GoZ Partial Body Morph question
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I'm trying to create partial body morphs in the latest Daz4.6 using the GoZ/Zbrush bridge. I'm able to create full body morphs without issue, but I need to be able to create individual morphs that only affect a specific body part/vertex group. The problem I'm running into is every morph I bring into DazStudio via GoZ affects every vertex in the figure, and this causes multiple partial body morphs to cancel each other out.
I've followed all the tutorials I've found here, paying careful attention to the partial body morph instructions (http://www.daz3d.com/forums/viewreply/82975/), but to no avail.
For some reason GoZ is sending ALL vertex positions back into DazStudio, even if I haven't touched them in ZBrush. I've tried masking them out the unaffected areas using the Tool/Morph Target feature, but to no avail.
Are there any instructions on how to do this?
Thanks
Comments
A morph should have all the vertices - that's what it is, an ordered list of vertex postions that get assigned to the existing vertices to make the morph. To make a partial morph you simply leave the mesh in its base state.
This is my understanding as well -- but how do I create a morph using GoZ/ZBrush that only affects a subset of those vertices?
Lets say I needed two separate morphs, one affecting the left arm and one affecting the right arm. I create each morph individually in ZBrush and import them into Daz as separate morphs. Each morph works individually, but since each morph contains vertex positions for all vertices, including the vertices that shouldn't be affected by the morph, they cancel each other out when both active. This due to the fact that the left-hand morph has neutral vertex positions for the right hand, and vice versa.
That shouldn't happen. When you load a morph DS calculates the difference between the original vertex position and the new vertex position, giving a "delta", and those are what get written to the Morph Asset (in fact 0 deltas are not even saved). So your morphs should be a set of non-zero deltas for the two arms. When you apply morphs DS multiplies the felta by the morph value for each morph, adds the results for each vertex, and uses that to calculate the new vertex position. There's no way for a morph to "lock" part of the mesh.