Trying to morph the freebie Body Pillow [Solved]
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I "purchased" the freebie Body Pillow (which is still free as of just now) and it lacks any morphs. No problem, I thought - I'll just export it to Blender and add a few morphs as I do with many other props and clothing. However, this one does not want to play nice. I've checked all my export/import settings and they work for other objects but this one refuses to work with Morph Loader Pro. I just get a Geometry Changed error even though I have made sure that Keep Vertex Order is checked.
The geometry does look intense, however - millions of what look like squares but are so tightly packed, I'm not sure. The prop itself has only Base resolution available so there's no HD or subdivision. A real pity because I could find lots of uses for this prop (and its non-holiday price will be $10).
I've tried in Hexagon and the bridge does work but I am not experienced with Hex and can't figure a way to work with smooth shading - as soon as I select the object with the Tweak Tool it is covered with a bright blue surface mesh which makes it impossible to see what I'm working with or what effects the tool is having. Trying to select different shading (such as Smooth Solid) has no effect with the Tweak tool selected.
Comments
Uhm, I don't use Blender or Hex so can't help with that...for things like pillows it's super easy to make morphs indside DS using either dFormers or dForce, depending on what you want to achieve. And if it's at base resolution and you need SubD, just convert it;)
Gonna be really annoying here and say 'It works for me' in Blender (2.80). Not all that helpful I'm afraid.
Just followed the usual procedure, made sure to keep vertex order and not accidentally apply a subdiv modifier or anything like that. Did a silly little edit, exported with keep vertex order checked, imported in Morph Loader Pro. Could you have exported something else as well by mistake, either from DS or from Blender?
I will say it made Blender 2.80 lag horribly, which is very odd but could be something to do with 2.80 not being tweaked for performance much. 2.79 may have done better. It's got only 139,510 quads, which should be a doddle, though is waaay more than an item like this should ever have/need (more than 10 times more than G8F!). I can only suggest you check it has that many quads when you get it into Blender, and only that many at the point you export it.
Could you share your export/import settings (both DAZ and Blender)? Sorry, I know that's a pain and will understand if you don't have the time. I had to switch off Polygroups because it crashes 2.8.
Quite right - I always forget that simple morphs like this are easier with the dForm tool inside DAZ Studio. I do use dForce but would have to see a tutorial on pillows - I think there is one somewhere.
Not sure if this will help in all situations but I was able to get a fairly good effect with applying dForce to it and turning down the gravity to 0 so it doesn't deflate then using an animation for my character so they lay how I wanted on it. Currently I'm looking for ways to keep just the pillow "Inflated" for lack of a better term so that I don't have to mess with the gravity and could have other dForce items in the scene and have them fall as they should.
Mistaken post. See next.
Ahh - finally got it to work in Blender 2.8. I had Polygroups unchecked on the import but checked on the export. Correcting that so it was unchecked on both was the fix so now it works.
Glad you worked it out. The issue that occured when the polygroups option was checked on importing an OBJ into Blender 2.80 was fixed on or before 10 Dec, after I reported it a couple days earlier. It was only an issue if (vertex) groups were defined in the OBJ, but that certainly impacted an awful lot of Daz Studio compatible products. You should be able to go back to having polygroups checked in beta builds from 10th or later, although it's not essential for morphing as far as I can see.. unless another bug has crept in.
Thanks. I downloaded yesterday's beta build so it should be fixed in that. To be honest, I had no idea what polygroups are or what they do so didn't know whether they were important. I don't model, I just use Blender for morphs - I prefer the Blender sculpt tools to the editing tools in Hexagon but I wish there was a Blender Bridge for convenience.
Oh, and I also use Blender to make a video clip from the image sequence created from DAZ Studio animation renders. It is a bit clunky but it is free and I don't know another free and easy video editor.
Update on that ... I found HitFilm Express which is pretty simple to use and produces good results - better than my Blender efforts, I have to say.