Custom Gens Morph... HELP!

I'm sorry if this isn't in the correct area, I'm trying to create a custom sculpted morph for Genesis 9 Male Anatomical Elements, but no matter what I do the dreaded " Geometry does not match, failed to create morph" error come up on using Morph Loader Pro to import the OBJ... Here's a breakdown of what I'm doing:
 

DAZ EXPORT:

1: Ensure Base level resolution in Parameters/General/Resolution level: Base

2: Hide all unused geometry (eyelashes, tear ducts, eyebrows, etc.)

2.5: MAKE SURE IGNORE INVISIBLE NODES IS SELECTED!

3: OBJ Export Options: Scale @ 1% (Sculpting in Blender, so 1% is needed)

BLENDER IMPORT

4: Geometry: “Split by Object” disabled

5: Sculpt morph

BLENDER EXPORT

6: Geometry: “Keep Vertex Order” enabled

7: Limit to: Selection Only

7.5: Scale @ 100%

DAZ IMPORT FROM MORPH LOADER PRO

8: Create Control Property: Yes

9: Property Group: Choose appropriate location

 

For context, I'm trying to create a dorsal vein morph as there doesn't seem to be any purchasable merchant resourses anywhere for that specific need. I've sculpted it and it looks good in blender, but getting it back into DAZ is proving to be a mission... Thanks for any help with this!

Comments

  • Silent WinterSilent Winter Posts: 3,903

    Is it adding geometry in the sculpt part, or just moving vertices and adding a normal/bump/displacement map for the detail? Adding geometry will make it fail.

    Are you unchecking sub-d (viewport and render) before exporting (not sure if that matters when using 'base resolution' but I do it anyway.

    Also make sure you've got the alignment right for export and import (x,y,z  - which one is 'up' and which is 'forward') - it should still import the morph but it'll go all wonky if you get the y and z mixed up - I recall that the default options aren't good for Blender.

    ^That's all I can think of.

  • MasterstrokeMasterstroke Posts: 2,339

    Quote:
    "2: Hide all unused geometry (eyelashes, tear ducts, eyebrows, etc.)"
    I think hiding is not enough.
    You'd better work ONLy with the geograft or use "Primary Figure from Graft" in the roll down menue of Morph Loader Pro.

  • lilweeplilweep Posts: 2,779
    edited 6:55PM

     

    1. Load in the geograft to new scene by itself - Do not export it attached to the figure which is clearly what you are doing hence vertex count does not match.

    2. Put it into its default shape (as per attached). It will not load in like this.

    3. Set to Base Res

    4. Select object in Daz Studio scene then Export (Filter Objects (✔) : Select Root)

    5. Scale: Whatever, just leave as 100%

    6. Import to Blender - sculpt without changing geometry

    7. Export as obj.

    •  Scale : just leave as 100%.
    • Note if you are using a recent version of Blender, vert order is preserved by default when exporting anyway

    8. Morph loaded pro: Leave as default with default scale

    • Name: blahblahblah
    • Delta tolerance: 0.001
    • Property group: blahblah
    • Create Control Property: No
    • Reverse Deformations: No (assuming you followed what I said in 1 and 2)*
    • Overwrite Existing: Make Unique
    • Morph mirroing: None
    • Attenuate by: None

    * If you have sculpted on top of a non-default shape, then you can make this Yes

    If it's resizing on morph then you messed up 5,7,8 scaling.  Leaving at 100% on each step is fine and works.

    ASDDSASAD.JPG
    782 x 536 - 51K
    aDSADASSAF.JPG
    790 x 813 - 70K
    Post edited by lilweep at
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