MorphLoader Pro ... am I missing something?

edited December 1969 in Daz Studio Discussion

So, I have a custom head obj for V4 that I'm trying to load as a morph with MorphLoader Pro. I go through all the all the appropriate steps (as I've done with several M4 morphs in the past) and MorphLoader says the obj is loaded and the morph created successfully.

However, there is no morph anywhere in any of the parameter groups and viewing the log file ... it says "No deltas for morph, skipping node."

I've tried every possible configuration of settings on MorphLoader that I can think of and nothing seems to work. I keep getting the same result.

I have a sinking feeling that I'm missing something utterly simple, but for the life of me, can't figure out what it is.

Incidentally this is in Daz 4.5 ... and the head obj was created with FaceShop 8 standalone.

Anyone have any thoughts?

Comments

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,487
    edited December 1969

    if you import the source head as an obj does it come in matched up with V4 and morphed in default position?
    I have had to do this, hide my target figure and re- export then use THAT obj as the source no idea why
    I was using whole Genesis and my own Full body morph but same should apply.

  • edited December 1969

    Hmm ... interesting. It does not, in fact, line up with V4 if I import the source obj. But I will certainly give that a shot.

    Thanks!

  • BejaymacBejaymac Posts: 1,897
    edited December 1969

    When you import the OBJ into DS what do you see in the scene, if it's just the head ie. no eyes, neck or anything else, then forget about using MLP as it really doesn't like using a partial mesh.

    Load V4 and make sure you have only her head selected in the scene, open MorphLoader Advanced, select your OBJ, select the correct import preset, then under "Load Morphs for" select "Primary Selection (Vertex Only)", then hit Accept and you should find your morph under Morphs/Morph Loader in the head.

    Wendy check your OBJ, when MLP fails to create a morph with a TriAx figure the OBJ is where the problem usually lies, usually the wrong vertice count.

  • info_b3470fa520info_b3470fa520 Posts: 897
    edited December 1969

    Hmm ... interesting. It does not, in fact, line up with V4 if I import the source obj. But I will certainly give that a shot.

    Thanks!

    Architect,

    Please call Abalone Tech Support at 650-302-0894. We can help you in no time.
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