Geograft expolading morph?
Okay, I've been fighting this all day, so its time I got some help. I am trying to make a moraph for a gen 9 geograft, spefically an adult product. Here's what I've been doing/trying/ my settings/ etc.
- Load up the graft and remove the shell's so the only thing I'm working with is the graph itself.
- Export with these settings - Adjust Y/Z so they match blenders. Scale is set to 1%. Ignore invisible nodes/ use bone weilds/ remove unused verts/ triangualte n-gons/ and collapse uv tiles are all UNCHECKED. The only thing with a checkmark are write uv coordinates/normals/faces/polylines/seperateobjects/groups/surfaces.
- Import into blender 4.3.2 with these settings - scale 1, clamp bounding box 0, forward axis -z, up axis y. Split by object/group are UNCHECKED, while vertex groups/validatemeshes are checked.
- make my morph using sculpt mode (only using smooth and grab)
- Export from blender with these settings - selection only, scale 1%, forward axis -z, up axis y. Colors/ curves as nurbs/ triangualte mesh/ apply modifiers/ object groups/ material gropus/ smooth groups/ pbr extensions are UNCHECKED, while UV coordianates/ normals/ vertex groups are checked.
- Go back to daz where the only thing in the scene is the geograft.
- Morph loader pro import settings: scale is 100%, and again the y/z axis's have been fixed. Load morphs for: Primary figure from graft (I tried "primary figure (vertex only)" and got geomerty did not match, failed to create morph.) Set Create control property to "yes" and overwrite existing is set to "deltas only". Nothing else is touched.
Morph imports fine but when trying to use it, I get explosion hell, which means I am clearly doing something wrong.
Am I exporting it wrong? I've tried:
- Gen 9 with geograft no shells
- gen 9 with geograft and shells
- Geograft alone
- Geograft with shells
- shells alone
- adding the morph to Gen9
- adding it to the geograft
- adding it to the shells
- using Primary figure (vertex only)
- using primary figure from graft
- Changing the scale
- using one, both or all of - create control property, reverse deformations, overwrite existing - in morph loader pro
- Checking/unchecking different settings in Daz's exporter.
- checking/unchecking different settings in Blenders import/export
Some one help me out here, please, because this is driving me nuts. I've made morphs before for gen 8 but clearly with geograft/gen9 there's something I'm missing.
Edit fixed spelling on "geograft"
Post edited by Jessie on

Comments
1stly, I think you mean geograft rather than geograph ~~
As for the workflow you mentioned above, a couple of points:
1. You worked on the geograft per se without fitting it on G9 ? And you exported the geograft to OBJ with Base Resolution ?
2. In your step 2, Scale should be kept as 100%. In my workflow, I always use the settings shown in below screenshot 1, when exporting with the geograft selected. I don't understand why you adjusted Y/Z and what you adjusted...
3. In your step 7, as you just work on a unwelded geograft without G9 figure, you shouldn't get the error of geometery mismatch when importing ... (if you exported the geograft with Base Resolution) The option : Primary Figure from Graft (Facet Order) is used for the case that you export G9 with fitted geograft(s) ~
Anyway, I couldn't reproduce the issue. (with G9 GP / G9 Dicktator...) Better confirm the points firstly ~~
Not to sound rude or ungreatful for the help (I'm not) but.... everything you asked me is answered in my post.
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"You worked on the geograft per se without fitting it on G9 ?"
As stated, I've tried with it fitted and with it *unfitted*, with the shells and without the shells, every combo you can think of I've tried. The numbered list 1-7 is, as evident by the above, one attemt of many. Using an unfitted graft is not the defult, nor all that I have tried.
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The screen shot you linked is identical to what I described save for the size - 1% vs 100% - which I've *always* used 1% instead of a 100 as it saves me the issue of scaling it in blender.
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"don't understand why you adjusted Y/Z and what you adjusted..."
In your own image you have the "corrected" y/z axis. Anyone who has even looked at the output settings knows, this is not the defult. You have to manually FIX them; i.e swapping the two. This was self explianatory.
Again, I don't mean to sound rude or bitchy, but my inital post answered all of these. And all that said I'm thinking is something with my blender import/export as texting with the base g9 (load g9. Set base resoultion, 0 subD, export, instantly import as mesh without touching blender causes) no issues. What could be wrong with blender IDK as the import settings I listed is the "operated presets" - same ones I've always used
More messing around
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Test.... too many to count - Gen 9
* restart daz to start fresh
* load gen 9. Nothing but gen9. Remove eyes/brows/lashes/mouth/tear
* Set resolution to base with subd to 0
* Export
1% scale
x = x, y = y, z = z
ignore invisible nodes (on)
use bone welds / remove unused verts / triangulate n-gons (off)
write uv coordinates (on)
collapse uv tiles (off)
write normal/faces/polylines/separate objects (on)
filter objects (on, selected roots)
write groups (use nose names, on)
write surfaces (original, on)
write material libary (on)
quote paths containing spaces (on)
* Import into blender, reset operator presets so the settings are
scale 1%
clamb bound (0)
forward axis (-z)
up axis (y)
split by object (on)
split by group/vertex groups (off)
validate meshes (on)
* Blender export:
selection only (on)
scale (1%)
forward axis (-z)
up axis (y)
uv coordinates/normals (on)
colors/curves as nurbs/triangulated mesh (off)
apply modifiers (on)
object/material/vertex/smooth groups (all off)
* Daz morph loader pro import:
x = x, y = y, z = z
primary figure (vertex only)
Create control (no)
Reverse deformations (yes)
overwrite existing (make unique)
Import Success. Zero issues.
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Dictator no G9. A new scene was made and dictator was loaded directly into it. Instead of removing eyes/eyebrows/etc I removed the texture shells.
**Exact** same settings as above = Geometry did not match.
Changing primary (vertex only) to primary figure from graft (facet order) = Mesh explodes
Turning off "Ignore invisible nodes" + Primary figure (vertex only) = Geometry did not match.
Turning off "Ignore invisible nodes" + primary figure from graft (facet order) = Mesh explodes
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**Exact** same settings as the base g9 test. Geometry did not match. Changing primary (vertex only) to primary figure from graft (facet order) = Error (Facet count mismatch - base does not equal target (33568 != 8636)), error (matching facets), Warning (geometry did not match).
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Same test as above but both g9 and the graft were exported together. = same warnings.