How to export an obj depending on the model's software
VicS
Posts: 1,273
I have some people model things for em for time to time.
Sometimes they give me an obj that is different scale and prientation, other times things work out fine,
if the person uses 3ds is it always best to export as 3ds and if maya expport as maya etc?
this particualr time someone using 3ds sent me an obj very small when I exported thjis obj for him to edit it was as daz
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Also another thing happens maybe 50% of the time,
when it editing for a morph on a daz figure g3 or 8 etc. the morph was succesful but when the morph slider is applied the figure blows up.
Sounds like a case of vertex order not preserved when creating the morph.
Ok is there a way top correct vertex order?
Please how about the export type, he uses 3ds, I have exported both ways actually one as daz one as 3ds, noth obj's he did a test on come in vey small-is ther anything you can suggest in this case?
Once it has changed I don't think there's a way to fix it.
To create a morph you have to preserve vertex order when importing the figure in your modeling engine and modify it only with tools that won't change it and won't add or remove vertices. You also must import the morphed obj back to DS at a scale corresponding to the one you exported the figure.
I never tried importing items from 3DS Max, but there's a video about importing from 3DSMax into Studio here, maybe it can help you:
Blows up might also mean gets bigger, which would be mismatched settings on import and export.
Blow up maybe not the right term, looks more like a huge explosion, bigger than dforce malfunction in clothes, if you move the slider to 100%.
That is vertex order - morph loading is dumb, it just comparesd the position of vertex n in the model with the position of vertex n in the morphed shape and takes the difference as the change the morph is to apply (the delta). If the order of the vertices is changed then it will pair up the wrong positions and you will get weird distortions in the surfafe of the model, though the vertices will actuall be placed on the intended shape. You need to check that the import into the tool being used to create the model and the export from are both keeping vertex order.
All these things need to match:
Winding order is not relevant for morphs.
In many cases when morph slider blows up g8 all that has been done is move a toe a little just to make a test. One little edit can change g8 vertex prefer? And when exporting out of Daz sometimes objects imports to modeling software tiny and out of orientation and visa versa. The person doing the editing knows scale and orientation had to stay the same so it's not as if they are changing these themselves. In both these cases successful morph sliders that blow up g8 and objs importing who knows where or what scale what can be done to prevent it from happening?
I want to add that when I export the obj that can be when the problem happens, it may not be that the modleer is expoting it wrongly-I usually choose export as daz for this-I dont know if there is a way to tell within blender if the size of a single obj has changed-and if I export two objs ( a gun and M4 for example), if they also import with the same bad scale and placement it also seems impossible to tell in blender if the import is out of whack.
Yes. If your modeling engine is not set to keep vertex order then moving a single vertex can be enough to get a different order in the modified file.
There are options both in the import and export dialog which will determine what scale and orientation are used.
Yes. If your modeling engine is not set to keep vertex order then moving a single vertex can be enough to get a different order in the modified file.-there is a setting for this within each 3d software?
Just now for a test I did the export in both daz and blender choicesI He imported and exported back to me without changing any scale or placement-objs come back all over the place and at diffrent sizes-his software is blender he uses
You cannot send the OBJ to someone else in any event, sorry I thought from your query about what the other person needed to install that you had sorted this out. They need their own license for the content used, then they can save a morph asset and send that to you.
There are way more options than that for DAZ export. See first picture below. For clarity, I'm not suggesting checking the options from the picture, that's just the settings I had checked for my last export.
There is option to "Keep Vertex Order" in both the import and export of Blender. Even if you make no change to the model if the Keep Vertex Order is not checked on either import or export the mnorph will not fuction correctly. If scaling is the issue you can change that while importing back into DAZ.
This means they have to download daz and then I can send them a g8 base res obj? Or they can only send back as a morph asset? Very confused on this one, please explain crystal clear so I am not doing anything against daz policies.
You cannot send the OBJ to someone else in any event, sorry I thought from your query about what the other person needed to install that you had sorted this out. They need their own license for the content used, then they can save a morph asset and send that to you.
Spacious, thank you for the clarification and image-where is this options dialogue box found in the daz menu?
If the person is using blender for example can you make a screen shot of how I should export to them-
Ricahard if I export an item I bought from daz to be edited then I am not allowed to send an obj of that ? If it is my object I mdeoled (that I exported form daz) then that is ok to send ?
No. You cannot send a G8 obj or any other content (exported or not) to anybody, and they can't send you back a modified obj. This is not allowed by the license.
If they have their own Daz account and install DS and the Genesis 8 starter essentials they can export a base res obj themselves, edit it in blender, create a morph from it in DS, save a morph asset for that morph, then send you the morph asset file. The morph asset file contains only the "delta" info on how to change the geometry when using the morph and not the geometry itself, so it's ok to share that.
No. You cannot send an item you bought from Daz (that includes freebies) to someone else, no matter the format.
When you say "my object I modeled" what do you mean by that? Something you created yourself from scratch in a modeling program then used in DS? Or a character you created based on a Daz figure using various morphs and clothes? In the second case the answer is clearly no too.
It's the same dialog as the one where you selected the blender preset. There's a button to "show individual settings" which makes all the options appear.
When you say "my object I modeled" what do you mean by that? Yes it is my object I created in a cad program.
thank you for the clarifications, I will not send anyone an obj of any daz product.
Someone is mdoeling in maya with import export issues fitting back on the model correctly, can someone please tell me the export option to choose, should it be as maya? that may sound like a dumb querstion but his exports arent coming in correct, can I also get a screen shot of the indiividual settings to check, he is exporting g8m , if 3ds is easier for exprot issues he also has that program so either one will do, thank you, if he can get it right this time thyen forever more things will be smooth so thanks a lot for the help
If he is modelling around an exported figure then he needs to use the same preset in the OBJ export from Daz Studio and the Import/Morph Loader dialogue - that will ensure any scaling or orientation changes are correctly reversed. In Maya don't make any chnages to scale or orientation in the import/export steps.
This is just eporting daz figure obj, modeling item around figure, importing modeled item back into daz, does this mean that there is no need for same preset in the OBJ export from Daz Studio and the Import/Morph Loader correct?
If there is no morph loader invloved then what settings need t obe the same, can you please explain it more clearly
any scaling or orientation changes are correctly reversed-can you also please explain what this means-or his is for making a morph and does not apply
the main reason I needed to know was often times an item is exported frokm daz then out of modeling program and comes in away and small without having touched scale or orientation-that is the main problem we are trying to get over
]thanks
If he is exporting the base figure from Daz Studio to model around then he has to reimport using the same preset (or one with the same settings, anyway) otherwise the difference will apply to the imported model. The exporter has options for scaling (so that the item takes the right number of OBJ units in the destination) and orientation (most applications have the Y axis pointing up and Z forward, but soem use Z up and Y forward).
Pretty much every 3D application uses a different scale it seems, so this problem is common. You can adjust the scale on import if you want. Usually it's multimplied or divided by 10.