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

Problem importing expressions after merging model the genesis 9 in blender

LanternLantern Posts: 25
January 25 edited January 26 in Blender Discussion

It turns out that when importing the model into Blender using the “Diffeomorphic” add-on, when I import the facial model expressions after merging the eyebrow, eyelash, eye, and mouth models from the “CJ Raine” model with the facial model, some expressions stop working or break

The model I am using is CJ Raine HD For Genesis 9
https://www.daz3d.com/cj-raine-hd-for-genesis-9?srsltid=AfmBOoqd1A4lSLlK660GOmUPszFlRYVj7RgYZTzkPHqHU1JqGxOlt8KG

However, when I import the expressions from the "CJ Raine" facial model, but with the eyebrow, eyelash, eye, mouth, and face models unmerged, the facial expressions and others work fine when separated

I don't know if it's something related to the model or if I'm doing something wrong

 

Post edited by Lantern on January 26

Comments

  • PadonePadone Posts: 4,055
    January 28 edited January 28

    diffeomorphic 5.1.0.2792, blender 5.0.1

    Seems to work fine here. What do you mean by "merging" ? I mean merging rigs is ok and it is done by default in "easy import", while merging the geometries of course will break the daz morphs and it's not to be done. An exception is geografts where geometries are merged with a special tool preserving the morphs.

    Post edited by Padone on January 28
  • LanternLantern Posts: 25
    January 28 edited January 28

    Padone said:

    diffeomorphic 5.1.0.2792, blender 5.0.1

    Seems to work fine here. What do you mean by "merging" ? I mean merging rigs is ok and it is done by default in "easy import", while merging the geometries of course will break the daz morphs and it's not to be done. An exception is geografts where geometries are merged with a special tool preserving the morphs.

    Now that you mention the Blender version and diffeomorphic, I have updated my Blender version to the latest one and everything seems to be working fine.

    By merging models, I mean this
    Step 1: I select all the skeletons of the models and choose the “merge rig” option from the Daz Studio panel
    Step 2: After merging the skeletons, I select several models at once in Blender, right-click, and select the option called “merge.”

    As for what you mention at the end, “there is a special function that preserves the morphs,” what do you mean by that? Or better yet, where can I find that tool?

    Post edited by Lantern on January 28
  • PadonePadone Posts: 4,055
    January 29 edited January 29

    To merge geografts there's the option in easy import, or the command in setup > finishing. But this only works for geografts, not for other meshes.

    There's no "merge" command in the rmb menu, perhaps you mean "join" that's what you should avoid as the daz morphs may break this way.

    p.s. As a second thought, in version 5 Thomas stores the original mesh data in extra structures so that the user can modify the mesh then load extra morphs there, so may be join can work, but personally I'd not risk unless necessary. Also if we finalize the meshes the extra stuctures are removed.

    p.s. I never used it but I believe I found what you need. This should preserve the daz morphs and update the extra structures.

    setup > mesh > merge meshes

    p.s. However, keep in mind that different meshes have different uv maps and those are merged as well, which may not work fine in some cases as tiles or offsets. So in general it is best not to merge meshes.

    Post edited by Padone on January 29
  • LanternLantern Posts: 25
    January 29 edited January 29

    Padone said:

    To merge geografts there's the option in easy import, or the command in setup > finishing. But this only works for geografts, not for other meshes.

    There's no "merge" command in the rmb menu, perhaps you mean "join" that's what you should avoid as the daz morphs may break this way.

    p.s. As a second thought, in version 5 Thomas stores the original mesh data in extra structures so that the user can modify the mesh then load extra morphs there, so may be join can work, but personally I'd not risk unless necessary. Also if we finalize the meshes the extra stuctures are removed.

    p.s. I never used it but I believe I found what you need. This should preserve the daz morphs and update the extra structures.

    setup > mesh > merge meshes

    p.s. However, keep in mind that different meshes have different uv maps and those are merged as well, which may not work fine in some cases as tiles or offsets. So in general it is best not to merge meshes.

    That's right, I was referring to the “join” option. I use autocorrect when I write, and maybe it changed the word ‘join’ to “merge.”

    As for what you mentioned about “UV maps,” it's true, I had a problem related to that, but luckily in Blender you can copy and paste “UV maps” to other models (although this will depend on the model's vertices).

    Forgive my ignorance. Regarding the process you mentioned, I'm talking about “Settings > Mesh > Combine Meshes.” In which program is that process found, in DAZ Studio or in Blender? Where would it be located?

    Post edited by Lantern on January 29
  • PadonePadone Posts: 4,055
    January 29

    I'm referring to the tools available in diffeomorphic, of course. In general you can't use the blender tools or other softwares to deal with the setup as it is quite complex.

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