Base and Target characters are incompatible


https://forum.reallusion.com/Topic317981.aspx
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By television_99 - 7 Years Ago
Problem making morph slider in Character Creator

Fairly new to CC... BUT.... I've created new morph sliders successfully in the recent past. Now, this is baffling. Below are the steps I took this time

1. From CC, morphed character to where I liked it
2. From CC, exported quad Obj
3. From Zbrush imported and sculpted character
4. From ZBrush Exported character as quad mesh Obj
5. From CC tried to make morph slider but get "Base and Target characters are incompatible" message..used obj-key and morph obj.
https://forum.reallusion.com/uploads/images/acc28e61-775d-469b-be58-1378.jpg

By television_99 - 7 Years Ago
I think it has to do with deleting the teeth and eyes, I'm perhaps conflating how I imported in 3DXchange and CC. The one I imported/morphed into CC didn't have teeth and eyes like it was supposed to.

I'll double check but I need to take a little break .
By television_99 - 7 Years Ago
That was it. I had deleted the mouth and eyes instead of importing them as well in the morph slider. Learning Reallusion products while switching back and forth from Blender to 3dsMax to iclone to 3dxchange to Crazytalk to CC to Blender to Photoshop to Premiere etc.....gets confusing.Whistling 
By Snarp Farkle - 7 Years Ago
Glad you figured it out television_99, I've had some odd results using OBJ's as well but it's usually something simple.
By Kelleytoons - 7 Years Ago
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?
By Rampa - 7 Years Ago
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.
By but0fc0ursee - 7 Years Ago
"Never" delete anything from the base mesh.
...that's asking for trouble.
By but0fc0ursee - 7 Years Ago
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.

By Kelleytoons - 7 Years Ago
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.
By Kelleytoons - 7 Years Ago
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.
By Kelleytoons - 7 Years Ago
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.
By mtakerkart - 7 Years Ago
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.


By Kelleytoons - 7 Years Ago
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.
By Kelleytoons - 7 Years Ago
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).
By mtakerkart - 7 Years Ago
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.