Separate Morphs

How do you export or save morphs separately ?

I want to create one control dial for the upper body and another control dial for the lower body

I have loaded the full body morph on genesis

How can I create two different dials from the figure morph?

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,938
    edited December 1969

    You need separate OBJ files. How did you make the morph? Some modellers have tools to split a shape down fairly easily, others don't.

  • inspired_designerinspired_designer Posts: 63
    edited December 1969

    How can I load the separate obj into daz as morphs dials..It gives an error...geometry does not mach.

    Can you please tell me more what is the workflow you use

  • Richard HaseltineRichard Haseltine Posts: 100,938
    edited December 1969

    How did you split the morph? You can't delete half of the mesh as that will give you the error you are getting (because the mesh doesn't match). That's why I was asking what modeller you are using - there's no point my telling you how to do it in modo, which is what I use, if you use Maya (which I would assume could do the job, but would use different tools) or Hexagon (which can't, readily).

  • inspired_designerinspired_designer Posts: 63
    edited December 1969

    I will use the software you recommend to do the task I need.

    What import/ export settings do you use in Modo?

  • Richard HaseltineRichard Haseltine Posts: 100,938
    edited December 1969

    modo is hardly a free application, and I don't think it has a demo version.

  • inspired_designerinspired_designer Posts: 63
    edited December 1969

    If it is not too much trouble, please let me know how you do it

    It would really help me a lot

  • Richard HaseltineRichard Haseltine Posts: 100,938
    edited December 1969

    Import both the base mesh and the morphed mesh, as separate layers, with the base mesh active. Create a new morph map. Vertex Map>Background to morph. Remove the background mesh, select the areas of the base mesh you want to morph. Vertex Map>Apply Morph.... Export as OBJ, import into DS with Morph Loader Pro.

  • inspired_designerinspired_designer Posts: 63
    edited December 1969

    I did as you suggested and the mesh was not accepted by daz morph pro (Geometry does not match)

    I also run a simple test in modo with the following settings and it failed

    Daz - exported mesh ( Resolution Base )
    Modo-Imported mesh with separate layers ...
    Modo- (without changing anything) mesh exported as obj.
    Daz figure load morph pro....(daz) Geometry does not match

    I tried the same with a static mesh ... (Daz) Geometry does not match

    Please let me know where it is going wrong as this feature is important to me

    (I am using the latest Modo 701)

  • Richard HaseltineRichard Haseltine Posts: 100,938
    edited December 1969

    Don't check either of the options when importing the OBJ into modo, just import it straight.

  • inspired_designerinspired_designer Posts: 63
    edited December 1969

    import export successful after deselecting on modo import as you suggested

    I am not sure about the following. (marked in red)

    Create a new morph map. (base or morph?)
    Vertex Map>Background to morph. (base or morph?)
    Remove the background mesh, (base or morph?)
    select the areas of the base mesh you want to morph. (base)
    Vertex Map>Apply Morph…. (base or morph?)


    .

  • Richard HaseltineRichard Haseltine Posts: 100,938
    edited December 1969

    Everything should be done to the base shaped mesh, the morphed shape is there only to provide the background shape to be placed in the morph map - after that it can be deleted.

  • inspired_designerinspired_designer Posts: 63
    edited December 1969

    Thank you Richard.

    That is exactly what I was looking for.

    I followed your instructions and It worked like a charm.

    Its fantastic. I am very happy with the results

    I guess is better to know than to have

Sign In or Register to comment.