Morph Loader Pro - Geometry did not match

Hello!

I've brought Genesis 2 Female to ZBrush and subdivided it a few times and sculpted it using the move brush. I didn't change the vertex count.

Then I exported the subdivided model as an obj.

I've left the Resolution Level at "Base".

Now when I bring up Morph Loader Pro and load the new obj using the "Choose Morph Files..." button, it reads the obj.

This works work.

But when it the 2nd step ("Loading Morphs..."), DAZ tells me "Loadi morph model_hi... Warning: Geometry did not matched, failed to create morph.".

As I explained, I haven't changed the geometry.

What might I be doing wrong here?

Thank you for the help.

   

 

Comments

  • Male-M3diaMale-M3dia Posts: 3,581
    edited January 2018

    If you exported from DS as base, but subdivided the geometry in zbrush you have changed the geometry. You can only work with genesis at the base geometry, which is not subdivided. Also it shouldn't be necessary to subdivide genesis when you're only moving the mesh.

    Post edited by Male-M3dia on
  • Well, originally I sculpted after subdividing.

    Since the error was thrown after I did this, I tried it without sculpting and by just moving vertices around.

  • Male-M3diaMale-M3dia Posts: 3,581
    edited January 2018

    So you exported a mesh from DAZ at Base Resolution, Loaded that mesh into zbrush, subdivided the mesh then exported that? Did you set the subd level back to 0 when you exported? If you didn't turn down the subd in zbrush, the obj exported from zbrush has far more polygons and changed the geometry so it causes an error when you load it back in. 

    If you didn't export from DS at base resolution, the geometry will also be changed as Genesis 2 is set at 1 subdivision and will not import back in at that level. Genesis 2 is about 21K polys; any more or any less than that number will not import in Morph Loader Pro.

    For morphs, it's best not to subdivide the mesh; zbrush and DS's subd methods are different so the whole mesh will be affected not just the head when it is reimported.

     

    Post edited by Male-M3dia on
  • Thank you.

  • Male-M3diaMale-M3dia Posts: 3,581
    edited January 2018

    Also keep in mind that if you have the full version of zbrush (not zbrush core) can use the projection feature in zbrush to project your work back onto a mesh that can be loaded in morph load pro as well, so you won't lose the base shape you were working on. There's been times that I've forgotten to export at base resolution and the projection saved me from redoing a morph. Just mask off areas that would get mangled in the projection, like the eyes and mouth areas and parts you don't want affected by the morph..

    Post edited by Male-M3dia on
  • stitlownstitlown Posts: 294
    edited March 2019

    Hey guys, I'm working up a bespoke model - relatively simple - about 1660 vertices and surfaces.  I've rigged but not yet polished the weight maps and was working on some sculpting morphs and have discovered four almost inconsequential places where the geometry has near-incident but should be co-incident vertices (ie parts of the surfaces are not properly connected).

    Is there any way to "fix" the figure in Studio or in some import / export via Hexagon .... or is it step right back to zero with the fixed mesh and rig from scratch?  More generally, is there ever any way in Studio to actually add or subtract even a single vertex or surface or is that all "Game Over".  FWIW I've done enough tinkering around in flat files in the past that if the answer is notepad-bash a copy of the .duf, I'm up for having a go at that.

    BTW, love your content Male-M3dia - have quite a collection.

    UPDATE RE THE SLEDGEHAMMER APPROACH:

    FWIW, it was pretty easy to extract the vertex defs from the .duf into excel and looking at the total difference between adjacent listed vertices, I found 12 that were +/- 0.01 and it happens that doing an average weld in Hexagon on the whole model using a hexagon tolerance of 0.1 removed 12 vertices (and did not mangle any of the close-proximity features).  so not too hard to delete 12 vertex defs if these are the offenders.

    I can see in the .duf where the polygon defs are - so maybe not too hard to manipulate the refs to 1643 vertices down to 1631.  I can also see in the .duf where the weight map defs are - but at the end of the day, i can let Studio rebuild that to its pre-polished state which is where I am now

     

    Cheers, Lx

    Post edited by stitlown on
  • Richard HaseltineRichard Haseltine Posts: 102,730

    You can import the corrected OBJ and use the Transfer Utility to rig it from the original. There's also the Update command, but I think that requires matching vertices.

  • stitlownstitlown Posts: 294
    edited March 2019

    Thanks - update does require matching verticies.  Just been wrestling with the Sledgehammer - it's a bigger problem than my first thought because its 1643x1643x3 differences to formulaically identify which 12 of the 1643 are the culprits - but it's an interesting problem so I'll push it further tomorrow. Cheers, Lx

    UPDATE from today:

    Transfer Utility does magic. Make sure the default "fit to" and "parent" uptions are unticked for this purpose or the model behaviour seems downright wierd (eg one bone following and the others not).

    Whatever transfer utility does re-writes vertex orders so simply making the same fix on any morph mesh and then importing the morph (I'm using Hexagon Bridge) does not work (works technically but the outcome is distorted garbage) - the solution was bridge the transfered object back to Hexagon and then use the old morph models as a template to re-create them on the newly transferred mesh. Some work but way quicker than working from scratch.

    Post edited by stitlown on
  • ı ve brought genesis 8 basic female to blender as an obj then ı brought it back to daz 3 -  4.12 but ıt said Geometry did not match, failed to create morph

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