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Daz 3D Forums > 3rd Party Software > Blender Discussion

Import problem from Blender

Uncommon RoleUncommon Role Posts: 26
June 2024 in Blender Discussion

Hello everyone, I hope you can help me because I'm going crazy. The thing is, exporting something from Daz to Blender works fine for me, without any issues either using the bridge or exporting an obj file. The problem arises when I try to go back to Daz to create a morph, because I always get the same error: "Geometry did not match."

I've looked at about 10 different tutorials, I've tried deleting the eyelashes, lowering the model level to base, various options... and nothing works. It doesn't work either exporting from Blender as an obj, or using Daz to Blender to create the morph directly there.

I don't know what else to do, I've already spent 3 hours browsing the internet and I only find tutorials that don't work, partly because almost all of them are outdated.

Any ideas? Thanks angel

Comments

  • PadonePadone Posts: 4,003
    June 2024

    For morphs you can only "move vertices", not delete or create new geometry. Also be sure the vertex order is preserved when you export/import.

  • crosswindcrosswind Posts: 9,548
    June 2024 edited June 2024

    Check this short video firstly that I recorded for a folk to resolve the similar issue. This is standard procedure. https://www.daz3d.com/forums/discussion/comment/8594276/#Comment_8594276

    Again, a comprehensive workflow for:  DS > Blender > DS
    1. When export figure to OBJ, set figure's Resolution Level to Base. You don't have to delete any attachement under the figure. Just export it with Filter Objects option... shown in (screenshot 1).

    2. ...but, if there's any geo-graft on the figure, you must at least unfit the geo-graft attachment firstly...or just simply switch to Geometry Editor mode to make the geo-graft's geometry floating before export... otherwise the whole merged geometry will be exported...then you'll get "mismatched error" when import. (screenshot 2).

    3. If Blender version you use is < 4.0, never use OBJ import/export (Legacy), always use "Wavefront (.obj)" in the menus of Import / Export (screenshot 3).

    4. Import OBJ into Blender with the settings in (screenshot 4).

    5. In Blender, DO NOT add or delete any geometry (vertex / face / edge ); DO NOT retop or remesh; DO NOT apply any Modifier that'll result in the formers. The safest way is to just SCULPT ! if you make morphs.

    6. After your sculpting job is done, export the figure to OBJ with the settings in (screenshot 5). Better save a Preset then.

    7. In DS, import OBJ with Morph Loader Pro, with the settings in (screenshot 6). Better save a Preset then.

    If you correctly process these in each step, you won't get the error of geometry mismatch...

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    Post edited by crosswind on June 2024
  • Uncommon RoleUncommon Role Posts: 26
    June 2024

    crosswind said:

    2. ..but, if there's any geo-graft on the figure, you must at least unfit the geo-graft attachment firstly...or just simply switch to Geometry Editor mode to make the geo-graft's geometry floating before export... otherwise the whole merged geometry will be exported...then you'll get "mismatched error" when import. (screenshot 2).

     

     

    I think the problem might be here, as I don't quite understand this step. My main idea is to edit the characters' hair and clothes in Blender, but I've seen people export the entire character with hair and clothes, edit them, and then export just the clothes or hair... but it's not working for me.

    I've tried editing only the character with what you've suggested, and I've been able to do that, but the hair... the hair gives me an error no matter what I do.

  • crosswindcrosswind Posts: 9,548
    June 2024 edited June 2024

    Okay, you want to modify Wearables other than a figure in this case, so it's a bit different... You need to Ctrl + Select the figure and hair before export... and use the same settings as above-shown. (ss1)  Then only send back the hair after modification in Blender.

    Be noted, you have no way to make it with a Strand-Based Hair (SBH) but only the transmapped hairs or tube hairs..  If you use a SBH, you'll get the mismatch error... as users is not able to make morphs on SBH in this way.

    If the hair you use is not an SBH, then the issue still persists, better name the hair you use.

     

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    Post edited by crosswind on June 2024
  • Uncommon RoleUncommon Role Posts: 26
    June 2024

    crosswind said:

    Okay, you want to modify Wearables other than a figure in this case, so it's a bit different... You need to Ctrl + Select the figure and hair before export... and use the same settings as above-shown. (ss1)  Then only send back the hair after modification in Blender.

