Diffeomorphic / Geograft Morphs
I've been trying to get the morphs that come with the golden palace geograft into Blender.
I've been able to get the basics, like the import, merging the geograft when ready, standard morphs, poses, etc... I've also gone through Xin's procedure using the HD addon and created an HD mesh...but what's driving me upt he wall is getting the Golden Palace (geograft) *morphs* to come over.
If I try to import them directly as custom morphs (everything was exported @ Base resolution and such) from the .dsf files, I get a vertext mismatch. If I understand correctly, that's normal if the geograft isn't part of the base mesh.
After creating an HD mesh with that addon, I tried adding the morphs to the HD mesh, but that threw an error saying the .dsf file describes no geometry, which I find quite odd.
Basically, can anyone point me in the right direction to not just import the geograft, but the geograft morphs? I've searched around and found lots of stuff on custom morphs, but only on the base mesh.
Comments
You have to import the morphs before merging the geografts, or use "daz favorites" in easy import.
Just to make it as clear as I can, I should say that if I select the base mesh, I get the vertex mismatch (of course).
However, if I import the character (completely fresh, did nothing else), then select the geograft alone, then try to import one of the morphs that goes with it, I get this exception from Blender:
I don't know if it's not even expected to be able to import these, but searching I can't find a definitive answer or approach. I thought maybe the HD mesh would do it, but that's what threw the ".dsf file describes no geometry" error.
Try it in Blender 3.6. If you select the Geograft and import a custom morph made for it, that should work. There may still be a few wrinkles in Diffeo for 4.0.
Also, when using Xin's addon, you need to apply the morphs to the Geograph prior to converting to HD, and then you'll have to re-import those Geograph morphs manually using Xin's addon. It will not automatically convert those morphs.
Bless you sir . So that's not quite it, but it pointed me in the right direction. Downgrading Blender didn't do it, but downgrading Blender AND Diffeo to 1.6.2 did the trick. Just for kicks, I tried Diffeo 1.6.2 in Blender 4.0 but it fails the import. I'm pretty sure that's just because of the node changes, though, so that's theoretically a quick fix.
But what we can do is import it and do all the morphs & merging in Blender 3.6.7 & Diffeo 1.6.2, save the blend file, open that in Blender 4. Only problem with that is something gets a little effed with the materials. Gonna have a look at that Python .
Thanks again!
It seems there's some issues to import custom morphs by hand, while daz favorites with easy import works fine. Now reported to Thomas, thank you.
https://bitbucket.org/Diffeomorphic/import_daz/issues/1897/
update. No it was my fault because I selected the png icons instead of the dsf files, may be you did the same. Everything works fine here with blender 4 and diffeomorphic 1.7.3, while 1.6.2 doesn't work with blender 4 so this is expected.
Ok so I am a little more straightened out now. I can reproduce the error. So on Blender 4 & Diffeo 1.7.3.
It does work, but only if I choose Easy Import Daz. I'm trying to post details, but the DAZ Forums site crashed in the middle of my post and I think this one is bugged, it won't let me put everything and says this:
(Ugh you can't even upload an image...so what it said was that the Body was 430404 characters too long )
...and um, no, it most certainly is not LOL. Will try below.
If I choose Easy Import Daz. I don't mess with favorites, I don't know how that works, just testing on importing a single Golden Palace morph with the geograft selected.
So, I don't think this is relevant, but want to provide all info. When I import my DAZ (8.1 F) figure, easy import or regular, I always get white textures on the head & body materials.
It's easy to fix, but the GoldenPalace_Shell node (right before the material output) has its influence set to 100, so I just back that down to 0 on those 2 materials and that fixes it.
Now, for the Easy Import vs. Import... I don't know what triggers the difference, I tried eliminating empties, merging matierals and merging rigs, which are selected on the Easy Import panel, but that did not fix it.
Here is the terminal output using Import DAZ (custom morph will not work):
And following that, here is the output if I select Golden Palace Gens object, then try to import a single custom morph (this is the error I posted above):
Now, doing this with Easy Import DAZ:
Here is the terminal output from the easy import (no selections modified):
Now, same thing, clicking Import Custom Morphs w/ Golden Palace Gens selected in the Outliner, and selected the same single morph to import:
Now, what's quite interesting here is it said did not find fingerprint, but the morph loaded successfully. However, if I expand the Utilities panel, then click Get Fingerprint, I get this:
So, it looks like there's some incorrect debugging in there--it prints out "Did not find fingerprint" when it did find it (or else it doesn't actually matter).
But the main thing is, that this only seems to work if I use Easy Import DAZ. That's fine with me at this point, but it seems like there is a bug in there somewhere.
Here it works for me with manual import. I can't reproduce the index error, there's the fingerprint error but as you noted doesn't seem to matter it works fine. Be sure to update to the development version 1.7.3.1983 and let us know, if it doesn't work I'll point Thomas here to have a look. Or you can open an issue at bitbucket.
https://bitbucket.org/Diffeomorphic/import_daz/issues
p.s. The shell issue is because diffeomorphic doesn't import the face group visibility, only the surface visiility is imported, so you have to fix the shell in daz studio or in blender as you did.
update. Ok I was able to reproduce the index error, this happens when you select the armature instead of the mesh. Now reported to Thomas.
https://bitbucket.org/Diffeomorphic/import_daz/issues/1897/
update. This is fixed in the last commit.
Ah, nice! Yeah I shoulda mentioned the armature, just went with it since the button seems to be active only upon certain selections. But yeah, it's working for me now too