Generate morphs for Morningstar Wings.

Hello! I'm having trouble importing the edited Morningstar Wings mesh into DAZ Studio and generating a morph.

1. I have exported the model and the wings separately as OBJ Legacy to Blender (Keep Vertex Order activated), but keeping the transformations that DAZ Studio has made on the wings to adapt them to my character, since I need the reference to make the adaptation.

2. In Blender, I have made corrections to the vertex in Editor mode so that the wings are located where I want them to be in height, width and that their "plug" matches the height and size of my model's scapula. I have not altered the Pollycount at any time and always used Base Resolution for the meshes.

3. Then, I exported the wings mesh as OBJ Legacy (Keep Vertex Order activated) and loaded that file with Morph Loader Pro to generate the morph into new Morningstar Wings without any prior alteration on my part.

For reasons that I do not fully understand, the mesh deforms, taking on an appearance that was not what I had generated. I have tried to apply the morph to the wings fit to the model and without fit to the model. In both cases they are deformed. Of course, adjusting the rig to the mesh ends up making the situation worse.

What am I doing wrong please?

Comments

  • felisfelis Posts: 4,309

    Are the wings unfitted or fitted to the base character when you export them from Daz Studio?

  • crosswindcrosswind Posts: 6,926

    Export wings from DS with Scale 100%; import and export in Blender with Scale 1%. There shouldn't be any problem.

    Which version of Blender are you using?  If 3.2+, better use Wavefront obj rather than Wavefront obj (legacy).

  • DartanbeckDartanbeck Posts: 21,551

    Also, and this is important: make sure to set the mesh resolution to Base before exporting out of Daz Studio in the first place. Not doing so will give headaches similar to those you describe

  • crosswindcrosswind Posts: 6,926

    Dartanbeck said:

    Also, and this is important: make sure to set the mesh resolution to Base before exporting out of Daz Studio in the first place. Not doing so will give headaches similar to those you describe

    He said he did that... otherwise he had no way to have obj imported and saw that distortion.  I've not used Legacy for a long time but I tried it again with these wings. Only when setting wrong Scale values, I could see 'distortion'. 

  • DartanbeckDartanbeck Posts: 21,551

    Sorry. I missed that part blush I see it now

  • felis said:

    Are the wings unfitted or fitted to the base character when you export them from Daz Studio?

    I have tried it both ways. I understand that anatomical elements should not be attached to the model when exporting so that character-specific morphs are not applied, but I tried both ways and it didn't work.

  • crosswind said:

    Dartanbeck said:

    Also, and this is important: make sure to set the mesh resolution to Base before exporting out of Daz Studio in the first place. Not doing so will give headaches similar to those you describe

    He said he did that... otherwise he had no way to have obj imported and saw that distortion.  I've not used Legacy for a long time but I tried it again with these wings. Only when setting wrong Scale values, I could see 'distortion'. 

    Thank you! Your method has meant a considerable improvement in the results I have obtained, there is no doubt about that. However, it still doesn't work.

    You see, my model is a 1.65 meter (5.41 f) G8.1 Female and the Morningstar Wings are exaggeratedly larger than her by default.

    Scaling the wing bones has given me results and relocating the entire rig, but, in my opinion, in the hypothetical case that a human being could develop wings, the most suitable bone to support that structure would be the scapula. I'm not an anatomy expert, but this is fantasy! 

    The point is that with the scaling of the bones I can adapt the wings much better, but they do not coincide with the scapulae. Once I have the mesh of the model and the wings in Blender, adapting both figures so that they "connect" is not very complex.

    I make a slight deformation in the scapulae of the model that I import as a morph and everything is perfect, but when I alter the wings, apply new ones to the model and add the morph, they lose all the height and scaling information that I gave them in Blender. The Morningstar joints remain at the height of the character's thighs.

    Thanks to NOT exporting as Wavefront OBJ (Legacy) like you said, I no longer have the terrible distortion in the mesh, but they are still out of place.

    I have exported the meshes of the original wings to Blender with Daz Studio preset at 100%, the ones adapted to my model, fit to the figure, unfit and I can't do it. The Genesis figure's morph works perfectly.

     

  • felisfelis Posts: 4,309

    This distortion, does that also happen when used on the base character?

  • crosswindcrosswind Posts: 6,926
    edited September 2023

    ...

    He said he did that... otherwise he had no way to have obj imported and saw that distortion.  I've not used Legacy for a long time but I tried it again with these wings. Only when setting wrong Scale values, I could see 'distortion'. 

    Thank you! Your method has meant a considerable improvement in the results I have obtained, there is no doubt about that. However, it still doesn't work.

    You see, my model is a 1.65 meter (5.41 f) G8.1 Female and the Morningstar Wings are exaggeratedly larger than her by default.

    Scaling the wing bones has given me results and relocating the entire rig, but, in my opinion, in the hypothetical case that a human being could develop wings, the most suitable bone to support that structure would be the scapula. I'm not an anatomy expert, but this is fantasy! 

    The point is that with the scaling of the bones I can adapt the wings much better, but they do not coincide with the scapulae. Once I have the mesh of the model and the wings in Blender, adapting both figures so that they "connect" is not very complex.

    I make a slight deformation in the scapulae of the model that I import as a morph and everything is perfect, but when I alter the wings, apply new ones to the model and add the morph, they lose all the height and scaling information that I gave them in Blender. The Morningstar joints remain at the height of the character's thighs.

    Thanks to NOT exporting as Wavefront OBJ (Legacy) like you said, I no longer have the terrible distortion in the mesh, but they are still out of place.

    I have exported the meshes of the original wings to Blender with Daz Studio preset at 100%, the ones adapted to my model, fit to the figure, unfit and I can't do it. The Genesis figure's morph works perfectly.

     

    Okay, I understood what you wanted and ever did. So, do not use edit mode in Blender, use sculpting mode with Mask / Moving / Scaling, etc. I guessed that you might've made the vertices stretched or something...

    Anyway, I tweaked the wings to make them placing on G8F's scapulae with smaller size in Blender, then sent back to DS ( non-Legacy ) and found no problem. Tested with morphs and poses, all fine.

    P.S.: Better not do scaling / rigging or whatever on the wings in DS, that'll be cumbersome. You just touched the G8.XF figure and do all tweaking on the wings in Blender.

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