(solved) having problems creating morphs in blender to daz
vec
Posts: 37
I exported a g8f to obj then imported into blender. then when I made the changes I wanted I exported it back and used morph loader pro but when I put the morph to 100% I noticed the whole figure was changing for some reason I tried to export without sculting in blender and still had the same problem. the body gets slender, breasts lift up, and face changes. below is a picture at 0% and 100%
Cdapture.PNG
670 x 756 - 206K
Captudre.PNG
621 x 761 - 212K
Post edited by vec on
Comments
I don't know what can have happended.
But maybe from your original mesh try to move just a single face, and then make a morph to see how that works.
And how does it look in blender?
If the character you exported to Blender, already had some morphs applied, then you must select "Reverse deformations" when importing the morph back to DS
Unless "Reverse deformations" is used, the morphs are applied to the base mesh, which means that any and all morphs that were active on the model exported to Blender, gets their effect applied twice as strong.
it looks fine in blender and i tried not changing anything same problem
Idk it didnt work im gonna try starting over
I think it is a little messed up in blender kinda hard to tell but I'm going to try to start from the begining
I tried it again and Im still having the same problem so Im going to post up all my settings when exporting and importing I have no idea what it is im doing wrong
weird, why didnt you just set reverse deformations to Yes like someone suggested earlier
(youre probably not importing your morph on top of the default base shape so you have to turn this option to Yes to reverse out the existing changes you already have on the base shape. Alternatively, load your morph onto the base shape with no other morphs applied.)
Also since you might not know this: remember to 'adjust rigging to shape' for your new morph so that the rigging gets realigned with any changes your morph introduces. If you dont adjust rigging, you might get some weird posing/expression issues when using your morph. You can bake the rigging changes to your morph dial by using ERC freeze - this will link the rigging change to the morph so dialling the morph will also dial in the changed rigging.
I tried reverse deformations and it just did the opossite. the body got bigger the head got thinner and I'm importing to the same base shape I exported
thanks after redoing everything and setting reverse deformation it all works I think I had keep vert order and poly morph off when I first tried reverse deformation but now everythings working fine.