FBX Morph Export Rules

legarclegarc Posts: 45
edited December 1969 in Daz Studio Discussion

Is there any way to save the list of morph rules that you generate for exporting specific set of morphs for a Genesis model using the FBX export option? If I want to use a different set of morphs I have to generate a new set of rules every time. It doesn't seem to allow you to save the morph list rules with each scene. Scene to scene it retains the same rules set previously. I wish I knew where this list is being written to in the DAZ program folder. If it's just a text file somewhere that would be easier to edit that the edit rule dialog option I think. Any help much appreciated. I've enclosed a sample rules set I've used in a project. Thanks.

morphRules.jpg
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Comments

  • ThepalAUThepalAU Posts: 8
    edited September 2014

    Since I was in the process of adding hundreds of individual morphs into the fbx exporter, I decided it would be a good idea to find an easier way. So I found where the export rules are saved, so you can backup rules and create them easier (on Windows machines at least).

    You'll need to go into the Registry Editor (Start -> Run or Windows Key + R, then type in regedit and press enter). Navigate to this path:

    HKEY_CURRENT_USER -> Software -> DAZ -> Studio4 -> FileIOOptions -> DzFbxExporter

    (see attached image)

    In that you will find a "rules" entry. You can right-click -> Modify it to access the text. Copy/paste to a text file and save it to back up.

    (When you're putting the values back in then you'll need to make sure that there is only an 0A return between each line. If you have issues with it only pasting the first line into the registry, open your morph text file in a Hex Editor, see what hex codes show up between each line of text (probably 0A and 0D) and have the Hex Editor remove all of the non-0A ones -- See attached image 2)

    FBXExportRegistry-Hex.jpg
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    FBXExportRegistry.jpg
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    Post edited by ThepalAU on
  • I just found that if i add "_ctl_" to one "name" and "_bs_" as one name then set both rules to export it exports all morphs on G9 at least it does take forever to load into blender but its pretty easy

    morphs.png
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  • crosswindcrosswind Posts: 6,926
    edited February 2023

    No way~ It won't be 'All Morphs'. Don't forget there're lots of head/body morphs, expression morphs, 3rd-party morphs, etc. having different naming convention that could not match what you specified there ~

    Why not using Diffeomorphic Daz Importer? Quick export / import and import morphs on-demand~ 

    Post edited by crosswind on
  • crosswind said:

    No way~ It won't be 'All Morphs'. Don't forget there're lots of head/body morphs, expression morphs, 3rd-party morphs, etc. having different naming convention that could not match what you specified there ~

    Why not using Diffeomorphic Daz Importer? Quick export / import and import morphs on-demand~ 

    Well it got all the morphs i would need to do face capture (though some tweaking would need to be done no matter what) it gets most of the morphs i don't know about 3rd party morphs

  • crosswindcrosswind Posts: 6,926
    edited February 2023

    Oh, got it~ you meant Face Cap related "all morphs"  ~ angel Have not tried if G9's FACS could be used for FaceCap in UE or somewhere else~~ But still suggest you use DDI, then just import FACS morphs in blender, that'll work for Face Cap I believe~

    Post edited by crosswind on
  • well i can't find any morph that didn't come over to blender that means i can have a riged character in blender that i can just dial in and not nessecarily have to create new ones everytime thats nice. to each there own theres no ONE PERFECT way to do anything

    Screenshot 2023-01-31 23.23.40.png
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  • crosswindcrosswind Posts: 6,926
    edited February 2023

    It seems that you only installed some of DAZ official morph products with which the naming convention matched the strings you specified when exporting fbx. That'll do if the morphs you want are all there. I myself never use standard fbx for export, just used DDI from very beginning. But I have no need of FaceCap, so maybe the FACS related 'blendshape' may only work for FBX。

    Post edited by crosswind on
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