weight maps and reimported subdivided HD obj versions

WendyLuvsCatzWendyLuvsCatz Posts: 38,493
edited April 2014 in Daz Studio Discussion

ok a really dumb carrara compatible HD morph workaround I have tried is using the exported obj subdivided HD versions of figures rerigged using transfer utility and saving as support asset
only prob is the mesh is welded
I have tried selecting bones and filling by weight ie eyeballs
or smoothing the welded gum lips attached to head bone
is there anyway in Daz studio to transfer the original weightmap for Genesis or genesis 2 to the subdivided highpoly obj reimport
carrara can handle the highpoly mesh, that is not an issue but making the bugger talk and blink with a welded mouth is
it has all the morphs so mimic plugin works if I move them to the head but not pretty.

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Post edited by WendyLuvsCatz on

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  • WendyLuvsCatzWendyLuvsCatz Posts: 38,493
    edited April 2014

    Ok nobody knows or maybe due to nondisclosure agreements cannot answer my question
    so I tried a workaround
    in theory brilliant
    in practice has issues
    I tried to create a subdivided mesh bodysuit of the figure for genesis to wear.
    I exported RawArts deepseacreature wil subdivision as an obj removing eyes and mouth parts.
    and reimported it as an obj I used transfer utility on for genesis to wear as a bodysuit.
    using seacreature morph on genesis
    I can actually get it to work as an FBX export in iClone but face morphs do not properly follow
    but in carrara it scales up 200% seacreature conformed
    in this pic no seacreature on genesis it is normal
    I hid hands and feet of suit as deformed, intended using the genesis nonsubdiv ones as I would mouth and eyes
    nonconformed two figures in same space, same animation same mimic lipsync it looks perfect

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    Doc2.gif
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    Post edited by WendyLuvsCatz on
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