Mesh deformation caused by transfer utility
arthenics
Posts: 143
Hello,
When parenting with transfer utility, with a genesis 9 figure, my mesh is deformed, it creates a weird edge at the groin level. I don't have the problem with genesis 8.
Doesn anyone know how to fix this?
artefact.png
731 x 634 - 110K
Comments
Is this with the base Genesis 9, and is it modelled towards rhe base Genesis 9?
It's based on genesis 9 feminine, and created around this g9 base but started with an independent mesh (I mean it's not built from a duplicated fragment but with add mesh in blender).
I've disabled a feminine morph on the genesis 9 but nothing change.
It is not clear to me what you have done.
If it is modelled towrds Genesis 9 with female morph, have you then also used Genesis 9 female morph when used transfer utility, and ticked reverse source shape from target?
The process was (simplified) :
- importing the G9 (with feminine at the max) in Blender
- creating the dress in blender starting from a cube
- when done, importing the .obj in DAZ
- using transfer utility with reverse option (the G9 used as reference for modeling is the same than the figure I'm using for the transfer utility)
There's no lost edge, the same process done for G3 and G8 works fine.
It looks like a problem with the distance between the dress and the body. The transfer utility gives to the G9 figure a too strong influence on the dress for this part.
The problem is that the Genesis 9 base, is without morph (including female and male).
And when using a female morph, it will generate a projected morph in your clothing.
If you have used reverse source shape from target, it sounds like you then should import your base obj as a morph, after you have done transfer utility, and name it the same as the projected morph, then it will be dialed in when you use the female shape.
You can find the projected morph in parameters. First enable 'show hidden' and then select currently used for the clothing.
Jay Verluis might have a video on that topic.
Maybe have a look in this thread https://www.daz3d.com/forums/discussion/597726/genesis-9-clothing-questions-answers#latest
Mada is giving some clarifications on Genesis 9 clothing.
You may re-import the obj file with Morph Loader Pro as a delta only (+ reverse deformations) to overwrite the hidden blend shape 'BaseFeminine_body_bs_Body' on the skirt. Or try Josh's tutorial in Mada's thread. There'll be more steps but see if it'll work..
The problem is, I'm only using "base female" and that's the part that doesn't change that causes a deformation -_-'
About videos...I'm using my joker. Honestly, I don't like them, I find videos just plain bad, I prefer PDF with texts and images.
And... I've played a little with the feminine morph. My problem seems to be the topology... I probably need to use higher mesh resolution or to cheat a little.
I fact, I just need to manage to obtain the transfer utility to ignore one edge but I don't know what parameter in transfer utility allows that. My only guess is it is related to the distance.
I 'replicated' the process you did, nearly the same issue... I haven't found a way in TR utility to improve it as it's just a 'weight' issue I believe... I could just fix it now by re-import a delta. Tweaking weight might work as well...
re-import a delta?
Export again as it is to Blender, fix the deformation and import back as a morph to the skirt with reverse deformation?
Yea, like this:
PS: For this case, re-importing the original obj file to overwrite bs morph will be fine.
Base female for Genesis 9 is still a shape, not the default.
I likely doing something wrong, overwrite cannot be changed.
OK. Found it. XD
Unfortunatly, it doesn't work.
Finally found an acceptable fix. After texturing it's almost unnoticeable.
- In Transfer Utility, I've used the dress loose template + distance tolerance at 0.11. The big edge deformation is gone.