MDD file export mesh count doesn't match the obj file
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So here is the problems,
I've just spend $59 on Animate2 in order to export mdd file. so I can coverrt the animation into cinema 4D with Riptide Pro.
So I export a genesis 8 model to obj(I kept all setting in default) in Daz studio then open it in C4D
Then i exported the mdd file out of the same model.
Then i connected all separate part together in cinema 4d so it became one mesh, then clicked 'import .mmd file' to import the mdd file i just exported.
then a poped up window showed and said
'The Point Count of the selected mesh object [92343]
Does not match the Point Count in the .mdd file[66738]
Operation Aborted.'
I Tried to get rid of any unnecessary part and try to export everything as possible and the point count is still not matched...
Can anyone please help? I kind of felt like i just throw 59 bucks into water...
Comments
I hope some one can help you, but just in case they can't Daz 3d does have a 30 day money back guarantee
Then i connected all separate part together in cinema 4d so it became one mesh, then clicked 'import .mmd file' to import the mdd file i just exported.
... and in doing that you' ve changed the point order of the OBJ and it can no longer match the mdd.
Indeed this is your mistake.
I use the animate2 MDD to C4D ( via riptide Pro), pipeline for my animated films.
ALL MDD driven Daz meshes in C4D
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You must export ONE single mesh, and matching MDD, from DS and import that ONE single mesh into C4D
via Riptide pro to maintain matching vertex count
I use the same method. but when u export the obj file it looks like this in C4D,
And you can only import MDD to a single mesh via riptide pro.
So how you actually do it? Can you export all objects into one mesh in Daz studio? Or export all mesh's MDD separately?