Diffeo export at base level with geograft, import as morph
spa
Posts: 43
I'm trying to export a G8 with a geograft (Breastacular) to Blender.
The goal is to do some animations, export the result as obj and use morph loader to load it as a morph.
If I "merge geografts" morph loader pro is complaining about wrong geometry, if I don't merge the grafts the movements from Breastacular aren't correct.
Is there any way to do this?
TIA
Comments
A geograft is a different figure with its own morphs. If you want to import a morph for a geograft you have to use morph loader with the geograft, not with the base figure.
Morph Loader Pro does have an option specifically to handle grafts, in the Load Morphs For drop down button.
Thanks for the answers.
I decided to work without the geograft, but ran into the next problem.
I exported the figure in A-pose at base level, imported it with easy import and imported a Daz animation by using import action.
Did some cloth simulation in Blender and exported the figure as an obj sequence.
When I import an obj as a morph on the Daz Figure at the right keyframe it looks ok.
As it's an animation I decided to convert the Daz Figure to a prop to use the obj animation importer.
Which is working, but some parts of the prop are slightly different posed compared to the figure. For example the arms are bend a little bit more on the prop, compared to the figure.
I know that's a very unusual workflow, but I know it works.
Any idea what could cause this difference?
I think I've found it.
Different character morphs mixed.
Frustrating. :(
Keep in mind that blender doesn't work as daz studio. In daz studio it is common to mix figures, in blender this makes little sense. We import the baked final shape but then corrective morphs are from the base figure so they are different from daz studio. There's an option in easy import named "baked correctives" that will import all the corrective morphs, this is good to get a single custom figure as Victoria 8 for example, but will be extremely heavy for a mix of figures.
Thanks. Yeah, I've learned this the hard way.
As I can't switch fully to Blender, that means I'm stuck with Daz. Unfortunately.
I did the same. First it appeared to be promising with old test figures, but later on, every attempt to properly use genesis9 was a failure. I may not know everything, but ready to give up.
My main goal was to use G9 figure with some morphs and especially facial expressions in Blender. Daz2Blender bridge seems to do it, but figure is not posable, since all of them used ERC morphs, which are not supported. Especially hands and fingers are not aligned with armature. Facial expressions works only partially because they are mixture of armature and mesh morphs.
In Diffeomorphic, ERC morphs work, but only G9 built in ones when they are imported first time. I can't load custom morphs like body shapes or expressions afterwards. Load custom morph loads morph, but they don't do anything. I tried bakig HD-details into displacement map and using only standard mesh, but that don't help either.
Again, you can't use blender the same as you use daz studio, they are different applications. The same if you use Maya or Max or any other app. The workflow in daz studio is unique to daz studio, you will not find any professional application doing things that way.
The intended workflow with diffeomorophic is to create the figure in daz studio, then bake the figure shape and import the needed custom morphs for animation, that's easily done in one step using "easy import". Use of ERCs aka morphing armatures is possible but not advised because doesn't work with IK.