I get a Geometry error when trying to load a morph
So I made a new thread because I'm gonna try editing the model in 3DS Max. It still gives me that "Geometry did not match, failed to create morph" error.
Subdivisions set to 0: check.
Mesh Resolution set to Base: check.
Exported to 3DS Max scaling: check.
Exported to DAZ Studio template when exporting back to an OBJ while in 3DS Max: check.
Unchecked optimization for vertices: check
Still gives me the same error.
Should I change the SubDivision Algorithims, etc.?
It's also worth pointing out that sometimes upon importing the object, 3DS Max says "deleting isolated vertices." How can I turn that off? Cause that might be the problem.
And when I export with DAZ straight as an OBJ and import the unopened OBJ, it works, so 3DS Max must be doing something with the vertex order whenever it opens it.
Someone please help cause I am real stressed out!!
Comments
It almost definitely is — the whole principle of importing morph data to be applied to an existing figure is absolutely dependent on the number and order of vertices in the morph being unchanged from the original object's mesh. Remember, a morph is nothing more than instructions for each vertex to "move this way a bit, move that way a bit". If the vertices don't match, it's impossible for the morph to work. Do we have a 3DS MAX expert handy who might know how to stop these mesh changes? It's probably a not very obvious global preference or import setting.
It almost definitely is — the whole principle of importing morph data to be applied to an existing figure is absolutely dependent on the number and order of vertices in the morph being unchanged from the original object's mesh. Remember, a morph is nothing more than instructions for each vertex to "move this way a bit, move that way a bit". If the vertices don't match, it's impossible for the morph to work. Do we have a 3DS MAX expert handy who might know how to stop these mesh changes? It's probably a not very obvious global preference or import setting.
That's okay. I kinda did figure it out. I imported as a single mesh and the morphs work! I had to fiddle with the scaling to make the whole figure not grow or shrink when I applied the morph, but it's working good now! Thanks!
Ah yes, that's the big difference in (I think) D|S4.0 from previous versions, all mesh objects are loaded as a single mesh, but an .obj for a multi-part figure used to be maintained in the scene as multiple parts of the whole object. I think it was done this way as part of making the Genesis technology work — the programmers couldn't get it to play nice with the old multi-part system, where only the morphed part of the object needed to be exported/morphed/re-imported. Now, even for non-Genesis objects, the whole mesh must be used.