I want to make morphs for V4 in Maya, how do I do that efficiently?
wormsign2k_f087b52efe
Posts: 6
Long story short, I either go into my runtime or export out from DAZ studio the obj's for V4 and then take them into Maya where I see that V4 is split up into dozens of pieces.
I mean, I just want to make some alterations to V4's geometry in Maya (my preferred base modelling tool) and ferry that back over to V4 in the form of a morph. What's an efficient way to do that? Am I able to somehow get V4 into Maya as a contiguous mesh?
Comments
I thought this had come up fairly recently, but a search isn't finding it. As I recall there's an option to import into Maya without splitting groups, but an alternative (for morph creation) is to uncheck the option to include groups when exporting from DS.
Hmm, I'm having problems getting this to work, I'm getting the dreaded "no deltas for morph, skipping node" message.
For testing purposes, I even went so far as to export a model from DS, without splitting groups, and try to use it in DAZ Studio right away. No go.
I can't get that to work - Primary Selection/Vertex Order should be doing the job but - for Victroia 4 - it isn't. Please report this as a possible bug, unless someone else comes along and points out what I have missed.
Where exactly should I report this? Is Victoria 4 even still supported?
It sounds like a possible bug in loading morphs for legacy rigged figures, not just Victoria 4 - though I am not entirely sure of that. Reports shoulkd be made as a ticket for Techncial Support http://www.daz3d.com/help/help-contact-us