Morph Loader Pro 4.12 Problem: Morphs the whole body into sharp triangles

Hi, 

I'm new to DAZ 4.12 and in general, but I have followed every forum, every tutorial and read just about anything I could find on morph loader pro proper way of export/import. I successfully bring the morph and load it, when I go to the morphs to adjust the levels, it completely destroys the body - the skin twists and falls and at both maximums, turns the entire body shape into messy triangles and looks like a pile of garbage of sharp, triangle-like shapes. The entire body changes into a giant pile of garbage. 

Please help! This is what I did.

Delete eyelashes. Put resolution to base (tested with subDivision Level both on 0 and 1 - still same outcome). Exported obj as custom 1%. I played with checking the import settings -

Ignore Invisible Nodes (checked),

Write UV Coordinates (tried both checked and uncheck),

Write Normals (checked),

Write Faces (checked),

Write Separate Objects (checked and unchecked),

Write Groups (checked),

Write Surfaces (checked none and tried checking originals too),

Write Material Library (checked and unchecked). 

Imported OBJ into Blender 2.82, didn't touch or delete vertices, all stayed same and faces stayed same. 

Exported as both (100% - then imported at 100% in Daz, I also tried exporting from Blender as original 1% scale and importing in Daz with 10000% (saw someone suggested it). 

Checked the following boxes in blender export. 

Always Selection Only (checked at all times) 

Objects as OBJ Objects (checked always) 

Forward (z)

Up (y)

Apply Modifiers (checked always)

Keep Vertex Order (Checked always)

I played with these on and off checked: Write Normals, Include UV's, Write Materials, Polygroups. 

I have tried even exporting with Poser instead of custom - still no luck. With Poser export, the settings cannot be touched so I don't touch it. I tried exporting with Bone Welds under custom - still no luck. 

I'm losing my mind here, I have followed every instruction and video and forum, still can't get what the issue is. There's no geometry problem; everything loads successfully, but as a morph slider, it turns the whole thing into GARBAGE! Please please please help! I did my model like 5 times with different types of exports. I did test runs with just the nose tweaked and nothing else, nothing works. 

 

Screenshot (25).png
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Comments

  • Catherine3678abCatherine3678ab Posts: 8,336

    There is a reason why that is happening, I happen to forget what it was though, maybe symmetry turned on or something, anyways ...

    This is a wonderful plugin, it was updated a few times so by now one would get the edition for the more recent Blender AFAIK.

    Forum Post

    n.b. once G8F is exported via this plugin, just keep that .obj for next time ;-)

  • Richard HaseltineRichard Haseltine Posts: 100,784

    That is the vertex order changing at some step.What haoppens if you just import into Blender and then export?

  • Thank you guys so much for responding.

    I'm attaching how I export obj from DAZ (lashes deleted, base resolution set with sub 1 in auto). 

    And I'm attaching how I am exporting from Blender: with nothing edited or changed at all. Just opened in blender, and exported. 

    I still get the same issue - pile of garbage. 

    Screenshot (28).png
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    Screenshot (31).png
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  • That is the vertex order changing at some step.What haoppens if you just import into Blender and then export?

    I'm attaching screenshots of settings of export from Daz as well as Blender. I just open it in Blender, don't change a thing, nothing. Load it through morph loader and it loads successfully ... but still, a pile of garbage. Same issue. Is there anything I should be checking that I am not checking? Or unchecking that I should be? Thank you so much! 

    Screenshot (28).png
    549 x 520 - 47K
    Screenshot (31).png
    473 x 859 - 204K
  • jestmartjestmart Posts: 4,449

    What are your import settings for Blender?  What are you doing in Blender and does it involve a modifier?

  • lilweeplilweep Posts: 2,487

    should Forward be Z forward not -Z forward?

     

    Just a guess

  • Richard HaseltineRichard Haseltine Posts: 100,784
    lilweep said:

    should Forward be Z forward not -Z forward?

     

    Just a guess

    Scale and orientation wouldn't account for changed vertex order, though they would make the morph behave incorrectly (the fiogure would end up the wrong size or positioned wrongly).

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,204

    keep vertex order on import to Blender not Split in the advanced import options 

  • Could you solve it? I have the same problem.

  • Could you solve it? I have the same problem.

    Have you tried the suggestions above?

  • 3WC3WC Posts: 1,107

    I noticed you are exporting from Studio at 1%, so are you scaling back up when you import the morph? Why not just export at 100%?

  • Make sure that on import into blender you click the drop down next to geometry and check keep vertex order, as wendyluvscatz mentioned, I'm just adding a screenshot of the options.

    importobjblender.jpg
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  • Hi, I also have the same problem, I don't know what is wrong with my model where I made the modification, I exported it in obj but it also deformed so I've been trying to know what the problem is, the vertices are fine, I don't have modifiers and the I have eliminated tabs but it is still deformed and I have tried everything when exporting if someone solved it seriously I would be grateful if you help me with that I can not move forward in my project because of that problem.

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