Blender: Heads up for those who use Blender to create morphs
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There seems to be a bug in the OBJ importer in 2.80 beta. The import fails with an error (see attached) if you check the Polygroups option along with Keep Vertex Order in the import options, which I think is the common practice when importing e.g. Daz human figures. So stick to 2.79, or deselect Polygroups in the import options, which means there is no error and the figure is imported but without all your lovely vertex groups. You may not care about them when making morphs.
More info
It seems something low-level has changed and the Python script which does the OBJ import now chokes on creating vertex groups from the group definitions in the OBJ file. I could be wrong, but I've reported the bug anyway as I can reliably reproduce it with a simple test case.
I have hacked the Python script to circumvent the error, and get the import working in 2.80 beta. It's a tiny change. If anyone is sufficiently interested, I will post the specifics.
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Comments
Thanks for the warning. This just be another reason I'm not ready for 2.8.
Sorry, my mistake (previous post deleted).
Keep Vertex Order but deselect Poly Groups works for me too.
Got a notification to say that my suggested fix has been implemented in the OBJ importer, and also in a few other places where the same error had crept in. I assume it will be in the nightly build very soon. Impressively responsive, and of course a relief I wasn't mistaken in thinking it was a bug. Wonder what else I can break
!
I just tried the beta, I can't even run it on my computer. Requires OpenGL 3.3, my card only runs 3.0.
:(
That's a shame. I can't run it on my aging Linux desktop now, as that only supports OpenGL 1.1 because of the Intel HD graphics! I assume you've looked at getting the latest drivers for your graphics chip? That's what determines the level of OpenGL support as I understand it. Open GL 3.3 is more than 8 years old now so it doesn't seem unreasonable for that to be the minimum requirement for 2.80. It's probably required for Eevee, and/or other viewport improvements.
I tried to import a Daz character into the previous version of Blender like two months ago because I wanted to see if Blender was more animation friendly, plus I wanted to have him run away from an explosion that I was following a tutorial on how to create it in Blender since I didn't have an animated explosion in Daz. When I imported my figure, it had a ton of points coming out of the body, it was all distorted pretty much. I'm sure I did something wrong as I'm trying to learn everything myself, but with your suggestion to Blender that they're fixing, is it going to be easier now to import a character in there?
I'm no expert myself and generally I only export from DAZ Studio to Blender to make morphs in figures or clothing. That method is pretty well descibed here:
https://www.versluis.com/2018/01/how-to-create-daz-character-morphs-with-blender/
However, others export for different reasons such as animation, using the Blender cloth simulation or to render a scene. There are scripts to help with some of these, such as the free mcjTeleblender script you'll find here in the Freebies sub-forum. Or there is also the Diffeomorphic script from here:
https://diffeomorphic.blogspot.com/p/daz-importer-version-13.html
Wonderful, thank you so much for posting these links! I'm going to be giving this a whirl this weekend now :)
I have the latest driver, my GPU is just too old. Maybe by the time the stable release of Blender comes out I can get a new card. :) (Fingers crossed)
This is good to know.
I've payed around with 2.8, but haven't used it for anything constructive yet.