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Mythcons
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Mythcons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 448,
Visits: 3.2K
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I'm experiencing an issue with custom morphs. Here is my process: 1) Export base model from Character Creator (full body or individual pieces). 2) Import into Blender (maintaining vertex order). 3) Sculpt morph. 4) Import Morph by creating a new Slider. No matter what I do, when I import the model, the software crashes at around 58% import progress. The ONLY way I've been able to import a model is to reimport the EXACT same model (without changes) into Character Creator. Of course, this useless since it doesn't contain any sculpted data. Anyone have any ideas as to what I'm doing wrong?
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Mythcons
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Mythcons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 448,
Visits: 3.2K
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Greetings and thanks for the reply! I'm afraid I have tried and the result was the same. Actually, if I change the name of the original file, I get an incompatibility issue. For example. I'll export out 'Base Body.obj' and save the sculpted morph as 'Gades Body,obj'. When I import back into Character Creator, I get that the incompatibility message. If I take the same morph file and save it as 'Base Body.obj', the import will start successfully then crash at 58%. I am utterly baffled. Edit: I do not change the vertex amount or order. I am a Daz3D refugee and know the basics of morphing.
Edited
8 Years Ago by
peter.e.alexander
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Mythcons
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Mythcons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 448,
Visits: 3.2K
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Greetings.
I am not adding subdivisions, I am simply moving around vertices. The only time I'd add vertices is on a separate copy for baking out normal maps. I would not use this for morph.
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Mythcons
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Mythcons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 448,
Visits: 3.2K
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Greetings,
Perhaps I'm not making myself clear. I'm not adding vertices. I'm not subtracting. I'm not subdividing, decimating, or introducing any new geometry. Moving vertices is not an addition or subtraction technique.
I don't mean to be rude, but how on EARTH can you create a morph without moving vertices? That is what's impossible.
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Mythcons
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Mythcons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 448,
Visits: 3.2K
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Greetings,
I'm afraid you are incorrect. You can sculpt without adding vertices. You cannot sculpt in high detail, but you can sculpt. Additionally, you can subdivide, sculpt, and saving a model at the LOWEST subdivision level without adding vertices. This is 3D modeling/sculpting 101. As I said, I'm a Daz3D refugee and have created dozens of morphs for that system. I know the basics.
It feels like we're arguing semantics. I appreciate your response, but I do require technical assistance, not beginners tips on 3D modeling.
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Mythcons
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Mythcons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 448,
Visits: 3.2K
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Well, I told you that I tried doing what you suggested and I explained in detail that I experienced the same problem. You then went on to explain to me that I was adding vertices, when I clearly was not and explicitly stated that I was not. If you don't believe me, how can we communicate?
Since you are not in a position to assist me, and to avoid conflict or misunderstandings, I will have to wait for a more experienced user to address my issue. Thank you.
Best regards, Peter
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Mythcons
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Mythcons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 448,
Visits: 3.2K
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Again, I'll wait for a more experienced user who is interested in assisting and not talking down to me. Best regards.
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Mythcons
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Mythcons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Month
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Visits: 3.2K
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Just to clarify for observers, subdivisions and hi res sculpting will only change the vertex order if you export the mesh at a higher resolution.
Example:
- Import a model into Blender at 10k. - Add a multires modifier and subdivide. - Remove multires modifer. - Model is once again at 10k.
The original model has not been altered, even if the vertices have moved.
The same concepts apply across all 3D software. The only way to add a morph AND change the vertex amount is if you apply a morph via a UV template. I am not attempting to do this.
Understand that I am not a GURU, I am not an expert, and I am not attempting to start feuds. Just looking for basic assistance.
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Mythcons
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Mythcons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 448,
Visits: 3.2K
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And to avoid confusion, let me say: 9 out of 10 times, I don't subdivide when creating a morph. So its a moot point.
As I said, I only subdivide if I'm creating normal maps. On a separate copy, which is never imported into Character Creator.
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Mythcons
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Mythcons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Month
Posts: 448,
Visits: 3.2K
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Yes, I agree, subdivisions absolutely impact the vertex order if you save out the subdivided model. Blender, Modo, Daz3D, Maya, etc, operate under the same restrictions. For example, in Blender, I cannot add a shape-key (morph) with a different vertex count to another model.
I will get the error (paraphrased), 'Cannot add morph to existing model with a different vertex count.'
In addition, I understand that if the vertex ORDER is out of alignment, the morph will have errors and be unusable. Daz3D is very strict in this regard. Luckily, Blender has an option for retaining the vertex order of exported OBJs.
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