How to save a morph created with Blender for an item with unused vertices?

Hello,

It's about a outfit sold elsewhere, an halter dress with a belt.

When I decided to create a FBM for each of these items, I did my usual process:

  • Export  as .obj files with OBJ Companion.
  • Open the .obj files in Blender.
  • Use the various tools and brushes in Blender to first get the dress to properly fit over the character's body, then adjust the belt over the dress.
  • Export each item from Blender as .obj.
  • Ask OBJ Companion to create the various morphs.

Everything was fine with the dress, the morph applied as intended, but for some reasons, while OBJ Companion seemed to able to create a morph for the belt, it actually pushed the belt more inside the dress that it was already…

I didn't initially thought it could be a problem with unused vertices, so I re-did the whole process twice blush before trying to import the belt morph using Morph Loader Pro: I was then greated by an error message telling me the geometry didn't match and I remember a message by @crosswind about the subject, but could not find it again.

What I did then is:

  • I deleted the unused vertices using the geometry editor
  • I imported the morph I created

And when I tried to save the morph, Daz told me I needed to save the asset before I could save a morph for it.

As far as I know, I have two solutions to save the belt with the unused vertices removed:

  1. Replacing the original files with the modified version.
  2. Saving it as a different belt.

I also suppose I could contact the vendor, and I'll likely do it, but in the meantime, if there is not adverse effect, I would prefer to use the first solution, because I have created metadata for that outfit.

What the best way to solve the problem and save the morph I created?

Comments

  • crosswindcrosswind Posts: 9,561

    I don't think there's any adverse effect if you save figure asset after delete unused vertices. But if you want to avoid saving figure asset, you can export the clothing to Blender by using Diffeomorphic Daz Importer. Diffeo can keep unused vertices.

    Pls check this thread : https://www.daz3d.com/forums/discussion/722711/strange-vertex-mismatch-of-exported-prop-in-blender-custom-morphs

  • ElorElor Posts: 3,179

    Thank you :)

    To be sure I understand what I would have to do with Diffeomorphic, if I decided to go this way: I would have to export the whole scene (with the Genesis Dev figure wearing the clothes I want to fix) and after that, it's the usual process of changing the various meshes in Blender before exporting each piece as OBJ and creating the morph with MLP or OBJ Companion?

  • crosswindcrosswind Posts: 9,561

    Elor said:

    Thank you :)

    To be sure I understand what I would have to do with Diffeomorphic, if I decided to go this way: I would have to export the whole scene (with the Genesis Dev figure wearing the clothes I want to fix) and after that, it's the usual process of changing the various meshes in Blender before exporting each piece as OBJ and creating the morph with MLP or OBJ Companion?

    Yeah, that's the way as you said ! 

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