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Never mind. Got it: On importing back to Daz Studio, you need to select Lightwave as the scale (not Daz, Blender or custom)
Well I see that this topic is quite old but I didn't find other one about issues between Blender and body morphs.
Then... I tried to do what it's explained in the first message:
- exporting from Daz to Collada file...
- modifying on Blender Without adding or removing any vertex, face, edge...
- exported to obj...
This time Daz created the morph but here's what I get. T-T
I just want to get longer arms and longer hands. >.<
What I've done on Blender...
Export options (I tried other options too)
I think that Blender is really driving me insane...
Oh and I see that some people speak about import options for .obj in Blender... But my Blender doesn't even ask me that. I hope that it's not because it's a Mac version eh? :(
DON'T export using collada, use wavefront object and for scale exporting and importing use Custom 100%. Did you use a mirror modifier in Blender?
I used "symetrize" for having same length of limbs indeed. Is that the mistake? It's impossible to have exactly the same length without that.
But when I export using wavefront I get an error message when I try to import the morph in Daz. T-T
"Geometry did not match".
Sorry I'm still a beginner with this application.
I think I'd better gave up.
Symmetry in Sculpt mode does not change vertex order. Make sure dynamic is not on when sculpting as that will add polygons.
Oh okay, thanks for your answers.
Theeeen... If I understand right, I've to use that ->

And NOT that ->

(I don't use sculpting mode yet ^^)
Oh but if I use Wavefront format, I don't see how to use X Mirror since body is in several parts?
Really sorry for my stupid questions.
select keep vert order on import
Also checking Topology Mirror (it's right under the X Mirror option) may help if the model is assymetrical.
Just thought let you all know that Blender 2.76-rc1 has just been released with some interesting new features..
The Blender Foundation and online developer community are proud to present Blender 2.76, released Sep X 2015! Main highlights for this release:
http://www.blender.org/features/2-76/
Even though have not used Blender in ages what is new in 2.76 makes me want to get into using it..
And cheers for the info of how to import and export into and out of Blender will make life a lot easier.. :)
Check "Use bone welds" on export from Daz Studio.
There is no need to use bone weld as the Genesis meshes are already one piece, the problem is more likely the import settings in Blender. For wavefront object un-check N-gons, Lines, and Smooth Groups. Switch to Keep Vert Order and check Poly Groups.
Well I can get the morph back in no problem but when I go to apply it the Genesis 2 model sinks into the floor and I have to do a ctrl - D to bring it back to floor level.. Now as far as I can tell I am doing everything right as I am using the custom setting and 100% scale when exporting from Studio and I have followed what is needed once done in Blender (I think) but I get this problem and I can't work out how to stop it..
If the model sinks into the floor that sounds as if it was either translated down in the exported OBJ, or there was a translation due to the import/export settings in Blender.
Models are imported or created wherever the 3d cursor is in Blender. A good practice is to use Shift-S and "cursor to center" before you import or create.
Cool thank you never knew this, as this is the first real attempt at using Blender and when I tried it before I had a hard time navigating around it.. :)
Alright, I made a figure by loading Genesis and dialed in the parameters to create the character I wanted. I wanted to finish up the face in Blender. I managed to get the figure into Blender and then back into DAZ Studio as a morph. I applied the morph to the base Genesis figure, and it looked pretty much how I wanted it to look. I went to apply a pose, and all hell broke loose!
Ok, I figured it out. I selected the Joint Editor tool after applying the morph to the base Genesis figure. The rig didn't match the morph since the original character was smaller than the base figure. I right-clicked on the rig and selected Edit -> Adjust Rigging to Shape... I left everything in the pop-up dialog box alone and clicked Accept. D|S then fit the rig to the morph, and it now poses correctly.
I didn't know that, thanks.
Shift + C will do that also, FYI
Keeping the 3d cursor in the center is easier if you go into User Preferences and add a modifier key under Input > 3D View > 3D View (Global) > Set 3D Cursor. I've got it set to Ctrl Alt Action Mouse. That way, the cursor doesn't accidentally get moved if my tablet pen happens to touch the 3d viewport. That, and I've got gesture scripts to make swiping the pen tip a shortcut to translation, rotation, and scaling. The 3d cursor is very useful, but it should stay put until I need it for something.
I use the Daz Studio and Poser Export presets from DS to OBJ format. Remember to use the same preset when importing the morph back into Daz Studio.
You have to zero the figure first - in case there are morphs applied or the pose is not default. You also need to set the resolution to Base or make sure it is at Base resolution.
Poser Export is great for making scenes - since the Daz Studio Export is pretty large in Blender.
Yes, having your 3D cusor in the center is important before importing.
In Blender, I use the same import settings for both DS and Poser exports.
A bit of clarification on that point (that I marked in bold). Yes, the pose should be zeroed out, but save your morphed figure exactly as it was when exported. If you plan to make a reusable shape for use on any compatible figure, then mark "Reverse Deformations" as Yes in Morph Loader Pro upon importing the altered OBJ. As I learned recently, this makes the new morph target that you create separate from any and all dialed morphs created by DAZ or PAs that you may have used. By doing this, you can freely share the morph you make without violating the EULA. Just follow the additional steps here: http://docs.daz3d.com/doku.php/public/software/dazstudio/4/userguide/creating_content/packaging/tutorials/saving_morphs/start#saving_morphs_wip_2014
Sorry, but I wasn't referring to building on top of others' morphs.
For that, I use millighost's add-on to add the native .dsf morphs onto the figure as shape keys inside Blender. (https://github.com/millighost)
After creating my own shape key I zero out all the other morphs then export - essentially doing the "Reverse Deformations" prior to reimporting into DS.
Yep, there's often more than one way. :)
This topic has been around a while, but it's one of the better discussions I've found. Unfortunately, I'm still running into the same problem when I try to import using MorphLoaderPro: Warning: Geometry did not match, failed to create morph.
I followed the recommended steps, here, including exporting Genesis 2 Female at Base/0 resolution, keeping the vertex order. It just doesn't come back from Blender, and I've gone through the same workflow several times trying to correct deformed eyeballs, and don't want to have to do it again.
What is it going to take?
I reloaded the original exported figure and found a different vertex count. Somehow I gained 11 verts in Blender...
How?
I have no idea, but that kept happening to me, too. I finally managed to do a decent morph and import it back into DS by following @Sickleyield's video. She does an awesome job with it and following her steps helped a great deal.