Export Blender morph to Daz (when not in A pose)

In Blender I've created a morph which consists of some bumps to the skin.

However the character in Blender (imported via official Daz to Blender bridge) is not in the default 'A' pose, thus when the morph is exported and applied to a character in Daz, it warps the character into the Blender pose which is undesired.

When exporting the .obj from Blender to load as a morph, is there any way to exclude all pose/rotation information and keep only the geometry changes?

Alternatively I could get the figure back to an 'A' pose in Blender itself, but the official plugin doesn't seem to have any working option to do this.

Comments

  • nicsttnicstt Posts: 11,715

    when reimporting, you can reverse deformations, and can also include the pose in the reverse deformations; be sure to save the pose, even if you used one from your library, just incase you tweaked something in the pose.

  • Thanks for your response. This didn't give me quite the effect as it cleared the pose, but also the game to the geometry (skin bumps).

    I tried adding in the pose option also but this gave me some strange results. Should this pose option match the one I exported to blender in the first place exactly?

  • Yes, it has to be the pose you sent across - it compares the before and after shapes and keeps the differences, so you want those to be your sculpting alone.

  • Thanks. Unfortunately even with reverse deformations set to 'yes' and the pose exported to blender included in the settings, applying the morph still warps the character into that pose.

    It feels like getting the character back into the A pose would be easier on the Blender side, but unfortunately the 'Import pose' button in the Daz to Blender bridge simply moves the character a little but, rather than applying the pose.

  • Is the figure actually posed?

  • jamesramirez6734jamesramirez6734 Posts: 90
    edited October 2022

    I'm wondering if it's actually the difference in Blender's orientation which is messing with things. In summary I:

    - pose the figure in Daz and save the posepreset.duf

    Image removed

    - send the figure to Blender using the official bridge and scult a bump on the head. Notice here how Blender has fiddled with the rotation/orientation of the figure, which might be the problem

     

    - export from blender as a .obj, and import to Daz as a morph with the posepreset.duf provided

    - apply this morph in Daz which successfully applies the bump at 100%, but the character is pulled into a different 'flipped' orientation/position as a result of the morph being applied. This means pose controls no longer work, for example changing the neck 'bend' will morph the character into a giraffe

    Image removed

     

    I'm trying to find a solution which prevents the pose controls etc from breaking, which probably wouldn't occur if Blender hadn't shuffled the orientation/rotation of the figure. The alternative of course would be to get the character back into the Daz default 'A' pose in blender (with the bump) so that it can be imported as a simple morph.

    The reason I need to first pose the character in order to apply the morph, is because I'm actually using softbody physics in Blender (which rely on the pose).

    Post edited by Richard Haseltine on
  • Please put the Viewport into a non-textued Drawstyle if you need to show a nude figure.

    It might be better to use OBJ in both directions, but if that isn't possible try saving an OBJ both before and after you sclupting, load the before OBJ onto a zeroed figure as a morph with no Reverse Deformations, then apply it, and finally load the after as a morph with Reverse Deformations. That should subtract the form you have in Blender, leaving just the edits.

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