the deltas. This creates files that work just like the ones DAZ distributes for their injection-ready millenium figures and the injection morphs that they sell for them.
Step 5: Verify everything looks OK
If you're the untrusting sort (hehe), skip over to the Progress tab to make sure the settings are all the way you want them. You may want to stretch the window if you have long paths or filenames, in order to see the whoel thing.
Also, this window comes with a button that will send your default browser in Windows XP to this help file.
Step 6: Save your files
This stage is about as simple as it gets. Choose whether or not to also save a REM pose to un-inject your morph, and then click the big friendly button in the middle. You will be prompted for where to save them.
A note on file names: The extension you select when saving will be used for both the INJ and REM file. The word REM will automatically be appended to the name you type for the REM pose. The word 'INJ' however will NOT be appended to the filename you select.
If the filename you type DOES contain the word 'INJ' at the end, the REM file will not contain it. However, anywhere else in the filename the word INJ will not be removed. For instance, if you type: 'Big Musclehead' as your filename, and you save out a REM pose as well, and you select the PZ2 file type, you will get 'Big Musclehead.pz2' and 'Big Musclehead REM.pz2'. If you call your file 'Big Musclehead INJ' your files will be 'Big Musclehead INJ.pz2' and 'Big Musclehead REM.pz2'. If you call your file 'INJ Big Musclehead', however, your files will be called 'INJ Big Musclehead.pz2' and 'INJ Big Musclehead REM.pz2'. Note the difference.
Remember that the library chosen will determine which extension you need to use to make it show up in Poser libaries. Pose files require PZ2 files, Camera files require CM2 files, etc. Also remember that anyting stored in the Hand pose library will work funny because it will ask to apply it to both sides.
(Step 7 is to inject them to your figure in Poser, but I figure you already know that)