Please help me understand point mismatch issues with G9 Toon not in G8

mmdestinymmdestiny Posts: 194

Hey folks,

I just lost an hour of sculpting because I accidentally exported my G9 Base Anime to C4D without deleting the eye socket (resolution was set to Base and 0 subd like it was supposed to).

I can't figure out where the 40 or so extra points added to the G9 Toon itself are coming from if you don't delete the Eye Socket?  They're clearly in the lacrimal region.  Are they like auto-hidden points when the toon eyesocket is geografted on?

Is there ANY way I can edit the figure I was working on in C4D so I don't have to redo the whole thing with the proper export?

Post edited by mmdestiny on

Comments

  • barbultbarbult Posts: 26,234

    I imagine you might run into vertex order mismatch issues, even if you were able to identify and remove the extra vertices. Can you export the G9 Base Anime again without the eye socket and "shrinkwrap" it to your previous sculpt in C4D? I'm not a C4D user, so I can't offer any advice on how you would do that in C4D.

  • crosswindcrosswind Posts: 9,564
    edited December 13

    Correct. Eye Socket node on G9 Base Anime is a geo-graft. So, just because of this, fortunately you didn't waste your sculpting work.

    When importing an OBJ with welded geo-graft, you just use the option: Primary Figure from Graft (Facet Order) in Morph Loader Pro. Then there'll be no geometry mismatch error.  Check the screen shot down below.

    Besides, if you want to avoid using the way of Facet Order, I suggest you always export the figure to OBJ with Geometry Editor tool activated ( Geometry Editor tool can make all geo-grafts floating, i.e. unwelded from the base figure ). Then only the figure's Base mesh without any geo-grafts will be exported.

     

    SNAG-2025-12-13-002.png
    765 x 610 - 30K
    Post edited by crosswind on
  • mmdestinymmdestiny Posts: 194

    crosswind said:

    Correct. Eye Socket node on G9 Base Anime is a geo-graft. So, just because of this, fortunately you didn't waste your sculpting work.

    When importing an OBJ with welded geo-graft, you just use the option: Primary Figure from Graft (Facet Order) in Morph Loader Pro. Then there'll be no geometry mismatch error.  Check the screen shot down below.

    Besides, if you want to avoid using the way of Facet Order, I suggest you always export the figure to OBJ with Geometry Editor tool activated ( Geometry Editor tool can make all geo-grafts floating, i.e. unwelded from the base figure ). Then only the figure's Base mesh without any geo-grafts will be exported.

     

    Oh wow...doesn't matter how many years I use this program there's just so many check boxes I never bothered to look up (though I might have been conditioned that way because of how many don't have documentation...)

    Thank you so much.  Unfortunately my vice is impatience so I did the rework anyway, but considering I make this mistake...at least once per project...this will save me in the future for sure!  

  • barbultbarbult Posts: 26,234

    I didn't know any of that either. Thanks, crosswind, for the new information. I never would have guessed or figured out any of that on my own.

  • crosswindcrosswind Posts: 9,564

    You're welcome guys ! 

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