When importing using Morph Loader Pro, what is needed to make geometries "match"

Testing6790Testing6790 Posts: 1,091
edited December 1969 in The Commons

I've been trying to get a non-genesis model (Kururu) to work as a Genesis/G2F morph. I've managed to get the face count to match in blender, but I still get the issues with the geometry not matching. What else am I missing? All it says is that the geometry doesn't match. Do I need to match the number of vertices as well?

Is what I am trying to do even possible, or would I need to hand sculpt it?

Comments

  • SickleYieldSickleYield Posts: 7,644
    edited December 1969

    You would have to hand sculpt. Vertex and face counts of a figure can't realistically be made to match another one.

  • Testing6790Testing6790 Posts: 1,091
    edited December 1969

    ROUGH. There goes 3 hours. I did manage to match the face count, not so much on the vertex count.

  • SickleYieldSickleYield Posts: 7,644
    edited December 2013

    ROUGH. There goes 3 hours. I did manage to match the face count, not so much on the vertex count.

    Still wouldn't have worked, I'm afraid. The "face order" of an obj is also defined by the exact arrangement of small sections of the obj, which you can only see in a text editor (and requires identical material assignment as well). I tried manually text-editing an obj to match up. Once. Then I gave it up and went to original morphing instead.

    I'm sorry you had to learn the hard way, as I did. Don't let it stop you trying random new methods in Blender, though; I've learned a lot that way.

    Post edited by SickleYield on
  • mjc1016mjc1016 Posts: 15,001
    edited December 2013

    You would have to hand sculpt. Vertex and face counts of a figure can't realistically be made to match another one.

    Yep...and then some.

    In some ways, it would probably be a lot easier to do a 'turnaround' series of renders of your desired model to use as backdrops in Blender.

    Post edited by mjc1016 on
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