If I want to make G8/V8 morphs in Blender where's a good place to start?

StratDragonStratDragon Posts: 3,249
edited December 2019 in Daz Studio Discussion

If I want to make G8/V8 morphs in Blender where's a good place to start?

I know how to use Blender but I'm clueless as to how to make morph targets and G8 is all very new to me.

in advance thanks.

Post edited by StratDragon on

Comments

  • There are videos that you can watch on YouTube.

    One is by Jay Versluis ( WP Guru ) called "How to create DAZ Character Morphs with Blender".  I vuagely recall that being a decent tutorial.

    https://www.youtube.com/watch?v=ABd6hMp3eT0&t=1223s

     

     

  • Catherine3678abCatherine3678ab Posts: 8,385
    edited December 2019

    "Somewhere" in the forums is mention of a free script for Blender with which to import in Genesis 8 for morphing. Works well.

    found it! https://www.daz3d.com/forums/discussion/360376/dazsculptorfree

     

    Post edited by Catherine3678ab on
  • StratDragonStratDragon Posts: 3,249

    thank you both, this is terrific stuff!

  • nicsttnicstt Posts: 11,715
    edited December 2019

    Don't make a morph as such.

    Export G8F (or whatever), import into Blender with the correct scale and orientation (it's worth getting right).

    Then move some verts (grabbing a vert and pull it out into a spike is enough) - DO NOT CREATE A MORPH YOU NEED; the purpose here is the test the process as a whole.

    Export.

    Then import into Studio, using Morph Loader Pro. Make sure you get that spike created previously when you try the slider in Morphs > Morph Loader (where they go by default). Pay particular attention to the model as a whole; did any other parts move? They shouldn't have.

    If the import failed, the usual culprit is geometry not matching. Two reasons, invariably:

    1. The model was exported from Studio with another model part (G8 don't include the eyelashes), but it could be anything including cameras, lighting and anything else not invisible.
    2. The model was exported with Sub D applied; setting it to zero isn't enough. It needs to be: Base.

    Successful, but odd results:

    1. Applying the morph causes the model to change size in unexpected ways: scale wasn't correctly applied, one way, or the other.
    2. A pre-applied shape (not default) wasn't allowed for when importing back into Studio; don't forget to reverse deformations. Pay attention to morphs applied by default. Zero them.
    3. Similar to above, except the pose applies as the morph-slider is applied (when model is in default pose), but the model was exported with a pose; under reverse deformations, there is an option to reverse the pose, which still needs to be applied.

    If a model is exported with a shape and/or pose, I'd reccommend saving it as a scene subset. This way, if you want to make additional morphs from the exported .obj (or whatever), it is simple to do so.

    * Keep a note of export options in both Studio and Blender, as well as import options.

     

    Post edited by nicstt on
Sign In or Register to comment.