I'm having problem with Importing obj from Marvelous Desginer as Morph

JamesJames Posts: 1,045
edited May 19 in Daz Studio Discussion

I'm having problem with Importing obj from Marvelous Desginer as morph again.

the cloth is alrady base res.

The number of facet when imported is not the same, almost double.

If facet is the same with face, than it would be obvious cos MD triangulate.

but I used to be able to use obj form MD as morph.

I dont thing the problem with the export from DAZ3d, cos I can use the obj directly for  morph.

The problem only the obj from MD.

Is it because the new update of DAZ studio?

 

Export Settings:

https://prnt.sc/nfIRHt5DmSWk

 

 

Post edited by James on

Comments

  • crosswindcrosswind Posts: 6,999

    What did you do ? Import the simulated OBJ with Morph Loader Pro into DS as a morph ?  It should work as vertices count as well as vertex order won't change...though you may see Faces are doubled or sth...

    You got an error message from MLP ?

  • JamesJames Posts: 1,045
    edited May 19

    yes Morph Loader Pro.
    It complains facet count

    Loading morph Gown morph...
    Error: Facet count mismatch - base does not equal target (54566 != 108668)
    Error: Error matching facets
    Warning: Geometry did not match, failed to create morph.

     

    Post edited by James on
  • crosswindcrosswind Posts: 6,999

    If so, still, 1stly make sure you export the garment from DS with Base resolution. Then directly import OBJ (exported from MD) into DS to check if  Vertices count match or not. Also make sure you export the garment to OBJ in MD with the correct settings, as attached SS.

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  • JamesJames Posts: 1,045

    Then number of vertices are the same.

  • crosswindcrosswind Posts: 6,999
    Which product? Or you made that gown with MD?
  • JamesJames Posts: 1,045

    dForce Vintage Lounge Gown for Genesis 8 and 8.1 Females
    https://www.daz3d.com/dforce-vintage-lounge-gown-for-genesis-8-and-81-females

  • crosswindcrosswind Posts: 6,999
    edited May 19

    OK, I have it and I checked it with DS/MD, there was no such an issue.  Pls check my process and try with the settings correctly : https://mega.nz/file/3bQFVBiB#D0XM4np8Ez5bBVgeXRW2GTelfycswL8gLlPt68x2Hr0

    Post edited by crosswind on
  • JamesJames Posts: 1,045
    edited May 25

    There's got to be something else going on on my side..
    The export settings are the same.

    Post edited by James on
  • crosswindcrosswind Posts: 6,999

    Ah, if so, that is odd... I have no other idea for the time being... Maybe, again, you dbl-check each step of the process...

  • Richard HaseltineRichard Haseltine Posts: 101,010

    James said:

    There's got to be something else going on on my side..
    The export settings are the same.

    How about the import settings? Both Daz Studio and Blender can make adjustments on import/export.

  • JamesJames Posts: 1,045
    edited July 23

    @crosswind
    If you had time, could you see wether the exported obj from MD is back to quad or stay in tris.

    I think the reason why the facet number is almost/twice the original, is due to the triangulation.
    Could be in your MD version, somehow on export, the obj is back to quad.
    Cos if it stays in tris, daz shouldn't/won't accept it, due to the difference of polygon number.

    On my side, the exported obj from MD is in tris.

     

    Post edited by James on
  • lilweeplilweep Posts: 2,490
    edited July 23

    I realise the morph loader error mentions facet count, but does facet count even matter? I thought all that matters was vert count. (Edit: I tested by exporting primitive to blender and triangulating it and morphing it and it still loaded into morph loader pro, so triangulation is not inherently an issue)

     

    Export obj from Daz

    Import the exported obj into Daz

    Check vert count in Node info - Are they the same? If not, you did something wrong.

    If same, proceed to import into MD.

    Immediately export from MD

    Import the obj into Daz

    Check vert counts in Node info - Are they the same?

    Post edited by lilweep on
  • JamesJames Posts: 1,045
    edited July 23

    Doing export from daz and import back (morph loader) immediately results no problem.

    -----

    The number of vertices of obj imported from MD to DAZ, is the same to the original.
    The only difference is the number of total faces, which is double as the error suggested.

     

    Post edited by James on
  • JamesJames Posts: 1,045
    edited July 23

    Okay, I think the problem is within the DAZ itself.

    After testing it on public beta version, it works.
     

     

    Post edited by James on
  • lilweeplilweep Posts: 2,490

    sometimes if a program doesnt like a specific obj for whatever reason, i use blender as intermediate converter. i.e., import to blender and export out again..
    E.g., had some problems with an obj directly from daz not loading into Faceform, but putting the same obj into blender and then re-exporting it, it then loaded into Faceform fine.

  • crosswindcrosswind Posts: 6,999

    James said:

    @crosswind
    If you had time, could you see wether the exported obj from MD is back to quad or stay in tris.

    I think the reason why the facet number is almost/twice the original, is due to the triangulation.
    Could be in your MD version, somehow on export, the obj is back to quad.
    Cos if it stays in tris, daz shouldn't/won't accept it, due to the difference of polygon number.

    On my side, the exported obj from MD is in tris.
     

    The exported OBJ from MD is always with triangulated mesh if you don't quadrangulate / retop it. In fact, the moment when you import garment OBJ into MD, it'll be trianglated because it's the prerequisite of using MD's simulation. So that's why the quadrangulation should be always done after simulation...if you make garments in MD.

    For such a case of importing simulated OBJ back to DS as a morph, what matters is vertex count rather than polycounts.

    Besides, we forgot to ask... what was DS version that you used...

     

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  • JamesJames Posts: 1,045
    edited July 24

    Previously was general 4.22.0.16
    ----------------


    But now I use the public released 4.22.1.123.
    It works smoothly on this version.
     

    Post edited by James on
  • crosswindcrosswind Posts: 6,999

    Odd again.... I used the same version as you did but got no error... Since we're not able to reproduce the issue you have, I think if possible, you better record a video of full process to show how the error comes... 

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