Can't get a face-morph... Object does not match...

JD_MortalJD_Mortal Posts: 760

What I did...

1: Used a whole bunch of D-Form tools to edit a face... Then "Baked the morphs"... Though I am not sure if those morphs are the morphs it was talking about baking... So much is unclear.

2: Saved it as a morph-asset... that failed to load, Saved it as "Shaping Preset"... That failed to load or remember the shape...

3: Decided to do a morph by OBJ injection, instead of using Daz's "Remember this or that, or whatever" saving methods... Exported as a OBJ, for morphing. (Followed the exact instructions on the tutorial, the kid with the stretched-out nose. However, the editing here was done in DAZ, with the D-Form tool.)

4: Morph-loader... Tried to load it into the base model GEN3, which is the original model I used. It failed... Object does not match. Tried every setting, all two that you can edit...

"One or more of the files loaded has no effect", was the other one... when I load it.

So... How does this actually work. I don't need a whole body-morph, just the head. It did give me the option to include or not include things on the morph-asset, but not on the export.

The object has the morphs, they look perfect, it captured all the D-Former deformations. (Wasn't sure if it would, as it seemed as if it were going to only save the core model, not inline modifications.) However, for some reason, it doesn't match the model, and is failing. Duh, it's a morph, it shouldn't match!

To add... No model changes were made, other then the d-formers... The model was not moved from 0.0.0, (center), and had no other objects around... The model was not actually edited anywhere externally. This is Daz using Daz's own created OBJ, not another program loading the OBJ, editing, then saving the OBJ and possibly messing it up... Yet, unchanged from the export, it doesn't match, even without edits!

I must be missing a step, or a setting is not the same as it was when the tutorial was made, or something changed... Or... GEN3 isn't morphable this way.

Post edited by JD_Mortal on

Comments

  • Did you use the Spawn Morph button on the DForm pane before trying to save as a morph asset? The DForms themselves are not moprhs to be savable that way (you can save a DForm preset). When exporting the OBJ, did you set the resolution to base in Parameters first?

  • mjc1016mjc1016 Posts: 15,001

    Setting EXPORT to Base resolution/no subdivision is more important than having the mesh set to base when importing the morph to it.

  • JD_MortalJD_Mortal Posts: 760
    edited August 2015

    Thanks in advance, ignore my frustration, again.

    1: Spawn morph button.. Hit it, gave it a name... Nothing happened... Does it do something? Nothing new shows anywhere... Does something have to be selected, besides the model? (Instructions, Who needs them! Guess, it works for us!)

    2: Set the resolution to base... No... (Yea, because... Pffft... Lets just make all sorts of special unique setting "required", and not program them with a line of code to just... Um... Novel idea... Set the settings to what they need to be, or warn that they are not what they needed to be set to...)

    Done... Did #1 and #2... Exported the model again...

    Loaded-up a new scene... Loaded-up a fresh GEN3 model... Loaded up the morph-tool (for figures, not objects)...

    Success... Great!... So... Where is it? Model looks the same, no slider, no new catagories... Do I have to guess that too?

    Post edited by JD_Mortal on
  • JD_MortalJD_Mortal Posts: 760
    edited August 2015

    Found it... (Ended-up in "Parematers", because I didn't know where to put it, and that's where it goes, when it is homeless.)

    Man, what a chore.

    I better do this a few times, and hope it sticks in my brain. I honestly hate coming here for help, as much as the mods hate reading my posts that everyone reports. xD

    Rich needs to be hired by Daz... If he isn't already.

     

    MJ, I had no idea there was a "High resolution model" option... it is on by default... and hidden, and not mentioned in the tutorial, or in the error-warnings, or when attempting to export, or import, or produce a morph... (There should be a morph-tab, with just the morphing stuff all on it. It should just set it to standard resolution, when exporting an OBJ, for morphing.)

     

    Resolved. Thank-you again. (Both of you.)

     

     

    Post edited by JD_Mortal on
  • mjc1016mjc1016 Posts: 15,001

    Yeah...the default is barely glossed over, but it has been 'high' for a while.  Also, with G3F, you need to make sure she is zeroed out (actually not a bad idea for ANY figure)...Parameters > rt click on the options >Zero Figure, then set to Base resolution, then, finally, export.

  • JD_MortalJD_Mortal Posts: 760
    edited August 2015
    mjc1016 said:

    Yeah...the default is barely glossed over, but it has been 'high' for a while.  Also, with G3F, you need to make sure she is zeroed out (actually not a bad idea for ANY figure)...Parameters > rt click on the options >Zero Figure, then set to Base resolution, then, finally, export.

    Yes, that gave me a head-ache at first... (More things that should be automatic, but are not, or warned about.)

    I made sure, this time, that I isolated it to just the model. However, I wish we could isolate it more. A lot of this stuff... For instance, to just the head. For all I know, it is attempting to morph the whole model, though no other changes were made to anything-else. (I trust that it only used the "changes", but that is blind trust.)

    This program needs isolated modes...

    - Stage-setting Studio (What Daz was originally designed for. Arranging the objects and people and lights and cameras for a final render.)

    - Wardrobe and Make-up Studio (The secondary and complimentary original sub-purpose. Creating the "looks", and the "people", for use on the "sets".)

    - Production Studio (Where it goes one you are ready to render, or test-render, with only render stuff there.)

    - Backstage Studio (Where all the editing and micro-management manipulations are done, burned, remembered, set, saved, and solidified before going to any of the above, or while working on any of the above. Again, only tools related to editing in there. With object isolation, so the entire scene is not messing with the editing controls. Nice smooth actions and no sperratic jumping around, while in focused mouse mode.)

    - Underground Studio (Where all the bridges and scripting plugins and deep editing, the hard-core stuff, the dirty stuff, is all kept. Where noobs will naturally avoid, but be curiously drawn to, eventually.)

    - Developer Studio (Where ALL the "package this for resale" stuff is located... Setting-up items for distribution and sale... Building the MetaData... Adding the Icons... and ultimately, wrapping it up into DAZ-Distribution, or SELF-Distribution in EXE's and installers, with your read-me's and license info all setup, and versioning data.)

    Reduced clutter, focused tools, logical grouping instead of programmatic grouping... For humans, not programmers and robots to use, except in the underground and developers/programmers/robots studios.

    Post edited by JD_Mortal on
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