What does Morph Loader mean when it says, the geometry didn't match?
James
Posts: 1,028
What does Morph Loader mean when it says, the geometry didn't match?
Is it the number of polygon?
The reason I'm asking this, because I want to DETACH the genesis head from neck above to use it for certain process in Zbrush. Zwrap.
I'm going to use the head mesh generated by Character Creator 4 - Headshot plugin,
Wrap the Genesis head to the generated head, in zbrush,
Then reattached the genesis head back to its body.
The reason of detaching the head is for simpler process in zbrush.
Comments
Morph loader can only work if the modified mesh has the exact same number of polygons as the original and in the same order. So no, loading just a modified head without the rest of the mesh won't work.
I'll re-attach it again.
Will it work? It should be work right in theory.
and what does "in the same order" mean?
It's the vertex count and order that must match, polygons are not relevant for morphs. When you load an OBJ to create a morph Daz Studio takes the position of vertex 1 in the OBJ as the morphed postion of vertex 1 in the figure, vertex 2 in the OBJ is the morphed postion of vertex 2 in the model and so on. If the number of vertices does not match it will not be possible to set up the correspondence, if it matches but the order has changed then instead of getting a smooth shift to a new shape the morph will pull bits of skin around all over the place and you will end up with a spiky mess (though the outline will be the intended shape).
If you open an OBJ in text editor, you will see the coordinates of every vertex on the model listed. The number of lines in that list must not change and the order in which they are listed must also stay the same.
Cant you just import the whole Genesis figure body into Zwrap, and then exclude all but the head geometry for the Wrap.
There are many videos on youtube that detail the node set up for wrapping in either of the two Wrap softwares (R3DS Wrap and ZWrap)
When importing back to Morph Loader, you can use Head deformer Weight Map to apply the morph only to Head if needed (although probably not needed if you did Apply/Replace steps properly)
I havent used ZWrap but my R3DS Wrap usually looks something like attached, sometimes I tweak before exporting by adding some extra steps.
Anyway, if you want to detach and then reattach, that will change vert order. One way to restore vertex order is by using one of several Blender addons. There's one such addon on Gumroad that everyone uses.
But your problem at moment is not vert order issue, your problem is vert count issue. You should check the vert count didnt change when you attached and reattached. But as i mentioned eariler, that's not necessary anyway.
@ilweep How to exclude certain area in zbrush for zwrap?
Have you seen this? vimeo.com/306396017
That simple. I think it will work.
I have never once used ZBrush so dont know how it works but I remember seeing a tutorial by Esha where she used the Morph brush to restore the base figure of a morphed figure.
If ZWrap distorts the base figure body, you could try using that Morph brush technique (might not be what it's called!) to restore the Base figure.
In the full R3DS Wrap software, you can restore the base figure (if needed) by using either or a combination of Apply, Replace, and Brush nodes, but I guess ZWrap doesnt have those...
You could ask ZWrap or Zbrush experts what actual best practice for workflow is, because i really dont know.