OBJ exported for Blender are inside out and seperated
I exported the default Genesis 8 Female model as an OBJ file foe Blender, and I found that the model was inside out.
It looks dark (compared to a regular blender model) and there are some small black glitches all over the model, when I use a sculpt brush with add the model subtracts and vice versa.
I've also exported an Maya file and, though I don't know how to use Maya, it looks normal.
Is this a BUG or I got sth wrong?
Edit:
I tried to import .fbx into blender, the bones were all messed up, and the character is devided into pieces but it is one object. What I mean is when I use the cloth simulation the cloth only collides with the chest of the model, the obj file has the model seperated but the fbx imported into Blender has them together.
Comments
Sounds like the normals are flipped somehow, and/or some other geometry problem. Can you post screen shots of your export settings in Daz Studio and your import settings in Blender?
The export settings are these, and there are no import settings in Blender
I was using Blender 2.8 and had that issue, but when I imported the same file into Blender 2.79, it looked fine but the sculpting is actually reversed as well.
For Maya, I used the fbx file that Maya preferred. Then I tried importing the obj into Maya and came the same results, it had black faces everywhere. So I assume it's the obj exporting function have issues.
There are import settings in Blender - see attached image.
For the Daz Studio export settings, you need to click on the 'Show Individual Settings' button to show them all.
I would recommend not using the Blender option in the 'To' dropdown when exporting from DS, as this preset has issues. Instead, use the Daz Studio preset (the objects will be very large in Blender but can be scaled down if desired).
Studio's Blender import and export options don't have issues so much as they are simply wrong. If you model in Blender taking in to consideration the differences between it and Studio (1cm Blender = 1m Studio, Blender z-axis is up whereas Studio y-axis is up) you should have no problems getting your models from Blender to Studio.
If Blender uses a vertical Z-axis then that means the mesh has to have had it's axis swapped, otherwise it would load in face down/up. Not only can that cause the normals to be flipped, but it also mirrors the mesh. To give an example of what I mean by mirrored, take a car, in one program the steering wheel is on the left, swap axis to get it into another program and the steering wheel is now on the right, and the badges and license plate are all backwards.
I've tried using the Studio preset and modify it to make it Z up, but it still did not work.
Your problem is you are swapping the axis in DS when you export.
In DS load the figure you want to export
Go File > Export
Choose where to save it, check it's going to save as OBJ and give it a name
Select the Blender export preset
make sure the axis read XYZ left to right
Preset should now show Custom instead of Blender
Hit Accept
In Blender go File > Import > Wavefront (.obj)
Find the OBJ you exported from DS and select it
Set the import settings to match what you see in andya_b341b7c5f5's image
Click on the blue "Import OBJ" button top right.
Do not use either the Blender export or import option in Studio, use Custom and 100% scale for both.
Any solution of this ? I have that problem on my second PC.
Ok, so this plagued me as well. Not sure about the separated issue, but the inside out issue is that your normals are facing in. In Blender, in Edit Mode, highlight your character and press A (highlight all the vertexes/polygons), and go to the Mesh menu. You want Mesh>Normals>Recalculate Outside. This should fix your inside out problem.
And most likely your object is rotated 90 degrees about the X axis, and mirrored about the YZ plane. If not, the OBJ importer has helped you out, but then you'll have to apply the rotation transforms (and probably size as well) or else you'll experienced various wierdness down the line.