Some morphs break import?
Endlessdescent
Posts: 106
My custom character has a ton of morphs in Daz. Importing them all with the script always seems to result in error, so I've been experimenting trying to omit some morphs and keep as many as I can.
Trouble is, each time it literally takes 3-4 hours while exporting the character with some morphs and then there is no way to know if the character will work in Blender or not.
Is there any easier way to know which morphs will break the export and which ones will not?
I know this is a problem with the morphs because loading the character with no morphs works fine and it is just trial and error finding which morphs break the script and which do not.
importerror.jpg
962 x 896 - 147K
Comments
Not sure which morphs are breaking your import, but one thing that might help is to apply all your shaping morphs in DAZ, then only export correction type morphs into Blender. Basically make the character look exactly the way you want it to in DAZ with height, width, shapes, features, etc. Then when exporting, only export some correction morphs for joints, bends, folds, wrinkles, and things like that.
If you have a gazilion of morphs you try to import, what is the error ? you are not just running out of memory ? each morph can use a lot of ram, as far as I know all morphs are in ram even if you don't use them on Blender so it's not like DS.
Fortunately not, Daz only gets up to about 55gb while doing this and I have 64gb.
The error I am getting is the in the image I attached. Blender imports the figure as a 2d plane with an error message attached.
This seems to be a very important key. Only trouble is, with hundreds and hundreds of morphs, it can be hard to differentiate which are simply shaping and which are for posing. For example, a crease on a cheek or muscle definition can change depending on an expression or pose.
What has been working sometimes is to lean out the morphs and try to only include those that may be very important for the end user to have to achieve animations.