How to export a moph from zbrush to daz?

Hi! I found a useful tool in zbrush to replace dform in daz but I don't know how export the character with the morph to daz again

 

Thanks!

Comments

  • It depends on how you originally got the morph into zBrush. If you used the GoZ bridge, just click the GoZ button in zBrush and tell it where DAZ Studio is when it asks. Otherwise, export it to obj format and use Morph Loader to load it on the figure.

  • PA_ThePhilosopherPA_ThePhilosopher Posts: 1,039
    edited May 2016

    Hi! I found a useful tool in zbrush to replace dform in daz but I don't know how export the character with the morph to daz again

     

    Thanks!

    Can you clarify what you mean by "a useful tool in zbrush to replace dform in daz"? The dform tool is not geometry so it is unclear what you mean here.

    Anyway, typically when you use the GoZ plugin, Daz will scan all the objects in the scene and look for anything that has the exact same number of polygons. If it finds any matches, it will provide a drop-down menu for you to choose from, from which you can then either update the base mesh or create a morph.

    -P

    Post edited by PA_ThePhilosopher on
  • edited May 2016

    Thanks to all for answer! I did it! But I can't add clothes and materials to my new character in Daz sad

     

    Image removed.  Please review rules on nudity.  Thank you.

    Post edited by Cris Palomino on
  • The way to create morphs on DAZ Studio characters using ZBrush is to make sure that BEFORE you use GoZ to export the character, change the character's mesh resolution to Base - that way, when you send the character back to Studio with GoZ, you will get the drop-down menu PA referred to, and the character will still have all its textures, and etc. Your morph will appear under parameters, and after you dial it in, you can then restore the mesh to high resolution.

    Thanks to all for answer! I did it! But I can't add clothes and materials to my new character in Daz sad

     

  • Melissa ConwayMelissa Conway Posts: 590
    edited May 2016

    I spent many hours searching for how to do this, so I thought it might be helpful if I gave you my step-by-step directions:

    1. Load character into DAZ Studio
    2. Select character
    3. Under the Parameter tab, click on Mesh Resolution
    4. Under Resolution Level, change dropdown to Base
    5. If character is G3, under the Shaping tab, click Currently Used and dial the Mouth Realism and Navel morphs to 0%
    6. Click File and choose Send to ZBrush
    7. In the GoZ Export Options popup, leave the default boxes checked and click Accept
    8. ZBrush will open
    9. Hide the Lightbox
    10. Click and drag in the workspace to insert your character
    11.  Click the Edit button in the toolbar at the top of the workspace
    12.  Click and drag on the Zoom button on the right side of the workspace to expand the workspace
    13.  Click on the Frame button on the right side of the workspace to frame your character
    14.  Use the Scale button on the right side of the workspace to make your character bigger/smaller
    15.  Click on the Line Fill Polyf button to better see your character’s polys
    16.  Make changes to your character, ensuring that you don’t add or subtract polys
    17.  When satisfied, click on the GoZ button under the Tools pallet
    18.  You will be sent back to DAZ Studio and the GoZ Update Options popup will appear
    19.  Leave the default options alone, but type in a name in the box next to Morph Name
    20.  Click Accept
    21.  Under the Parameter tab, you will now see your named morph
    22.  Click on it and then dial it to 100% to see your morph
    23.  Under the Parameter tab, click on Mesh Resolution
    24.  Under Resolution Level, change dropdown back to High Resolution

    Edited to include FixmypcMike's extra step for G3.

    Post edited by Melissa Conway on
  • fixmypcmikefixmypcmike Posts: 19,689

    If you're working with Genesis 3, make sure you turn off the 2 active morphs before step 5 (Mouth Realism and Navel).

  • Thanks, I did not know this; I've never mucked around with G3. With your permission, I'll edit my post to include it.

    If you're working with Genesis 3, make sure you turn off the 2 active morphs before step 5 (Mouth Realism and Navel).

     

  • Jan19Jan19 Posts: 1,109

    I spent many hours searching for how to do this, so I thought it might be helpful if I gave you my step-by-step directions:

