daz transfer utility I have some questions

你好,我是用翻译器聊天的,希望不会有语序错误,表达不到位。先道个歉。

我把购买的模型进行obj文件导出,在重新导入后

在编辑中使用“转移实用工具”后,导入的obj模型,开始变形错乱

本来是想用“变形器”进行使用,但我修改过了obj的顶点信息所以不能用了

但是我发现,顶点数量没有改变的情况下依旧,发生了错误

我不清楚是我的导入设置还是导出设置出现错误,

希望能得到帮助,谢谢

您好,我正在与翻译聊天,希望没有词序错误或表达不足。让我先道歉。

我将购买的模型导出为 OBJ 文件并再次导入

使用“传输实用程序”进行编辑后,导入的obj模型开始变形并变得杂乱无章

我原本打算使用“变形器”,但是我修改了obj的顶点信息,所以我不能再使用它了

但是我发现即使顶点数量保持不变,也发生了错误

我不确定我的导入或导出设置是否有错误,

希望得到帮助,谢谢

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,773

    Hello, I am using a translator to chat, I hope there will be no word order errors and inappropriate expressions. Apologies in advance.

    I exported the purchased model to obj file, after re-importing After using the "Transfer Utility" in the editor, the imported obj model begins to deform and disorder I originally wanted to use the "deformer", but I modified the vertex information of obj so it can't be used But I found that even if the number of vertices has not changed, an error has occurred I don't know if my import settings or export settings are wrong, Hope to be able to help, thank you

    What are you trying to do? Transfer utility is for creating new figures that need to follow the base figure, things like clothes and hair.

    In order for a morph to work the vertex count and order must remain the same - Daz Studio looks at vertex 0 in the imported OBJ fiel and takes thata s the new position for vertex 0 in the base, then vertex 1 in the imported object is the new position for vertex 1 in the base, and so on. Whata re you using to edit the exported object? Blender has options, on import and export, to preserve vertex order.

  • mossmoss Posts: 20

    理查德·哈塞尔廷 说:

    您好,我正在使用翻译聊天,希望不会出现词序错误和不恰当的表达。 提前道歉。

    我将购买的模型导出到 obj 文件,重新导入后 在编辑器中使用“传输实用程序”后,导入的obj模型开始变形和无序 原本想用“变形器”,但我修改了obj的顶点信息,所以无法使用 但是我发现即使顶点数没有变化, 发生错误我不知道我的导入设置或导出设置是错误的希望能够提供帮助,谢谢

    你想做什么?转移实用程序用于创建需要遵循基本图形的新图形,例如衣服和头发。

    为了使变形正常工作,顶点计数和顺序必须保持不变 - Daz Studio 在导入的 OBJ fiel 中查看顶点 0,并获取顶点 0 在基底中的新位置,然后导入对象中的顶点 1 是顶点 1 在基底的新位置, 等等。您用什么来编辑导出的对象?Blender在导入和导出时具有保留顶点顺序的选项。

    我有blender上进行保留了顶点顺序的选项,但是导入失败了。

    之后我把daz的模型,导出obj,不进行操作,把模型原封不动的导入回daz,跟之前的图片一样进行了操作,还是失败了,模型变形了

    I have the option to preserve vertex order on Blender, but the import failed.

    Afterwards, I exported the Daz model to OBJ and imported it back to Daz without any operation. The operation was the same as the previous image, but it still failed. The model was deformed

  • crosswindcrosswind Posts: 6,926

    没整明白。。。 你到底是用Transfer Utility还是Morph Loader Pro,前者跟面数、点序等没关系,直接将你的穿戴物obj导入、绑定就好了。若是后者,利用Morph Loader Pro导入经Blender处理的变形,面数点序不可动,以增量导回 (Reverse Deformations - Yes, Overwrite Existing - Delta Only)

  • mossmoss Posts: 20

    创建一个角色后,切换成base后,导出obj,再倒入DAZ 我用了转移工具transfer utility 导进来的obj模型就会发生变化,即使我没有创建新的顶点,模型依旧会错乱

  • mossmoss Posts: 20

    After creating a character, switch to base, export obj, and then pour it into DAZ. If I use the transfer utility to import obj models, they will change. Even if I do not create new vertices, the model will still be disordered

  • felisfelis Posts: 4,309

    I still don't understand what you are trying to do.

    But are you aware of that DS default assumes that your object is modelled towards the base character, when using transfer utility.

  • crosswindcrosswind Posts: 6,926
    edited July 2023

    1814808301 said:

    创建一个角色后,切换成base后,导出obj,再倒入DAZ 我用了转移工具transfer utility 导进来的obj模型就会发生变化,即使我没有创建新的顶点,模型依旧会错乱

    你这中文我依然不明白。。。你是用Transfer Utility把导入的人物obj绑定到G8或G9的Base Figure上么?是的,你到底想做什么?

    另外,如果你的母语不是中文,请直接译为英文即可。。。
    By the way, if your native tongue is not Chinese, pls just translate it into English... (https://www.deepl.com/en/translator)

    Post edited by crosswind on
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