How to export a moph from zbrush to daz?
Super cheese sandwich
Posts: 633
in The Commons
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.
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
Thanks to all for answer! I did it! But I can't add clothes and materials to my new character in Daz
Image removed. Please review rules on nudity. Thank you.
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.
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:
Edited to include FixmypcMike's extra step for G3.
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.
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!
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.
Thank you very very much!!!! I did it!
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.
- - -
Use the search function in this forum and on google to find some screenshots and tutorials about Projection.
- - -