[Solved] Problems Creating Morph for OOT's Dark Ponytail Hair

Lucky13guyLucky13guy Posts: 92
edited July 23 in The Commons

As the title says, I'm having problems creating a morph for OOT's Dark Ponytail hair for G8F. I pull it into Blender, create my morph, then export it using the exact same settings that I use to create character morphs, but when I use the morph loader, I keep getting the "Geometry did not match" error. This only seems to happen if I pull the hair into Blender, though. If I simply apply a morph to my character that affects the hair, then export it, clear the character morph, then use the morph loader to create a morph from the modified hair, it works just fine.

Does anyone have any ideas why I'm having this issue? I have a feeling it may be due to the 11 empty face groups associated with this hair, but have no idea if that's the actual reason, or how to fix it. Thoughts?

Thanks!

Post edited by Lucky13guy on

Comments

  • crosswindcrosswind Posts: 9,545

    The hair has 2290 unused vertices ...  Blender removes unused vertices when importing OBJ... this behavior cannot be changed by any settings. Then when importing OBJ into DS with MLP, you'll get mismatched geometry in terms of vertices count ~~

    So you have to remove unused vertices before exporting the hair to OBJ in DS: Activate Geometry Editor, switch to Polygon Selection mode, then righ-click in Viewport > Geometry Editing > Delete Unused Vertices...

    Then it'll work ~~

  • barbultbarbult Posts: 26,192
    You can also select to delete unused vertices when exporting.
  • crosswindcrosswind Posts: 9,545

    barbult said:

    You can also select to delete unused vertices when exporting.

    That won't work... because the unused vertices are still on the hair, you'll still get the "mismatch error" when importing OBJ with no unused vertices ~~  

  • Lucky13guyLucky13guy Posts: 92

    crosswind said:

    The hair has 2290 unused vertices ...  Blender removes unused vertices when importing OBJ... this behavior cannot be changed by any settings. Then when importing OBJ into DS with MLP, you'll get mismatched geometry in terms of vertices count ~~

    So you have to remove unused vertices before exporting the hair to OBJ in DS: Activate Geometry Editor, switch to Polygon Selection mode, then righ-click in Viewport > Geometry Editing > Delete Unused Vertices...

    Then it'll work ~~

    That worked! Thank you so much! 

  • barbultbarbult Posts: 26,192
    edited July 24

    crosswind said:

    barbult said:

    You can also select to delete unused vertices when exporting.

    That won't work... because the unused vertices are still on the hair, you'll still get the "mismatch error" when importing OBJ with no unused vertices ~~  

    It has always worked for me, but I'm generally using decimated clothing rather than hair. Daz Decimator leaves extra vertices. If I export with the option to remove unused vertices, I can import and make a morph with MLP. If I export without checking that box, I get the geometry mismatch in MLP. Why would hair be different? 
    Oh, I understand what you are saying now.and what I am doing differently.

    Post edited by barbult on
  • crosswindcrosswind Posts: 9,545

    barbult said:

    crosswind said:

    barbult said:

    You can also select to delete unused vertices when exporting.

    That won't work... because the unused vertices are still on the hair, you'll still get the "mismatch error" when importing OBJ with no unused vertices ~~  

    It has always worked for me, but I'm generally using decimated clothing rather than hair. Daz Decimator leaves extra vertices. If I export with the option to remove unused vertices, I can import and make a morph with MLP. If I export without checking that box, I get the geometry mismatch in MLP. Why would hair be different? 
    Oh, I understand what you are saying now.and what I am doing differently.

    Ah, Decimator... I got what you meant as well. 

Sign In or Register to comment.