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Daz 3D Forums > 3rd Party Software > Blender Discussion

to "Import Custom Morphs" for Muscle Volumes (Flex Control) not working

jochensutterjochensutter Posts: 48
February 2022 in Blender Discussion

I tried to import “Muscle Volumes” respectively the “Muscle Flex Control” of this Custom Morphs

 ‌

The Files are not named with JCM but with xFLX. 

 ‌

After importing them with “import Custom Morphs” I get a section, but no shapekeys. Is there a way to imort this xFlex file as JCM shapekeys?

 ‌

Comments

  • PadonePadone Posts: 4,012
    February 2022

    It depends how it works in daz studio. If this is a control for other morphs you have to load the other morphs too and these will appear in the shape keys. You can see the used morphs in daz studio with the "currently used" button in the parameters tab.

    used.jpg
    208 x 168 - 13K
  • jochensutterjochensutter Posts: 48
    February 2022

    Thank you very much! Yes that's the solution. In the "Muscle Volumes"\xenic101\Musculature" all shapekeys are in different folders, also the xflx (flexions) are in a seperate folder. So I copied all shapekeys into one new folder and imported all together with "import Custom Morphs". Now it works! 

  • Krys KryngleKrys Kryngle Posts: 313
    February 2022

    @jochensutter - I looked at those morphs and they look super interesting.  Just wondering how you liked them.  Are the flexions automatically driven in Blender or do you have to change the morph/shape key value manually?

  • PadonePadone Posts: 4,012
    February 2022

    @Krys If the morphs have drivers then the same drivers are created in blender. Same as jcms.

  • hookflashhookflash Posts: 169
    February 2022

    Padone said:

    @Krys If the morphs have drivers then the same drivers are created in blender. Same as jcms.

    Oh wow, I had no idea! For some reason, I just assumed Diffeo only set up drivers for morphs with JCM in the filename. Does this mean something like Auto Muscle Enchancer could be used in Blender?

  • PadonePadone Posts: 4,012
    February 2022

    @hookflash HD morphs are another story. Yes they can work but you have to use the HD addon by Xin and the true HD option that's not good for animation. Or bake the HD maps and add them to the materials yourself that's not so friendly to setup. In general I'd avoid to go too deep with morphs in blender, just bake your HD shape to dbz then try the standard jcms for basic deformations, if it works fine enough you're done.

    https://diffeomorphic.blogspot.com/p/hd-meshes-version-16.html

    https://bitbucket.org/Diffeomorphic/import_daz/issues/814/blender-addon-to-generate-rigged-hd-meshes

  • hookflashhookflash Posts: 169
    February 2022

    Padone said:

    @hookflash HD morphs are another story. Yes they can work but you have to use the HD addon by Xin and the true HD option that's not good for animation. Or bake the HD maps and add them to the materials yourself that's not so friendly to setup. In general I'd avoid to go too deep with morphs in blender, just bake your HD shape to dbz then try the standard jcms for basic deformations, if it works fine enough you're done.

    https://diffeomorphic.blogspot.com/p/hd-meshes-version-16.html

    https://bitbucket.org/Diffeomorphic/import_daz/issues/814/blender-addon-to-generate-rigged-hd-meshes

    Ah, cool, thanks for the heads up! 

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