Aligning normals via reimport instead of manually
mmdestiny
Posts: 192
Hi folks,
I got an asset (3rd party) that is absolutely beatiful in Filatoon, but the creator left the normals a mess. In case you didn't know, flipped normals case the Toon Outline to project internally instead of externally.
Can one of the the import functions (morph loader, UV Set, etc) be used to update JUST the normals of the asset so I don't have to flip them manually in Daz? C4D has a some very powerful normal tools that would make a lot of hand work instant.

Comments
There's no such an option of flipping normal when importing assets in DS... AFAIK. You either manually do it with Geometry Editor in DS or with external applications, like Blender, C4D...
Not necessiily looking for a literal option in the import itself. More like I'm wondering if, say I fix everything in C4D, then export as an obj. If I were to use "Load UV Set" to load that obj, would DAZ pick up that the normals have changed? I'm not sure where in the asset the normal information is stored. Or perhaps load the fixed obj in morph loader pro, and even though there's nothing new IN the morph (no changed deltas), maybe it would pick up the change to the normals.
You need to import the full OBJ file...The data of normals can either be saved within the geometry library of its DSF file in data folder...or saved in a DUF scene file without saving Figure / Prop assets.
That's what I was afraid of. That means I'd have to redo all the custom bone weighting which would take 100x longer than just hand selecting the polys to flip in daz lol
I figured out the solution, though it was case specific. It was never a normals problem. Turns out this clothing item was composed of two "shells" floating extremely close to each other (>1mm, the inside of the clothing is a different color than the outside and the inside can be seen because it's baggy and has some openings) and when the creator fit the clothing to the character they didn't realize some of the internal shell got hit by the weight differrently so it broke through the external shell.
I had to manually tweak those broken through polys back in C4D and then just load it as a corrective morph like usual.
Okay, got it ~