Anomaly after importing a morph
Hi,
I exported the GF8.0 body in FBX format and imported it into Cinema 4D, to make a morph, for the torso only.
I changed the position of some points only for the Chest upper and Chest lower parts.
Then I exported this body modified using OBJ format.
I used Morph Loader Pro to import this new OBJ file, and create a chest morph called Chest_Morph.
By moving the slider of this morph, I see that the chest is gradually modified in a correct way (as I wanted it to be)
But when I release the left mouse button which allows me to move the cursor, I notice an anomaly.
Indeed, the head of GF8, on which I didn't make any modification, changes very slightly in appearance.
On the images below, I didn't show the deformation of the torso for this morph, but the parasitic deformation on the face only.
We see that the profile of the face doesn't seem to have changed, but the mouth is slightly half-opened.
I noticed that the body of GF8.1 has the same problem.
Of course, this parasitic deformation is very slight. It can be totaly erased, by applying a Mouth a Closed morph.
But applying a morph to correct a spurious deformation is an exotic solution !
Comments
Were the shape and pose fully zeroed when you exported? Have youn tried using OBJ instead of FBX?
Initially, I had tried to make an export in OBJ format, but this type of export cuts the body into slices.
To wok in Cinema 4D, I need to have a compact shape, in a single mesh.
Have you tried using "Reverse Deformations" when importing your morph? It looks like it could be a product of the Mouth Realism morphs not being dialed out in the geometry you exporterd to make the morph.
Just a matter of choosing the right settings for OBJ export
Look to see if the importer options include importing OBJ groups as separate objects, turn it off if so (or on if it's an option to make all groups part of the same object).
The base model you exported into C4D is set as base resolution 8 (Subdivision 0 is not enought ) ?