Morph distorts while not at 100%
Soto
Posts: 1,450
in The Commons
Hi!
I know there are a lot of topics on morphs distortions, but I could`nt find something specific to my case.
I am loading a ZBrush morph for a hair through Morph Loader Pro. Problem is, when applying the morph, the mesh explodes everywhere untill it reaches 100%. At 100% it looks correct. It`s not the first time I work with morphs, but I never had this issue. The scale is correct and I`m not (knowingly) messing vertices.
If it wasn`t for the fact it lloks as intended when fully applied, I`d think there is indeed a vertex order issue, but this is weird. Anyone had this issue before? O.o

Comments
For those interested, problem was (because of course it has to be solved as soon as I ask after hours of head scratching) I had split groups inside ZBrush and that seems to be a big no. I was looking at something during export/import.
Sorry for the useless thread. Someone say something funny so it doesn`t go to waste.
A modeler walks into a thread ...
I had one doing something similar...except it went 'normal' a bit before 100% (somewhere between 80 and 90%) and then stayed normal. I closed out Studio, re-exported the morph from Blender, overwriting the old one. Started Studio back up, reloaded a fresh copy of what the morph was for and reimported...this time it worked smoothly the entire time.
I'm starting to think about writing a tool that creates a "fake" UV texture for indicating the point ID. I want to be able to use this in UE4 editor as well. So I need only look at the UV texture to know what the original point order was. If I can add some scripts for DS and Lightwave, I'd have a nice toolset. Even if it's a standalone tool that will re-order the points or verify the point order in an obj file, that would go a long way. This would allow tools that know nothing about obj or point order to be used.
Oh, it's already funny. I thought you knew how to do EVERYTHING!
Thanks for the giggle.