Head Morphs and Teeth G3F
Okay, I've mamanged to sort out all the issues with this project except one: For some reason unknown to man nor beast, no matter what I do (including exempt the aforementioned bits from export), I cannot seem to keep G3F's teeth and gums from deforming when I dial in the imported morph. Everthing else works fine, even when I wind up making changes to the rigging.
But this one thing has been driving me up trees for several days now, and I can't find a reference that's of any help.
Yes, both the upper and lower are deforming, and yes, I tried exporting her without her teeth prior to reshaping her face. Most of the work done was touchup, and I stayed away from her mouth after the first version went sideways like this. I've now got more than fifteen iterations of this particular morph, I'm just about out of hair, and the walls have been getting a lot thinner.
They look fine right before export from Maya, but when they're imported to Studio and dialed in, that's the end of that. It's the only thing needing fixing at this point.
Also, if you watch while the morph is being dialed, it looks like the mesh is turning itself inside-out. Very strange.
Suggestions?
Comments
How did you make the morph? ZBrush? Did you divide in ZBrush if so? Doing that with SMT on will distort some parts when you go back to the base resolution - it's a ZBrush bug/limitation. One option would be to load the base resolution mesh as a subtool and paint that across to the morphed teeth, at base resolution; another would be to divide and then return to base, load as a morph, and load your real morph with Reverse Deformations on.
The inverting is more worrisome - make sure you don't have one of the axis options set to invert on export or import.
By default the Mouth Realism Morph loads at 100%/ON. This MOSTLY an 'interior' mouth shaping morph. It also means, that if not removed it will end up doubled...or more.
It was made with Autodesk Maya with generous amounts of Soft Select-- I could get a sub for that halfway cheap, as opposed to $800 for ZBrush. That, and I know how to use Maya, as opposed to ZBrush, which might as well be coded in Swahili.
I will check that here in a minute. I don't remember seeing it on the sweep, and so it might still be on. I'll let you know how it goes.
I had to restart a couple of morphs because I didn't make sure that on was off. Navel is on by default, too.
I tend to use Edit>Zero>Zero Figure (I think that's the right path, DS is rendering) to make sure things are all zeroed, unless I need a pose or shape applied initially.
Either there or the Parameters pane.
As it happens, I'm going to have to too. Now to figure out how to rip Jeane's head off her body after shaping for a split morph. Mind you, if it works properly, I made the Most Rookie Mistake Ever...
Worst, I bloody well know better.
I think I've got it. Part of it was a question of using the right import method. The rest seems to have been the Mouth Realism HD thing. I got it out with what shaping I needed, modified, the morphs removed, and back in, and her teeth never changed.
Good...glad you got it, without too much trouble.
I think I've got it. Part of it was a question of using the right import method. The rest seems to have been the Mouth Realism HD thing. I got it out with what shaping I needed, modified, the morphs removed, and back in, and her teeth never changed.
Almost. Spiltting the morph between head and Body turned into a nightmare, so I'm going to skip it this time around. I think I've had about enough of the frustration. Besides, she's been changed by rather a lot, and putting her head on V7's body would look weird.