How to split an object without disrupting vertex order?
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So I'm very new to blender, and I'm thinking of making a zip morph for a dress that originally doesn't have a zip. So basically the part to be zipped would have to be split when the morph is off, and then combined when it's on. With my limited knowledge I could delete faces of the mesh for zip open and then use the grab tool for zip closed, but obviously that won't work because deleting parts of the mesh is a huge no-no for importing back into DAZ. How do I go about doing this?
Post edited by RobertDy on
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A morph can't remove or split polygons, only distort them.
If the sides of the zip aren't separate in the first place I don't think you can "open" it with only a morph, because:
If both sides are "independant enough" (ie no shared vertices) one option might be to get an "open effect" would be to move the vertices corresponding to each side, then make the polygons in the middle invisible (assign them to another surface or use a map make them transparent).
Another option could be to create a geograft to replace the closed zip with one where the parts are separate, and create an open morph for that.
Splitting a welded garment in trim/zip area almost turns out to be a remaking of the garment. Technically it's doable but it'll be pretty cumbersome. If I were you, I would rather make a new one in MD or Blender.
The trick is from very beginning, you should make a garment with the trim/zip area closed but geometry unwelded, then it'll be easy to make Open morphs as well as necessary rigging on it.
You could split the vertexes in the middle of the zipper, if that is possible.
When imported to Daz Studio it will be a new item, where you have to run Transfer Utility.
If you don't touch the UV or surface names (materials) you can reuse textures, but you have to load them on the original first, and then you can copy to the new one.