Settings for creating morphs in Maya

edited December 1969 in Daz Studio Discussion

Hi,
I'm trying to create a genesis morph inside of maya. I have exported the obj, zeroed character and set sub-div to 0, from daz. Then imported into maya 2011. I have the preferences set to be able to export the obj file again, but here is the problem when opened back in daz 4 it says topology doesn't match. What is the best way to do this so that it works? And what are the options I should set the obj file when exporting from maya? Any info would be greatly appreciated thanks.

Comments

  • JimmyC_2009JimmyC_2009 Posts: 8,891
    edited December 1969

    If you are adding or removing any vertices to make your morph, it wont work at all. The vertex count must be EXACTLY the same when you reimport the model. I don't have Maya, and I know very little about creating morphs in that package, so I can't really be of much more help.

  • BejaymacBejaymac Posts: 1,886
    edited December 1969

    Try unchecking the "write groups" option on the OBJ export window in DS4.

    Maya like most modelling programs uses a "single skin" mesh and can't cope with a grouped mesh, it splits the mesh along the group seams giving you duplicate vertices, which changes the vertice count and order.

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