    Be noted, you have no way to make it with a Strand-Based Hair (SBH) but only the transmapped hairs or tube hairs..  If you use a SBH, you'll get the mismatch error... as users is not able to make morphs on SBH in this way.

    If the hair you use is not an SBH, then the issue still persists, better name the hair you use.

    I'm still having problems. Maybe it's the hair? This is the model I'm using:

    By the way, thanks for the help, this issue is driving me crazy.

    https://www.daz3d.com/libra-updo-for-genesis-8-and-81-female

  • crosswindcrosswind Posts: 9,548
    June 2024

    Ah... I have it but this is really a new issue to me... I could find the culprit but have no idea how to resolve this case with Blender for the time being... i.e. I found no way to identify where the lines are.

    See if other folks can help us ...

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  • Uncommon RoleUncommon Role Posts: 26
    June 2024

    crosswind said:

    Ah... I have it but this is really a new issue to me... I could find the culprit but have no idea how to resolve this case with Blender for the time being... i.e. I found no way to identify where the lines are.

    See if other folks can help us ...

    I see, I've been wasting two days on this issue, and it turns out it was the damn hair... crying

     

    Anyway, thank you very much for trying to solve it angel, let's see if someone knows how.

  • PadonePadone Posts: 4,003
    June 2024

    Both daz studio and blender can import/export polylines as obj and preserve the vertex order. So I guess this is a issue with morph loader pro which can't handle polylines ?

  • crosswindcrosswind Posts: 9,548
    June 2024

    I've checked the geometry definition and can only say this hair was a bit wrongly made, for some reason....

  • crosswindcrosswind Posts: 9,548
    June 2024 edited June 2024

    Uncommon Role said:

    crosswind said:

    Ah... I have it but this is really a new issue to me... I could find the culprit but have no idea how to resolve this case with Blender for the time being... i.e. I found no way to identify where the lines are.

    See if other folks can help us ...

    I see, I've been wasting two days on this issue, and it turns out it was the damn hair... crying

     

    Anyway, thank you very much for trying to solve it angel, let's see if someone knows how.

    Yea... it was the first time for me to see this sort of issue ~~

    But I eventually got it done by using the magical Diffeomorphic ! ... which means Diffeo can bring mesh to Blender with correct vertex counts.

    So, pls use Diffeo to do it, then geometry will be matched !  Pls use 100% to export OBJ from Blender ~~

    PS: so it seems to me that DS OBJ exporter has a little bug ~~ as well as FBX Exporter and official Daz to Blender bridge. I also tried with them, they all brought the hair into Blender with wrong vertex counts~~

     

     

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    Post edited by crosswind on June 2024
  • PadonePadone Posts: 4,003
    June 2024

    Diffeomorphic bakes directly from the daz viewport, then exports as json and validates the geometry when importing in blender, thus there's no intermediate formats used. The daz bridge exports to obj and fbx then imports those in blender to rebuild the figure. I'm surprised though that the daz obj exporter doesn't work thank you for finding the culprit.

  • Uncommon RoleUncommon Role Posts: 26
    June 2024

    crosswind said:

    Uncommon Role said:

    crosswind said:

    Ah... I have it but this is really a new issue to me... I could find the culprit but have no idea how to resolve this case with Blender for the time being... i.e. I found no way to identify where the lines are.

    See if other folks can help us ...

    I see, I've been wasting two days on this issue, and it turns out it was the damn hair... crying

     

    Anyway, thank you very much for trying to solve it angel, let's see if someone knows how.

    Yea... it was the first time for me to see this sort of issue ~~

    But I eventually got it done by using the magical Diffeomorphic ! ... which means Diffeo can bring mesh to Blender with correct vertex counts.

    So, pls use Diffeo to do it, then geometry will be matched !  Pls use 100% to export OBJ from Blender ~~

    PS: so it seems to me that DS OBJ exporter has a little bug ~~ as well as FBX Exporter and official Daz to Blender bridge. I also tried with them, they all brought the hair into Blender with wrong vertex counts~~

     

    Alright, I'll give it a try! Thanks for everything.

  • crosswindcrosswind Posts: 9,548
    June 2024

    No problem ! And thanks @Padone for clarification !

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