    1. Load character into DAZ Studio
    2. Select character
    3. Under the Parameter tab, click on Mesh Resolution
    4. Under Resolution Level, change dropdown to Base
    5. If character is G3, under the Shaping tab, click Currently Used and dial the Mouth Realism and Navel morphs to 0%
    6. Click File and choose Send to ZBrush
    7. In the GoZ Export Options popup, leave the default boxes checked and click Accept
    8. ZBrush will open
    9. Hide the Lightbox
    10. Click and drag in the workspace to insert your character
    11.  Click the Edit button in the toolbar at the top of the workspace
    12.  Click and drag on the Zoom button on the right side of the workspace to expand the workspace
    13.  Click on the Frame on the right side of the workspace to frame your character
    14.  Use the Scale button on the right side of the workspace to make your character bigger/smaller
    15.  Click on the Line Fill Polyf button to better see your character’s polys
    16.  Make changes to your character, ensuring that you don’t add or subtract polys
    17.  When satisfied, click on the GoZ button under the Tools pallet
    18.  You will be sent back to DAZ Studio and the GoZ Update Options popup will appear
    19.  Leave the default options alone, but type in a name in the box next to Morph Name
    20.  Click Accept
    21.  Under the Parameter tab, you will now see your named morph
    22.  Click on it and then dial it to 100% to see your morph
    23.  Under the Parameter tab, click on Mesh Resolution
    24.  Under Resolution Level, change dropdown back to High Resolution

    Edited to include FixmypcMike's extra step for G3.

    Thank you, very much. :-)  I've run into a snag or two using GoZ w/DS, and looking at your list, I see what I did wrong.

     

  • You're very welcome! 

    Jan19 said:
    Thank you, very much. :-)  I've run into a snag or two using GoZ w/DS, and looking at your list, I see what I did wrong.

     

     

  • 16.  Make changes to your character, ensuring that you don’t add or subtract polys

    Edited to include FixmypcMike's extra step for G3.

    This part is key. If you alter the number of polys in zbrush, all bets are off and the object will not import properly. This effectively limits the brushes you can use in zbrush (only the move brushes and a couples others). -P
  • Cris PalominoCris Palomino Posts: 12,480
    edited May 2016
    16.  Make changes to your character, ensuring that you don’t add or subtract polys

    Edited to include FixmypcMike's extra step for G3.

    This part is key. If you alter the number of polys in zbrush, all bets are off and the object will not import properly. This effectively limits the brushes you can use in zbrush (only the move brushes and a couples others). -P

    That's not entirely correct.  Most brushes in ZBrush do not add mesh.  The ones that will are IMM brushes and things like clay tubes which are all of the Insert type.  ZModeler can add or remove.  Any kind of duplication (which can be done with tools such as Transpose).  Subdivision, Zremesher, Dynamesh...all these will add/subract, so should not be used for morphs.  Almost all the other brushes, however, are safe to use.  If you're unsure, use a brush and check the polycount; if the count remains the same, you should be fine.

    Post edited by Cris Palomino on
  • Thank you very very much!!!! I did it! laugh

  • linvanchenelinvanchene Posts: 1,386
    edited May 2016
    16.  Make changes to your character, ensuring that you don’t add or subtract polys

    Edited to include FixmypcMike's extra step for G3.

    This part is key. If you alter the number of polys in zbrush, all bets are off and the object will not import properly. This effectively limits the brushes you can use in zbrush (only the move brushes and a couples others). -P

    Just to mention it once again in another thread:

    You can use any brush you want in Zbrush no matter if it adds or removes vertices or polygons if you use a Projection based workflow

    - - -

    Between step 10 and 11

    10B

    - create a copy of the base mesh so you have two meshes in the sub tool list

    - leave the original base mesh as it is and work on the copy (the projection source mesh)

    - hide the base mesh to better see the projection source mesh whilie working on it.

    - - -

     Between step 16 and 17

    - 16B use Projection to project all the changes made on the source mesh to the original base mesh.

    In order to efficiently use projection

    - hide all the parts of the source mesh that you do not want to project.

    - use masks on the target mesh to block out any areas that you do not want to affect

    - Experiment with the projection settings to get the result you are looking for.

    - project changed areas one after the other (instead of trying to project the whole mesh at the same time)

    - - -

    Limitations and challenges of a projection based workflow:

    So far I have not been able to project very complex character shapes in one try.

    But Projection works pretty well to transfer shapes that just affect one area.

    In any case it is some kind of a trade of:

    You can use any brush you want during the modeling stage and are completly free.

    But as a downside you may have to goof around a bit longer during the projection stage to figure out the proper settings that work to transfer the changes back.

    After some experimentation you will start to get a feeling for which type of morphs a projection based workflow is better suited and when you might want to use the default workflow with  brushes that do not alter the polygon count.

    - - -

    Side note:

    Especially all the Zmodeler brushes allow low polygon sculpting in very creative ways but some of them do alter vertices and polygon count.

    Have a look at all the tutorial videos in the ZClassroom.

     Once you know how to use all those brushes that target combinations of points, edges and polygons you may also find that using them together with a projection based workflow offers a lot of interesting ways to create morphs.

    Not only for characters...

    compare:

    http://pixologic.com/zclassroom/course/digital-sculpting-modeling

    - - -

    Use the search function in this forum and on google to find some screenshots and tutorials about Projection.

    - - -

    Post edited by linvanchene on
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