OBJ Morph Loader Import stopped working in 4.23

Hello!

Yesterday, I prepared and submitted my new asset for review. This asset heavily relies on importing OBJ files as morphs via ascripts.
I based my work on this example:
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/import_obj_morph_loader_silent/start

Everything worked perfectly in version 4.22. However, today I updated DAZ Studio to version 4.23.0.1, and now all my scripts have stopped working!
When importing an OBJ as a morph, I get the following error: "Geometry did not match, failed to create morph."

After many attempts to fix the issue, I decided to run the example script from http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/import_obj_morph_loader_silent/start without any modifications.
But surprisingly, it also throws the same error: "Geometry did not match, failed to create morph!"
At the same time, if I load the OBJ file manually using Morph Loader Pro, everything works perfectly!
This means my OBJ file is created correctly.

In the scene, there is only a single figure in base resolution — Genesis 8 Female. I’ve removed all wearables from the scene. The export is done either using this example:
http://docs.daz3d.com/doku.php/public/software/dazstudio/4/referenceguide/scripting/api_reference/samples/file_io/export_obj_silent/start
without any edits, or manually — the result is the same in both cases: Morph Loader Pro creates the morph without any issues, but the scripts don’t work, not even the provided example script without a single modification.

I’ve checked and double-checked all the import/export settings a hundred times — nothing has changed.

I’ve put so much effort into my asset, and now it turns out that after updating to version 4.23, it doesn’t work anymore! This is driving me crazy.

Can anyone suggest what can be done?
Thank you!

Comments

  • matewmatew Posts: 28

    Nevermind, I spot the problem. The issue is with the string:

    oMorphLoader.setMorphSubdivision( true );

    which was fine up to v. 4.22, but in 4.23 it must be false.

    As a result, sample Silent OBJ Morph Loader Import stopped working.

    I hope it will be fixed soon.

  • barbultbarbult Posts: 24,385

    Have you submitted a help request about the problem to get the attention of Daz employees? Daz 3D Help Center

  • matewmatew Posts: 28

    barbult said:

    Have you submitted a help request about the problem to get the attention of Daz employees? Daz 3D Help Center

    I am in the process of submitting my new product, so I asked my reviewer to bring this issue to the attention of the appropriate person.

  • lilweeplilweep Posts: 2,529

    what does your product do?

  • Only PAs should have access to the SubD (HD morph) importer, which would be why the true command fails (the Morph Loader scripting docs don't refer to SubD at all). The sample script has been updated to work correctly for all users.

  • matewmatew Posts: 28

    lilweep said:

    what does your product do?

    Non-destructive one-click creation of morphs from any deformation — smoothing and collision, d-Force, D-Former, Push modifier — without requiring any preparations such as stripping wearables, setting the resolution to base, and others; eliminating of smoothing artifacts from collision deformations (e.g., smoothing face details, nail distortions, etc.); non-destructive character morph creation, combining multiple morphs into one, handling self-collision, one-click morph rigging, one-click import/export, and more — a total of 19 scripts. I'm attaching the User Guide if you're interested, and I'll create a detailed post once my product Morph Master is approved.

    pdf
    pdf
    Morph Master User Guide.pdf
    1M
  • matewmatew Posts: 28

    Richard Haseltine said:

    Only PAs should have access to the SubD (HD morph) importer, which would be why the true command fails (the Morph Loader scripting docs don't refer to SubD at all). The sample script has been updated to work correctly for all users.

    Thank you. 

  • Richard HaseltineRichard Haseltine Posts: 101,457
    edited December 19

    Since you are using an undocumented feature from one of the sample scripts you should [- if you are using the script's code at all -] be providing the required details of the sample(s) used in accordance with the CC license, as explained on each sample script page.

    Edited for clarity

    Post edited by Richard Haseltine on
  • matewmatew Posts: 28

    Richard Haseltine said:

    Since you are using an undocumented feature from one of the sample scripts you should [- if you are using the script's code at all -] be providing the required details of the sample(s) used in accordance with the CC license, as explained on each sample script page.

    Edited for clarity

    Sure, I did.

    However, in my opinion, using undocumented functions in official samples is not a very good idea.

    I found one more small issue with a Push Modifier. Finding my Push Modifier by class name worked fine in 4.22, but in 4.23 human figures obtained a hidden toon shell with a class name DzPushModifier. Because of that, my scripts stopped worked correctly, but fixing this was not a big problem. I guess there is no reason to report this.

  • The release of the script with the PA-relevant feature, rather than the generic version we can use, was a mater of mis-selection.

    The issue with Geometry Shell names wouldn't be a bug to report anyway, just a content issue.

  • matewmatew Posts: 28

    Richard Haseltine said:

     

    The issue with Geometry Shell names wouldn't be a bug to report anyway, just a content issue.

    Yes, exactly. It's quite a curious situation where my script worked perfectly in version 4.22 but stopped functioning in 4.23, while there was no any bug. I couldn’t have anticipated that human figures would suddenly acquire a hidden DzPushModifier, but I also understand that it wouldn’t have been easy for the DAZ developers to foresee all potential issues like this.

    Thank you for your response nonetheless!

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