hexagon bridge problem SOLVED

nemesis7nemesis7 Posts: 0
edited August 2014 in Daz Studio Discussion

Hello, I have a character, that works with all of them, (in the image attached it s the basic with some... muscle)
I export to hexagon, I create a modification on the mesh, I use the bridge and after that in daz I choose 100% about my morph and finally I have what you see on the image.

it s the same thing with all the characters I exported and for all the kind of modification I tried to do.

My questiion is just, Why?

And of course, how can I correct that ?

Thank you for your help :)

Edit, everything begins bigger, enormous, horrible... when I use a different face it s incredible.

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Post edited by nemesis7 on

Comments

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    You should be able to send your figure directly from DAZ Studio to Hexagon, and back, without exporting and running into scale issues.

    It looks to me, from your image, that it is a display problem in the Open GL viewport. Does it render like that or not?

    If it doesn't render with the artefact, then go to Edit > Preferences > Interface, find Display Optimization, and change it to 'None'

  • nemesis7nemesis7 Posts: 0
    edited December 1969

    It does render with this scale issues
    I didn't change the display for opengl it was already on "none".

    I attach the "normal" character you can see the difference.

    Thank's.

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  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    I am afraid we were talking at cross purposes here, I thought you were referring to the artefact in the OpenGL viewport, not the scale of the image.

    Can you please list the steps that you went through to get the model into Hexagon, what you did there, and how you created the morph?

    What modification did you make to the mesh in Hexagon?

  • nemesis7nemesis7 Posts: 0
    edited December 1969

    Actually, I just change the weight on basic male, that does the same with normal weight but we can see the issues better with weight.
    Into hexagon I just took one poly and move it, nothing else.

    I discovered this problem when I was changing a face with other tool but the same thing happens.

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  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    What you need to do, when creating the morph in Morph Loader Pro, is to select 'Reverse Deformations' right click on it, and change it to 'yes', that should fix it.

    You have to do this if you send a morphed figure to Hex and back again, otherwise the original morph is included in the new one.

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    You can also go to the Currently Used tab in the Parameters pane, dial down your original morph to zero, and that would work as well.

    It means that both morphs will be combined in your new morph, the original one, and the one you just created, so it can be applied to a Base Genesis figure, and it will look as intended.

  • nemesis7nemesis7 Posts: 0
    edited December 1969

    Thank you, thank you and, thank you.

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    Ha Ha :)

    You are most welcome, glad to help.

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