Problem when importing custom morph back to DS

ToyenToyen Posts: 1,888

Hey there guys,

today I decided to sculpt a custom morph for G3M in Blender and after I was done, I wanted to import it to DS via morph loader pro but I am getting the "geometry does not match" message when doing so.

I did not add/delete any geometry, only sculpted/edited it.

Does anybody have any idea what could be the problem here?

I'm using Blender 2.76

 

Comments

  • mjc1016mjc1016 Posts: 15,001

    Did you have 'keep vertex order' checked for both the import and export in Blender?

    That one has caught me more than a few times.

    The other very common one...base resolution and NO geografts (they need to be separate items)

  • ToyenToyen Posts: 1,888

    I did have "keep vertex order" checked and it didn't work.

    I am also exporting and importing back on the base resolution as well.

    What is that bit about geografts? Could you elaborate a bit please? : )

  • mjc1016mjc1016 Posts: 15,001

    When importing Morph Loader looks at the base mesh as one item and the geograft as another, but if the export had the geograft attached it sees it as one item, not two.  It's like importing/exporting with a piece of clothing visible.

  • algovincianalgovincian Posts: 2,613

    One thing you may try to pin down the issue . . . export the OBJ from DAZ and then try to create a morph from it immediately - before any editing in an external modeller. If you can, then you know it's not an export issue.

    - Greg

  • ToyenToyen Posts: 1,888

    mjc I did not export the figure with any clothing if that's what you mean.

    And algov, I just tried it and it worked. Exported on base resolution with no subdivisions so there will probably be an issue with me exporting the figure from Blender.

  • algovincianalgovincian Posts: 2,613
    Toyen said:

    mjc I did not export the figure with any clothing if that's what you mean.

    And algov, I just tried it and it worked. Exported on base resolution with no subdivisions so there will probably be an issue with me exporting the figure from Blender.

    Right, and it rules out a geograft getting lumped in with the OBJ export from DAZ. Cross one potential reason off the list! One other thing I would do, is select the model you are exporting in DAZ and make note of the info displayed in the scene info pane. Then, import the OBJ that fails as a morph into DAZ and again, note the info displayed in the scene info pane. If they don't match, then your editing has changed the geometry somehow. If they do match, then it's probably a vertex order issue. Even if you had the Blender export keep the vertex order, your editing may have changed the vertext order.

    One other thing that is sometimes an issue is deleting unused or duplicate vertices on import/export, so check for that. Hope this helps. Let us know how it goes.

    - Greg

  • mjc1016mjc1016 Posts: 15,001

    One other thing that is a frequent 'gotcha' in Blender...exporting with 'Apply Modifiers' enabled. 

  • ToyenToyen Posts: 1,888

    I figured it out. Turns out the first model was not on the lowest res after all : ) Stupid me.

    Thanks guys anyways, but.........how does one sculp morphs on higer resolution then?

  • mjc1016mjc1016 Posts: 15,001
    edited February 2016

    You don't...

    Or, you do and then bake normal/displacement.  And use those instead of an actual morph.

    A third option, switch the mesh to Catmull-Clark subdivision, set to base, export.  Import into Blender, set the subdivision to about 2 or 3 for sulpt and then sculpt.  Then before exporting back out, make sure 'Apply modifiers' is OFF and set the subdivision modifier to 0.  Then when you import the morph, it should match and when you go back to the hi-res mesh it should be close to what you had in Blender.  It doesn't work well if you go much beyond what the 'normal' SubD level, in Studio, is for that item.

    Or do a combination of #2 and and #3.

    Post edited by mjc1016 on
  • avmorganavmorgan Posts: 216

    I've run into this problem, and after comparing the imported figure to the sculpted figure, I had an extra 11 vertices that I cannot account for.. I have no idea how they got in there, except possible when undoing a mistake (hit the wrong key and performed an unwanted modification). For example, trying to align verts to the x axis but hitting the z axis by mistake and collapsing or blowing up the mesh. I undid that step and carried on with my sculpting. I made sure I did not have automerge on to prevent verts from merging in an operation, but the question remains, did those "undo" steps create verts or change the vertex order?

    I hate having to start over from scratch (yet again) if that sort of thing is occurring.

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