Transfer Utility problem with nose and mouth
Hi ! I'm trying to make a kind of face mask for my Genesis9 figure. I made the mask model on blender and know I'm trying to use Transfer utility to create a G9 clothe. My G9 figure has morphs, so I set Item shape to "current" and checked the "reverse source shape from target" option, but I always end up with weird deformation on mouth and nose area. On the two images you can see the before/after transfer utility.
Before TU.png
681 x 604 - 192K
After TU.png
662 x 524 - 158K

Comments
That ios probably the conequence of the reversed shape (and possibly the morph projection if that is on the morphed figure) - when mesh brodges across distinct parts the algorithms have trouble assigning influences, ideally you should smooth it out and then reimport it as a new model and rig that.
Thanks Richard, but what do you mean by smoothing it? Is it possible that my mesh too high rez for what i'm trying to do?
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Yes, an object with too high density mesh can bring you that sort of issue after rigging with Reverse Source Shape from Target option. Well, the true culprit is not the mesh density per se but the options of "Current + Reverse Source Shape from Target".
That's why we always suggest: Use Base figure rather than morphed figure to make wearables as well as for rigging. The way you did may bring you imperfection to various extent... high-density mesh makes it worse.
Edit: If you DO need this high-density mask for rigging on a morphed Genesis, technically, just load the original OBJ file with Morph Loader Pro to the mask as a Delta Fix morph, and dial it.
I meant take it into your modeller, exported from the base/zeroed state, and smooth that out to remove the damage (if it shows without the morph) or as crosswind says create a new morph - though if it is multiple morphs applied you ideally want to match all separately, othrwise you have to block them and apply your compound shape as a morph.