How do I avoid "Topology has changed..." trying to GoZ back to Daz Studio?
jeffglobalmedic
Posts: 23
What is the most aggressive I can be while modifying a Daz Studio Genesis 8 model before I get this error?
I have noticed that I have to set before I send to ZBrush, Base Mesh, 0 subdivisions. Is there any other restrictions? Is there already a protocol to follow somewhere? I don't see any.
I was successful just using Topological Move, but can I do more?
It created a new morph that I named, and it had it sent to the ZBrush Morphs library, but I can't for the life of me, find where tf that is!
Thank you for any help.
Comments
You may not use any tool that adds, removes, or changes the mesh itself - just tools that move the existing mesh.
You don't need to change the mesh, just uncheck "Export at current resolution" and Daz will transfer the base mesh to ZBrush. This mesh has a vertex order that needs to be returned. I rarely if ever have problems with move, move topo, sculpting, masking, etc. Just don't do something like subdivide then delete lower subdivisions and expect daz to take your 4 mil poly mesh and strap it to whatever the equivalent mesh is in Daz.
The vertex order needs to stay the same. There's a video from "FlippedNormals" on Youtube called "Our Top Modeling Secret: Vert Reordering" that explains vertex order and shows you what happens when a 3D application lets you morph a mesh you've changed (it's ugly).
Thanks to both of you for the info. I've been learning HoudiniFX and Resolve 15 and lost myself for a month...
The "Topology has changed..." message also can be an indicator for an issue with the geometry itself.
Just want to mention that there is a possible but rare case that the Daz Studio base mesh of the item you want to send over to ZBrush with GoZ containes loose geometry or so called 'floating vertices'. Actualy its usless geometry junk that can remain from the creation process in an geometry editor that not get cleaned up properly.
In this case there is a bug with the GoZ Plugin that it deletes all loose vertecies without any notification. Then you wonder why no matter what you try you can't create a morph target to load it into DazStudio with GoZ back.
You can use another workflow with exporting OBJs and load them into ZBrush because in this case a warning message shows up in case of 'floating vertices' and you can choose to ignore them instead of deleting. ZBrush can't edit loose edges or vertices and thats why there is a message by importing to delete those. On the other hand Daz Studio also ignores the 'floating vertices' and gives no message about them becasue they can not be displayed directly.
While floating vertices may be an issue, and can be deleted in DS with the Geometry Editor tool (right-click in the Viewport>Geometry Editor>Delete Unused Vertices), I think some of the interpretation is speculative.
Hello,
I ran into this issue tonight and thought I share what worked for me in case it helps other who come across the forum entry later on...
My item i'm sending to ZBrush is an older V4 clothing item (and I see this issue most often with older meshes like this). I found that I could update the mesh in Daz and then when I used ZBrush, added a morph, and sent it came back the morph was taken. To make the change you can:
Edit > Figure > Geometry > Triangulate...
This converted the entire mesh into triangles, and I'm guessing closed or connected any loose edges/vertices, etc. If you have loaded a texture on it, you can save the figure and the material, and it would propably be best to also save as a new product. The old textures won't work if you reload them onto the item though. But the surface groups are still there so you can add 3rd party textures.
Its not a perfect solution, but hope it helps someone. Oh, and this is Daz Studio 4.16. I'm not sure when this Triangulate... option came, but just in case...
thanks
How is triangulating the mesh NOT changing the topology?
Thank you a lot! It works!