Diffeomorphic-Blender Vertex Point Index Change
First a little history. I was trying to way to get the native Golden Palace object UVs transferred to the Genesis 8 character mesh when export a FBX file in use in Cinema 4D.
Example; when I apply the DAZ Genesis 8 Female Anatomical Elements and export using FBX, when I load in to Cinema 4D I can delete the separate Genesis 8 Female Anatomical Elements object mesh, leaving only the Genesis 8 Female character object mesh. DAZ merged the Genesis 8 Female Anatomical Elements into one mesh. In addition, the Genesis 8 Female Anatomical Elements UV map also transfers to the character object enabling the use of the high resolution Female Anatomical Elements textures.
When I export a Genesis 8 character with the Golden Palace object applied, again the Golden Palace object is merged into the Genesis 8 character, but unlike the DAZ Genesis 8 Female Anatomical Elements, the Golden Palace native UVs only transfer to the separate shell objects, not the character object. Instead, only the low resolution (and unless because there're not flat) UVs from the torso are transferred.
I posted this question to the creator of Golden Palace object to export the same way the Genesis 8 Female Anatomical Elements do so I can take advantage of the high resolution genital texture maps. I was suggested to use Diffeomorphic and Blender as it does merger the UV maps as I wanted.
Now I need to find out why either Diffeomorphic or Blender is changing the mesh vertex point index numbers. The mesh polygon and vertex point count is exactly the same as it was exported (FBX) from DAZ, but for some reason Diffeomorphic or Blender is changing index numbers. This keeps me from exporting animation and morphs directly from DAZ.
Does anyone know if there is a setting in Blender or Diffeomorphic that can stop this so the Blender FBX export is the same as DAZ?
Comments
This happens when you merge the geograft in diffeomorphic. Anyway diffeomorphic can import daz morphs and animations so you can do it all in blender. I mean there's no need for the daz fbx and the blender fbx to get the same vertex order. Or don't merge the geograft so you'll do it in C4D after importing the animation.
Another difference is if the geograft uses a shell, as GP vs G8F genitalia, since diffeomorphic doesn't import the shell geometry but just uses a material layer for it.
Well that's too bad that Diffeomorphic doesn't meger the geograft the same method as DAZ does as this would be a powerful tool.
To repeat myself, the DAZ merged mesh and the Diffeomorphic mesh are exatly the same. Only a bunch vertex index numbers are differernt.
Does anyone know of a tool (or process) to have the geograft color shell object UV map ftransfered to the merged mesh rather than the base geograft UV map that uses the torso's UVs?
Or a way to tell DAZ the color shell is the base geograft so the color shell is mergerd? When in DAZ, it states the color shell has no geometry, but when I FBX exported, in Cinema 4D the color shell is a seperate object with same geometry, has weight tags and take on any morphs applied ito the main character and the geograft by DAZ. I don't know DAZ enough to understand what these "shell" are even for, why isn't simply one new peice of geometry added to the characte with materials? In Cinema 4D using Redshift or Arnold skin shaders, these overlapping "shells" produces color variation line around the edges because the subsurface scattering become less as it approches an edge, not to mention the issues with displacement missalighment.
And why does the DAZ Genesis 8 Female Anatomical Elements UVs get transferd out straight out of DAZ during a FXB export and merging, but the Golden Palace doesn't?
That's because iray doesn't support material layers, so in daz studio the geometry shells are used instead. That's also why diffeo doesn't import the shell geometry in blender and uses a material layer instead. As for merging the uv maps you can do it in diffeo but will not be compatible with the fbx by daz. Again you can export the fbx from blender though so I don't see what's your problem here.
pipeline: daz > blender+diffeo > fbx > C4D
Then as a personal advice you may leave C4D and go for blender since exporting to fbx you lose a lot over the native diffeo figures. That is, thanks to diffeo blender is the best platform now to import daz assets.