Daz to Zbrush back to Daz (.obj) issue
Dark45
Posts: 76
Hello guys, hope you are having a good day. I didn't feel like typing it out so I made a video showing the issue. I searched for a while but couldn't find anything on it. I'm sure others have had the same issue.
Tested GoZ and the same issue is not present with that method. EDIT - it is doing it through goz, it's just not as bad. EDIT 2 - It seems through GoZ shift-F no longer displayes all of the different groups, it shows as 1 figure. Is this how it's suppose to be? If so then I definitely would like to get the OBJ working right so I can modify everything like eys, teeth, jaw, etc. independantly.
Thank you guys for any assistance in advance,
- Donte
Post edited by Dark45 on
Comments
So what exactly is the issue? I glossed over the video and it doesn't showcase or explain anything, at least I didn't understand it.
Generally speaking it's preferred to use GoZ if you want to send a figure over for editing. Don't export at current resolution because you can easily subdivide in ZBrush if you need to. Make your changes, and send the stuff back to Daz using either option ('GoZ', 'All' or 'Visible').
Sorry the video wasn't very clear. As mentioned the eyes are broken as well as the mouth and other posing options. Even without changing anything in zbrush, bringing the model back into daz from zbrush as an .obj makes the eyes side to side movement as one example, broken. They clip through the sides of the eye sockets.
Problem with GoZ is that I no longer have access to each individual subgroup and can no longer seperate the eyes from the face as an example, so if I morph around the eye, for example the eye socket, it morphs the eye as well, something I do not want to happen.
EDIT : Figured out how to do polygroups with GoZ so this should help resolve my issue.
Found the real fix for anyone who ever runs into the same problem.
The rigging in daz does not follow the morph you create. Adjusting rigging to shape seems to have solved my issue.