Model breaks when being posed after morph was applied to it. G9 as base.

I’m having an issue where, after using FaceForm Wrap to apply the Genesis 9 topology to another mesh, I try to apply this new mesh as a morph to the G9 character in DAZ Studio and keep getting the message: “Warning: Geometry did not match, failed to create morph.”

I’ve been looking into this for a while and have checked other discussions. Everything I’ve found suggests that for G9 you should set the resolution to Base and delete the eyebrows, eyelashes, eyes, mouth, and tear geometry. However, even after doing all of that, I still can’t get the morph to apply to the character and keep getting the message mentioned previouslty.

Post edited by onemorehereiam on

Comments

  • Richard HaseltineRichard Haseltine Posts: 109,282

    A morph is just a list of new positions for the vertices making up a model - it may not add or remove vertices, if the order does not match then the morph will have the right shape but the surface between vertices will be a crumpled mess as vertex xyz assumes the position of vertex abc. A different mesh is never going to match vertex count or order, and so will fail. 

  • Hi, in the end I managed to make it work. I think there was something I was missing, as I don’t recall doing anything differently. I just followed the same steps over and over again and eventually it worked, so it was probably the result of me not being careful earlier.

    What I’m wondering now is whether it’s possible to use poses made for Genesis 9 on the new body to which I transferred the topology. I’ve tried a few times, but the model seems to stretch and crumble whenever I apply a G9 pose.

  • crosswindcrosswind Posts: 9,712
    edited January 2

    1) Right ~ you must export the figure with Base resolution but you never have to delete wearables (eyebrows, mouth, eyes, etc...) before exporting to OBJ. Tick Filter Objects option in OBJ Exporter and choose Selected Roots before exporting... (screen shot 1)

    2) As for the deformation issue with given poses, you need to do: Edit > Figure > Rigging > Adjust Rigging to Shape...after importing OBJ as a morph with Morph Loader Pro ~~

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    Post edited by crosswind on
  • crosswind said:

    1) Right ~ you must export the figure with Base resolution but you never have to delete wearables (eyebrows, mouth, eyes, etc...) before exporting to OBJ. Tick Filter Objects option in OBJ Exporter and choose Selected Roots before exporting... (screen shot 1)

    2) As for the deformation issue with given poses, you need to do: Edit > Figure > Rigging > Adjust Rigging to Shape...after importing OBJ as a morph with Morph Loader Pro ~~

    Many thanks.

  • onemorehereiam said:

    Hi, in the end I managed to make it work. I think there was something I was missing, as I don’t recall doing anything differently. I just followed the same steps over and over again and eventually it worked, so it was probably the result of me not being careful earlier.

    What I’m wondering now is whether it’s possible to use poses made for Genesis 9 on the new body to which I transferred the topology. I’ve tried a few times, but the model seems to stretch and crumble whenever I apply a G9 pose.

    When it comes to the scale issue, all you need to do is scale your new object so that it matches the geometry of the object you are transferring the topology from. By this, I mean that you should leave the source object —in this case, the Genesis 9 model— at a scale of 1 at all times (in Faceform Wrap, specifically). At least, that is what worked for me.

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