How to make a morph for teeth in Blender

Hello! Newish user here. I have some 3d modeling experience, mostly for 3d printing, so not a lot beyond creating base meshes. I am working on learning Daz and improving my knowledge of Blender. So, newbie with a teensy bit of experience and the ability to pick things up quickly.

I'm working on a character right now, and would like to tweak a tusk morph I have, specifically SY's fantastical features tusks, because I like how it involves the lips as well. I just want to change the shape of the tusks a little, to be a touch more vertical and more rounded. I feel pretty confident I can edit it into something I'd like in Blender, but I'm a little lost as to how to do that specifically for the teeth. Would I put SY's morph on the base model first, get the tusks and lips the way I want them, export them to blender, edit them to what I want in the end, then import that in and make it a morph? Would it be better to go all the way to the full application of her morph and then export that and edit it?

I've found good tutorials on how to make your own morphs, but I'm a bit fuzzy on how you'd do it for internal things like teeth. Can those be exported alone? Do I just have to open the mouth up and then make sure to put it back to neutral? How does that work precisely? This will be my first morph, so I'm a bit daunted!

Thanks! I appreciate all you helpful people. :)

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,778

    If you apply the morph (assuming it isn't HD, we can't create or modify those), export as OBJ at Base resolution and with no attachments (such as lashes), import into Blender, make your chnages, export, and open Edit>Figure>Morph Loader Pro then once you have selected the morph OBJ you can check Reverse Deformations in the options under the filename in the lower part of the dialogue - that will split out your chnages from the SY morph, so when you apply both you will get your desired result (and because the new morph is all your own work you can share it, it won't be overwritten by a product update for the SY set, and any corrections for things like closing the mouth associated with the SY morph will still work).

    Make sure, in Blender, that when importing and exporting you don't chnage the scale and preserve the vertex order, and that none of the tools you use add or remove geometry. Make sure that you use the same preset in the OBJ export and in morph loader, so that scaling and orientation match.

  • ShadowdreamShadowdream Posts: 61
    Thanks a bunch. I will try this tonight! Sorry I am just responding, it has been a busy week!
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