Getting "Strength" morphs into Blender? (Genesis 9/Anime)
Working on a anime-styled Genesis 9 figure, using (afaik) latest versions of Daz Studio (4.24.0.4) and the Daz to Blender Bridge (2024.2.17.107), using Blender 4.5 LTS for the Bridge step since it throws errors in 5.0.
Is there a way to get a working "Strength" morph into Blender?
I don't know the exact terminology - by "Strength morph" I mean ones like the Base Anime Eye Blink Crescent Strength pose control morph that relies on the Base Anime Eye Blink Crescent (Left/Right) morphs for its actual effect, which is to shape the curve of the already closed eyelids. The Strength morph does get brought into Blender over the Bridge, but it simply does nothing, while all the other presumably "normal" morphs that I've tried work as expected. I am exporting the entire Pose Controls category of morphs with the figure, no others.
I remember seeing a warning message that was related to this at some point previously when doing preliminary pipeline tests with other models months ago, something about making possibly destructive changes to apply these types of morphs before exporting, but that message no longer even shows up when using the Bridge exporter (I'm pretty sure I also answered yes to the changes every time it did show up?).
It seems this type of morph functions in some special way that maybe isn't compatible with Blender (or the Bridge?), but is there something that could be done to get it to work in Blender?
P.S. Also, just to have something that could maybe achieve the same effect, I tried creating a separate custom morph (dev load generic Genesis 9 figure, apply the anime crescent blink with the Strength morph at 100%, save .obj, load as a morph), but some information ends up missing in that process as well. The custom baked morph works identically to the original morphs on the generic figure, but when applied to an actual anime-proportioned figure, it no longer matches up (the eye only closes half-way). Trying to create the custom morph based on an anime figure instead of the generic one includes all the other shape changes (even if loading the morph .obj into the same figure it was created from), effectively doubling up all the sliders to create a horrific mess.
Tips on the custom morph baking front would be appreciated as well, if there's no way to bring the original morph functionality into Blender as-is ...
