OBJ Export without Morphs

bzundelbzundel Posts: 5
edited December 1969 in Daz Studio Discussion

This may be a simple fix, but I can't seem to find it. I need to disable morphs for OBJ export, but I can't find a way to do it. Any help would be greatly appreciated.

Thanks!

Comments

  • frank0314frank0314 Posts: 14,254
    edited December 1969

    Is there a reason why you can't just load a new figure and export that

  • bzundelbzundel Posts: 5
    edited December 1969

    I have the figure posed, and I want it to export without all of the corrective morphing. That option is not available in the OBJ export.

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    Wavefront OBJ is just a mesh export, and it will export the mesh exactly as it appears in your scene.

    You should make sure that the figure is saved first, then go to the Parameters pane, select Currently Used, and dial down the morphs that you don't want in the mesh. Then export that. OBJs don't carry morph information as such, they just hold the X,Y,Z positions of all the vertices in the mesh, and UV mapping of course.

  • Richard HaseltineRichard Haseltine Posts: 102,291
    edited December 1969

    What are you wanting to do? if you are aiming to create a new morph and want to remove the existing morphs to keep your work separate the trick is to export the basic OBJ with pose and morphs, modify it, then import it as a morph with the Reverse Deformations option set (and the figure still posed).

  • bzundelbzundel Posts: 5
    edited December 1969

    I created a short animation in Daz, and exported the Collada file to use in Marvelous Designer. I want to sim the clothing on the last frame of the animation, and then import it into my DCC app to match up and render. Since the Collada file doesn't take the custom morphs with it, the clothing was sim'd without the morphs. If I export the OBJ from the last frame of animation in DAZ, I get a model that has the morphs baked in, and therefore won't line up with the MD sim. I just want to be able to export the avatar without the morphs so that it will match the sim.

    Thanks.

  • Richard HaseltineRichard Haseltine Posts: 102,291
    edited December 1969

    I suspect you may have more issues than just the morphs. Collada doesn't support the TriAx system (separate weight maps for each axis) so the rigging is converted to general weight mapping. You can do that in DS via the Edit>Figure>Rigging menu, which may get you closer to a match.

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