You may need to change DS’s interface layout to get to Morph Loader under Edit / Object or Figure.
sorry if i sound naive, but can you elaborate on that? i take genesis into sculptris, then i make my ridges…then i just export genesis back in? or can you explain this morph loader? when i export him back out of blender as an obj he is simply a statue like prop. all of his movements and dials and such are gone.
Import is for bringing objects into Studio so that you can rig them or otherwise set them up as new props, clothing items, figures, etc. However, to bring in morphs for an existing figure (such as Genesis) you need to load the morph object via the utility “Morph Loader Pro”. This can be found in your Scene tab. If you look at the Scene tab you will see on the top left a small square icon with a triangle and a row of horizontal lines. Make sure the figure you want to morph (e.g. Genesis) is selected, click this icon and select Assets from the menu and from its submenu select Morph Loader Pro (MLP).
In MLP you will see a dialogue to browse to the morph object you created (Choose Morph Files). Obviously, there are number of parameters here, and I can’t go into them all, but make sure you have the scale and axes set the same as you used when you exported the base object (with Blender I use the Lightwave preset for import and export). As long as you exported Genesis in a zeroed state the MLP defaults (other than the scale/axes, if you are not using Studio defaults) can be used to test with. One thing you will want to change when you get the hang of it is the property group, which defaults to “Morph Loader Pro”. Other settings will allow you to morph a figure you exported in a pre-morphed or posed state, which can come in very handy for modifying other morphs, etc.
The essential thing with using MLP is that you must not change the number of vertices in your morph object or their order. If you do this it simply will not work. In Blender you must select “Keep Vert Order” and check “Polygroups” on import and export. I don’t know how these attributes are maintained in Sculptris.