Diffeomorphic - eyelashes not following face expression correctly
Dissendior
Posts: 117
"Not correctly" means: I change the face expression of a character in Blender and the eyelashes start to poke through the head or they are slightly misplaced what gives the character a weird look.
- Imported a character into Blender with Diffeomorphic
- merged all rigs
- I left eyelashes as an indiviual mesh (maybe this is not the way?)
- Tested it with merged meshes but it seems to me that this doesn't solve the issue.
- imported face expressions and other morphs to the character mesh and transferred the shape keys to the eyelashes (also: is that a good idea?)
- adjust the face expression in Blender in the "Morphs" section of "Daz Runtume" and seeing the eyelashes slightly misplaced, parts get hidden by the head or they just look a little bit weird
- it's not happening with all face expressions, some look like in daz, but some are slightly weird
What I've found is that my original character and the eyelashes in Daz still have morphs which I do not have in Blender yet. From the names of these morphs it seems that there are character specific morphs for some face expressions / face movements?! Could it be like that?
So do you face similar problems? How do you deal with that? Do you import all the other morphs as well or simply adjust the placement / mesh of the eyelashes in Blender?
Comments
It depends what you need. In blender it makes little sense to have gazillions of morphs all interacting each other, as it may be in daz studio for a mix of figures for example. Usually you bake the shape then import some standard morphs for animation, eventually adjusting them to your needs if necessary.
Otherwise the way to go is to import all the morphs you use in daz studio, and transfer them. If you miss some morphs the results will not be the same.
okay, but do I understand it right that there are this tons of morphs, sometimes for a specific character for specific poses and expressions?! what do you mean by "bake the shape"?
If you wanna have more perfection in the case you mentioned, you have to import all the corrective morphs related to expressions (e.g. eJCMs, MCMs, cbs....) from the character products that you used on your customized character(s). Even, you have to fix some expressions in Blender if your character(s) are highly mixed or customized, then create shape keys for them. Technically, this is a much better way but way more complex as well.
By "bake the shape" I mean export as dbz. And yes, depending on the figure daz studio may really use hundreds of morphs, you can use the "baked correctives" option in easy import to get the exact custom figure morphs.
https://bitbucket.org/Diffeomorphic/import_daz/wiki/Setup/Morphs/Import Baked Correctives
thank you both... this helps me a lot to understand more