weight maps and reimported subdivided HD obj versions
WendyLuvsCatz
Posts: 38,493
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.
welded_DS_render.jpg
2000 x 2000 - 1M
Post edited by WendyLuvsCatz on
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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