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mtakerkart
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mtakerkart
Posted 8 Years Ago
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Group: Forum Members
Last Active: 3 Months Ago
Posts: 3.2K,
Visits: 29.2K
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Cool. That's exactly what I said to urbanlamb , enabling "keep vertex order" before importing in Blender. So I had the same problem with 3Dcoat and you must enable "use source positions" on the export process.
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Kelleytoons
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Kelleytoons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 9.2K,
Visits: 22.1K
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Success!! That was it. Thanks so much -- it was definitely checking "keep vertex order" in Export. I also had it on in the import process, and I'm guessing that is also important (but I'll just keep it that way).
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Kelleytoons
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Kelleytoons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 9.2K,
Visits: 22.1K
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Yeah, that didn't work for me, but for one brief moment I was VERY excited. Sigh. Edit: Wait -- hmmm, I also checkmarked it in the EXPORT OBJ process and that *seems* to work (I say seems because now I get a different error message, but that's all right -- the message is the morph target and file are the same, which they are since I was just testing stuff out). Thanks.
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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mtakerkart
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mtakerkart
Posted 8 Years Ago
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Group: Forum Members
Last Active: 3 Months Ago
Posts: 3.2K,
Visits: 29.2K
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I don't know if it can help but I've the same problem but for the expression blendshape process with Blender. Urbanlamb make a very handfull tutorial how to use Blender for moving polygons. The trick is to check "Keep vertex order" in the IMPORT BLENDER process.
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Kelleytoons
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Kelleytoons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 9.2K,
Visits: 22.1K
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Either Blender doesn't play well with others, or there is a bug in CC, but even after exporting the full nude character (full body), bringing it into Blender and then exporting again as OBJ without even editing anything, it won't load as a morph. I'm going to put a trouble ticket in and while I understand RL can't support ALL third party stuff they ought to at least support Blender.
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Kelleytoons
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Kelleytoons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 9.2K,
Visits: 22.1K
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Well, using FBX didn't work, Rampa, no matter what combination I tried. Something is screwy here but I don't know what it is.
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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Kelleytoons
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Kelleytoons
Posted 8 Years Ago
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Group: Forum Members
Last Active: Last Year
Posts: 9.2K,
Visits: 22.1K
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Well, I don't see how that will help given the only formats you can import for a morph are avatar and OBJ. If you're saying I should export FBX from CC, bring it into Blender and export again as FBX and then bring into XChange and export as OBJ... that just seems to me not only a LOT of needless steps but also many, MANY places to slip (twixt the cup and the lip). Shouldn't be nearly that complicated.
Alienware Aurora R16, Win 11, i9-149000KF, 3.20GHz CPU, 64GB RAM, RTX 4090 (24GB), Samsung 870 Pro 8TB, Gen3 MVNe M-2 SSD, 4TBx2, 39" Alienware Widescreen Monitor Mike "ex-genius" Kelley
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but0fc0ursee
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but0fc0ursee
Posted 8 Years Ago
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Group: Banned Members
Last Active: 8 Years Ago
Posts: 595,
Visits: 1.7K
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Kelleytoons (10/16/2017) Okay, old thread (so hopefully someone is still paying attention, but in trying this it doesn't work for me, either. And nothing I do with eyes or teeth seem to make a difference.
All I did was export the basic nude body into an OBJ, took the OBJ into Blender and just moved a few verts, and try importing back in as a morph and I get the same message. So I then deleted the eyes and teeth in Blender with the same effect. What am I missing?I do this and never have compatibility problems. Head, eye, teeth, etc. Export just as it is... Then.... 3rd party app.... ~ Select the faces you want to work on and (Invert the Selection). ~ Then hit " Hide Selected." Now edit it according to what's allowed. (keeping vertex count & order) Then hit (Unhide All). Your mesh is precisely the same as before (only vertex positions are changed). ________________________________________________ Morphing Logic: The Morph modifier is only concerned with matching (count & order)... then it simply moves vertex position to achieve the desired effect. Hiding the verts.... is a sure fire way to make sure nothing is disturbed. Poof! :cool:
Now if you have problems.... Check you settings.
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but0fc0ursee
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but0fc0ursee
Posted 8 Years Ago
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Group: Banned Members
Last Active: 8 Years Ago
Posts: 595,
Visits: 1.7K
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"Never" delete anything from the base mesh. ...that's asking for trouble.
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Rampa
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Group: Forum Members
Last Active: Last Week
Posts: 8.2K,
Visits: 62.6K
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Plenty of room for error in the quad-to-tri conversion and all. You could try using the FBX mesh instead. It's already triangulated for CC.
Just guessing here: Depending what modeler you're using, the OBJ verts could be all out of order, causing the triangles to be meshed improperly from the quads.
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