Decomposition of (large) meshes according to the morph target/blendshape hierarchy

verlsnakeverlsnake Posts: 0
edited December 1969 in Daz Studio Discussion

Export via FBX/Collada from DAZ Studio results in the export of one mesh only; at least I have found no way to export several meshes/groups for a single figure ...

What I'm after is generally speaking:
- Automatic Decomposition of (large) meshes according to the morph target/blendshape hierarchy; so that I have a separate mesh for the head (when dealing with human characters) and so on; and can morph-animate those separate meshes dedicatedly
- What I already can accomplish is decomposition according to the materials; but I am not after mesh groups that do NOT coincide with the morph target groups ...


I have no idea if DAZ Studio itself could be of help for this task ! Anyway: I am grateful for any hint/help You Good Fellows can provide to me !

Comments

  • wancowwancow Posts: 2,708
    edited December 1969

    wait, are you trying to decimate the mesh AND carry over morph targets?

  • verlsnakeverlsnake Posts: 0
    edited December 1969

    I am speaking of decomposition/grouping, NOT decimation ! And yes: Preservation of Bone Hierarchy and Morph Targets/Blendshapes IS absolutely necessary; eventually I want to have those resulting meshes/groups in order to apply their morph targets to them !

  • wancowwancow Posts: 2,708
    edited December 1969

    the morph targets are all based on the entire mesh, not just parts. If you wanted to separate the head, you'd have to turn off all but the head, export the base mesh, then turn on each morph individually and export those... If I'm understanding you correctly. I don't know what "decomposition" is...

  • verlsnakeverlsnake Posts: 0
    edited December 1969

    Hello Wancow !

    I think You understand me correctly ! With "mesh decomposition" I mean splitting up the mesh into several parts/groups; one could also call it "partitioning the mesh vertices".

    Having said that: Your potentially helpful answer is NOT entirely good news ... But perhaps Your proposed method could be a manual option to accomplish that mesh decomposition ... My target system is currently Unity3D/MEGA-FIERS; and my problem with the manual method is the following: I want to have ONE bone hierarchy for the manually generated multi-mesh figure; which has the same behaviour as the bone hierarchy of the one-mesh figure imported in one rush ... That is I want to be able to manipulate ONE bone hierarchy within Unity3D; and the multi-meshes shall behave like the one-mesh wrt the bone manipulations.


    Cheers and Tschüss

    Verlsnake-Kai

  • wancowwancow Posts: 2,708
    edited December 1969

    Okay, you do realize you need a game liscense from DAZ to use Genesis anyway, right? That includes the mesh and the rig.

  • ReDaveReDave Posts: 815
    edited March 2013

    Morphs should export fine with FBX, but you may have to edit the "rules". There's a possibly very useful post by GoFigure here: http://www.daz3d.com/forums/discussion/2801/
    Genesis is only one mesh, while all of the older figures like V4 and M4 have groups. So if all else fails you can go the long way around, by dialing a morph for any of the older figures, exporting, and importing in any app that doesn't read groups the DAZ3D way, then rebuild the morphs in there.

    Post edited by ReDave on
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