remowe additions

Hi,
after buying additional content for genesis 2.
https://www.daz3d.com/downloader/customer/files#prod_16367
To the original figure of genesis 2 are added additional morphs. When exporting a figure to another program these additional ones are also exported. How to remove them. I know that I can uninstall the purchased add-on and the figure returns to the basic set. But when I have bought a few extras it's very convenient.

Is it possible to exclude them, so that the figure has only the original set of morphs?

 

Comments

  • Product page link https://www.daz3d.com/genesis-2-female-head-morphs

    How are you exporting?

  • sawkatomaszsawkatomasz Posts: 4
    edited November 2018

    Hi,
    I use Export to fbx, select Morph, edit morpsh rules -- head, export.

    All mimic morphs are automatically exported.  Always the same set that allows Maya to automatically connect to a once created face rig.

    But after adding content, e.g.
    https://www.daz3d.com/genesis-2-female-head-morphs

    At export additional morphs are exported and rig in the maya do not work. Becouse the list and order of morps change.

    I noticed that when adding products, additional morphs are added. It seems to me that there should be an option to export only the base set of morphs. Reset the figure to the base set. You can, as I wrote, uninstall add-ons. And then the morphs also disappear. But it is not comfortable.

    I think DAZ should work on integration with other programs. For example, in gen8 is very morphs with a range from -100 to 100. You only have to export automaticaly from 0 to 100. From 0 to -100 needs to be export manually. Uncomfortable.

    Translated with www.DeepL.com/Translator

    Post edited by sawkatomasz on
  • I thought only those morphs actually selected to export in the Morph Rules dialogue were exported. Are the new morphs unchecked in the rules dialogue.

  • When I export gen2 to maya and then add this product
    https://www.daz3d.com/genesis-2-female-head-morphs
    The list of morps in maya looks different, a few are new. And the others have a changed order compared to the figure exported before installing the product.

    Rig in Maya stops working because it does not rely on morphs names but on their order. Where can I mark morphs that are not to be exported. The rule is head export. And if these additional morphs are added to the head, they are also exported.

    Let's assume that they can be excluded. When adding new products new morphs always appear. It is difficult to look through these long lists and exclude those additional morphs which are not original morphs available with the original figure without any additional ones.

    It would be much more convenient to be able to export the figures only with the original morphs, omitting all these coming with additional ones.

     

  • I understand that it is not possible to restore the figure to the original morhs set.

  • DS will load all installed morphs (as sliders) onto the figure, so you can restore by uninstalling. However, I am still puzzled by the FBX export's behaviour.

  • sawkatomaszsawkatomasz Posts: 4
    edited November 2018

    Thank you for your information. They won't be looking for further solutions. DAZ is a cool character base. A good starting point for rigging, We have blendsapes and bones.

    But a few things make export very difficult. The list of blendsape is constantly changing. It doesn't always happen, some additions don't add blendshape to the Head category.

    This is also the second thing. Blendsapes with a range of -100. It has to be exported manually. To do, but time consuming.

    It can be changed in the next versions. All additions should be tagged in a way that adds them to a new category.  Other solution is to be able to automatically remove any extras without uninstalling. Only from the figure on which we are currently working.

    If it comes to blendsap with range -100 to 100 fbx exporter does not work. Then in Maya there is no problem to do something similar by adding inBetwen blenshape.  But this is manual work.

     

    Post edited by sawkatomasz on
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