Morphs not working after merging fitted geometry

I just opened this ticket with Daz support, but maybe somebody has an answer here:

I found out that after merging fitted geometry morphs stop working. I cannot continue working on my scene because of this, please help me workaround this problem, Thanks.

Steps to reproduce:

  1. Load a genesis3 figure
  2. Load a geographted figure to the figure (genesis3 genitalia for example)
  3. Do merge fitted figure geometry.
  4. At this point all morphs are transfered to the genesis figure and everything works fine.
  5. Save the scene.
  6. Close Daz
  7. Open Daz and load the scene

Result:
Once you open the scene again, the morphs are not working anymore.

Expected Result:
All morphs should be working normally.

Comments

  • kitakoredazkitakoredaz Posts: 3,526

    I remember this prolbem, I has seen same thing,,, actually it worked after merged figures, untill you save and re-open it.

     

     but Actually I can not expect ,loaded scene ,  merged figure, keep all morphs data. and can not call  morphs from morph  directory of genesis3 (and genetaria) 

    because when I  merge Figure , geometry should change already. (vertex count) , morphs data were stored for each figures (geometry)  morph directories as DSF.

    if DS save all morphs geometry data in the saved scene.duf,,,  the scene is too large enough .

     

    At leaset,, you may need to save the merged figure as new figure, to keep all morphs ,  then need to save each morphs for the merged figure directories. 

      though  if you save the merged figure as new figure, I can not confrim  it actually work or not. but once you save the merged figure, as figure,, 

    you can transfer morphs by transfer utility , I believe.

     

  • My main question is - why did you decide to actually use that option?

    You expected something to happen, but WHY did you want it to happen?
    Cause maybe the answer to your question is "that is not something you want to use at all - Option B does what you wanted."

  • LimbaLimba Posts: 53

    I don't know if this is stupid question. Why do you need to merge fitteed geometry?

    I usual use just fitted geometries in Scene. I think it's merged only if I export it to fbx. Afterwards I need to delete extra mesh from model.

    When exporting I need to create obj files from needed JCM morphs and recreate morphs from these to exported model.

  • kitakoredazkitakoredaz Posts: 3,526

     I remember,, sometimes I try to export actor with geografted item ,  clothings hairs,, to another aprication as  collada or FBX, .then plan to merge them  in daz studio,  as one rigged figure.

    it seems reasonable , when you need not change or hide geografted item.  and clothings in other apps to animate.

    after I merged figure,, as if it can keep all morphs as same as before, but once I saved it as subset,, then load again,  it lost all morphs. (there were just parameter, but not work I remember)

     then About this option,  there is many case which we need.

    Before,, DAZ support team  suggest me,, it is only one option, at that time ds could  offer, about my question,  though it was WIP.at that time.  like that .

    " now I have one triax (or general) weight chain,. each part can roate free.  then I plan to add head part (eg edge, or crystal sphere) which can rotate with bone.

    I can make head part as different figure (name it as head part) with one or two bone (if Ineed) but there seems no way, easy connect the head part to chain1 as one rigged weapon
    (I do not hope to parent head etc,, hope to make one rigged weapon by chain and head parts)

    If there is no way to connect two figure, Can I add another geometry , (imported mesh) to the figure, then just add new bone for new mesh, and color the weight ?about this case I can not use Geo grafting,, (there is no roop mesh which connect two parts)

    I know we can easy add new bone, but about geometry, ds can not it still? Or I must need to export chain and head part as one obj, then import the obj, 
    after that transfer weight and rigs from chain 1 by trnasfer utility, then add bone for head part and color weight for the head part ?"

    kind support answered  me 

    "Yes, you can do it if you are using the latest public release (version 4.6.3.52).  Load the two rigged items , Fit one to the other 
    With the Geometry Editor Tool active, right-click in the viewport -> Geometry Editing -> Merge Fitted Figures Geometry, It will merge the fitted item into the geometry of the one it was fit to. Rigging is all preserved as well, it all becomes one rigged item."

     

  • Limba said:

    I don't know if this is stupid question. Why do you need to merge fitteed geometry?

    I usual use just fitted geometries in Scene. I think it's merged only if I export it to fbx. Afterwards I need to delete extra mesh from model.

    When exporting I need to create obj files from needed JCM morphs and recreate morphs from these to exported model.

     

    Because I need to export as fbx and DAZ doesnt support exporting morphs for a geographted prop

  • It seems that there is no efficient solution to this problem, I will ask DAZ if they have plans to fix it in an upcoming release.

    I havent tried saving it as a different figure but I will try that, for now Im in a slow process if ever I need to export again with a different morph, I have the figure saved before the merge, I then add my morphs and merge again. At this point I need to add any cloth and hair to the figure and export again as a fbx.

    Im still waiting on them to respond to my ticket.

  • During FBX export, there is an option there to check callhed "Merge Clothing into Figure Skeleton". 

    Doesn't that do the trick? It should merge the figure and its Geograft. 

  • During FBX export, there is an option there to check callhed "Merge Clothing into Figure Skeleton". 

    Doesn't that do the trick? It should merge the figure and its Geograft. 

    That will work for Clothing, but not for Geograpted meshes.

  • only solution I found, was saving the geograft with the morph at 100% as static geometry then export as .OBJ. THEN merge character on different SAVE. Finally loading the morph from file for the new merged character. With MORPH LOADER PRO
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