Problem applying morph to rigged prop.
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I rigged a rope with a few bones and weightmapped it. It works as desired in Daz, however when I sent it to zbrush and made some tweaks and applied it as a morph, the morph causes extreme warping that doesn't match the morph in zbrush. Is there some step I need to do to bake/finalize the weight mapping or something before I can apply morphs? In the current state the weight mapping is still editable.
Post edited by Falco on
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To exclude different sources of issues I would skip using GoZ to send the rope to ZBrush. Instead export an OBJ out of Daz Studio and import it into ZBrush. Once you are done with the morph export the OBJ out of ZBrush and load it as a morph into Daz Studio with the Morph Loader Pro.
I guess the issue you have comes from the posed rope that you send to ZBrush and then if you send it back to DazStudio the morph will include the posed shape resulting in this extreme warping. With the export/import method of OBJs you get an option in the Morph Loader Pro that is called Reverse Deformation that will remove the pose that may also been baked into the morph shape you try to sculpt.
Also in Daz Studio go to the Joint Editor tool and use Memorize Figure Rigging that can cause issues if you haven't already done after adjusting the bones/rigging. BTW the weight mapping will be editable at any time no need to finalize something except the Memorize Figure Rigging if you have moved the bones away from the default position in the Joint Editor.
So I did forget to memorize rigging, but I ran that now and created a new morph and it still has the warping issue, can you not run it after it has been weightmapped or maybe that wasn't the problem?
I don't think the issue is with the zbrush workflow as you can enable advanced settings for the goz workflow and set all those same morph settings, pluz reverse deformation is on by default in goz so it's been on the whole time. I goz morphs every day, the only difference with this asset is that I rigged and weightmapped this asset myself.
You can run memorize rigging at any time with or without weight maps that should not be a problem.
I just suggested you to try the OBJ export/import with MorphLoaderPro. I saw some issues with GoZ in the past and found it not very reliable. Its general procedure to exclude error sources one by one to hunt down issues. Maybe you just have discovered a new bug in the latest version. Most threads about GoZ issues started with something like: I've updated my Daz Studio now GoZ dosn't work like it should anymore.
But speaking of Reverse Deformation it may be a good idea to save the rope as a new Figure Asset first before you start creating morphs for it.
This is just my idea what could have gone wrong. I had issues with the Transfer Utility that didn't want to transfer morphs from one custom figure to the other I was just working on because nothing of this was saved as a Figure Asset. As long as you edit something it is saved embedded in the scene file maybe GoZ gets confused about the base shape of your rope figure becasue it may requires that the figure is already saved as an asset to the content library. Select your rope figure and go to File>Save As>Support Asset>Figure/Prop Asset fill in the neseccary text in the dialog, delete the rope figure from the scene and load it back from the content library where you just have saved it this will be neseccary to create a reference to the original figure/prop asset saved in the content library instead of using the embedded one. Then try it once more with GoZ.
Once you have the morphs working you can save then seperatly with File>Save As>Support Asset>Morph Asset.
Yea fair enough. For some context, I have a ton of experience making morphs so I'm pretty expert level on that process, but this is my first time rigging an asset so there may be some glaringly obvious thing I did wrong on that part of the process that I'm not aware of. I basically followed this tutorial in order to rig it. https://www.youtube.com/watch?v=0Cyxhir31Ng I did some tests, see results below
I memorized rigging, saved the asset out, deleted it and reloaded it. This did not seem to make any difference in the issue. I loaded it in through the default zbrush settings and also through morph loader with reverse deformations checked (the rope was exported with deformations checked). All attempts got the same bad result.
The interesting thing is that I did a basic test with the rope in it's default position, did the zbrush, and imported it in with preserve deformations disabled. In this case, the morph when applied was true to zbrush and looked correct. Which definitely makes it seem that in other cases the morph is being applied and then being affected by the joints somehow and is trying to apply the correct morph but is being influenced. But the rope will be posed in the workflow before using morphs to correct issues, so reverse deformations is definitely needed in order for this asset to be useful so I need to find a solution.
Nice I know this video I saw it once years ago but couldn't find it anymore.
Becasue of that I made my own youtube videos. The most viewed is this one
DazStudio Rigging a Cylinder
but I also made this video series about rigging a GeoGraft headpice.
DazStudio Twi'lek for G3F
Regarding GoZ I did a quick test, loaded the simple rigged cylinder in a posed position send it to ZBrush, had to configure the Daz Studio Path in the Preferences again but after that I was able to hit the GoZ button in ZBrush and I saw the new GoZ import dialog with the Reverse Deformation setting in Daz Studio and everything went fine no deformations the morph showed up on the cylinder as I've sculpted it in ZBrush.
I am using Daz Studio 4.10.0123 and the GoZ plugin version 1.7.0.123 have looked up this in the Daz Studio Help>About Installed Plugins.