Aeon soul - Zero One - Morphing Item

Can the asset "Aeon Soul - Zero One" be morphed

if it is, how?

I am asking because normal method did not work

 

so, help please

Comments

  • felisfelis Posts: 5,770

    It is a mesh, and therefor it can be morphed.

    What have you tried and what was the result?

  • stevejintastevejinta Posts: 27

    felis said:

    It is a mesh, and therefor it can be morphed.

    What have you tried and what was the result?Hello FeI did the same morphing method

    Hello Feris,

    I did the same old morphing method

    but instead of successfully, I got "grometry did not match"

    Yes, I changed it to base 

    Yes, the face is equal

    so I am not sure what I am missing 

  • felisfelis Posts: 5,770

    I tried with the pants.

    And yes, I found that there are some loose verteces that gets removed when importing to blender.

    I don't know if another method of transferring could keep these verteces.

  • crosswindcrosswind Posts: 9,564

    You have to make sure the vertices are equal... not only the face. Which product did you manipulate... to be exactly ?

    Some vendors leave unused vertices on the item... If you checked the option of "Remove Unused Vertices" when exporting to OBJ, you would be not able to import the OBJ as a morph with MLP.

    Check if that was the case you had ~~ 

  • stevejintastevejinta Posts: 27

    felis said:

    I tried with the pants.

    And yes, I found that there are some loose verteces that gets removed when importing to blender.

    I don't know if another method of transferring could keep these verteces.

    I have seen that too, what is the other method? I would like to know more

    by the way, thank you for mention, Felis

  • stevejintastevejinta Posts: 27

    crosswind said:

    You have to make sure the vertices are equal... not only the face. Which product did you manipulate... to be exactly ?

    Some vendors leave unused vertices on the item... If you checked the option of "Remove Unused Vertices" when exporting to OBJ, you would be not able to import the OBJ as a morph with MLP.

    Check if that was the case you had ~~ 

    Hello Crosswind,

    the product is "Expressive Chroma Poses and Zero One Clothes for Genesis 8, 8.1, and 9"

    I have done it checked and unchecked on "Remove Unused Vetices"

    but it still "did not match"...

    thank you Crosswind for mention it

  • crosswindcrosswind Posts: 9,564

    Hmm~~~ Well, what application did you you for shaping the clothes... Blender ?

    If you use Blender, Blender automatically removes the unused vertices. You have no way to change any settings to avoid this behavior. Then, after you export the clothes to OBJ, and import into DS, vertex count will mismatch.

    There're two solutions ~~ :
    - Export clothe from DS to Blender by using Diffeomorphic Daz Importer. This add-on doesn't remove unused vertices.
    - Before exporting clothes to OBJ in DS, switch to Geometry Editor tool, Polygon Selection mode. Then, Geometry Editing > Delete Unused Vertices. (ss1) 

     

    SNAG-2025-7-18-006.png
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  • stevejintastevejinta Posts: 27

    crosswind said:

    Hmm~~~ Well, what application did you you for shaping the clothes... Blender ?

    If you use Blender, Blender automatically removes the unused vertices. You have no way to change any settings to avoid this behavior. Then, after you export the clothes to OBJ, and import into DS, vertex count will mismatch.

    There're two solutions ~~ :
    - Export clothe from DS to Blender by using Diffeomorphic Daz Importer. This add-on doesn't remove unused vertices.
    - Before exporting clothes to OBJ in DS, switch to Geometry Editor tool, Polygon Selection mode. Then, Geometry Editing > Delete Unused Vertices. (ss1) 

    Hey Crosswind,

    you read my mind, thank you

  • crosswindcrosswind Posts: 9,564

    NP !

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