Z-Brush morph changes whole body
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Hi there
I've searched all over the net and this forum and couldn't find any help so I'm traing it this way, I hope somebody already has made the same experience.
When I create a morph in Z Brush (via GoZ), and I tried maaany different ways, I always get the problem that the morph works but also changes the whole body of the character. Not that much but you can see a visible change. So if for example I make longer arms in a morph and then apply it the whole body will shrink or grow a bit when I apply the arm morph. Does anybody have any idea what this is? I guess it is just a small thing I'm doing wrong but I cannopt find out what...
Any help is greatly appreciated, thank you already!
Comments
It is not pefect answer, but You can try morph loader option, to mask defomation which you need not by vertex group , about your case, I believe D-former influence weight node may work best. I can not clear guide all detail and step, but see Josh Darling you tube tutoriall.
Then about why something change, when you import morph,,I think, You can see same effect in daz studio. when you set "Mesh resolution Lever" From "base" to "high resolution," but keep subidiv as "zero", to keep same vertex count. You clear see all base mesh vertices move slightly as if shrink, and more smooth, in daz view port. (wire flame mode)
Then if I export current mesh (High-resolution with non sub-D) as obj, then import it as morph for the base mesh (base-resolution wih non sub-D), Now DS produce morph, which can change base mesh as smooth and shirnk, without set resolution as High.
Almost same thing happen ,if I apply smooth modifier, (or multi resolution modifier) in blender. it auto shirnk and smooth base mesh, without any sub-D. (keep zero) , so I think you see same problem in z-brush when you sclulpt and make morph for base resolution mesh ,I do not know, if Z brush has already option, to remove those effect when you sculpt.
I hoped ,when we set High resolution in daz studio, ds morph loader check status, then treat current smoothed mesh (high resollution) ,, But DS ignore how I set base resolution, then just use "default base mesh" vertex position as "Current" position. After all, "Reverse defomation" option not work to avoid this problem when I use multiresolution modifier with blender.
One possible solution:
Once you have imported your figure via GoZ and clicked the Edit button, open the Geometry Tab on the right. If the "smt" button is orange as shown in the attached image, then left click it to switch smt off. Now after you make your morph and send it back to DS via GoZ, only the morph you made should be transfered.
Thanks kitakoredaz and isaacnewton for your answers!
I don't have much time right now so I just tried isaacnewton's tipp and unfortunately it doens't change anything.
However, kitakoredaz's description of the problem sounds exactly like the one I have. Unfortunatelly I don't have the time right now to check out youtube and try but I will and will let you all know if it worked or not.
Still, shouldn't this work without any tricks? After all I just do what's in all the tutorials and everywhere else it seems to work fine. Strange....
Thanks again for your help everybody, I appreciate it very much!!!
Hi render711,
Could you please give a step by step description of your workflow. I will try to repeat that and see what the results are in order to see if the issue is the workflow or something else.
Quite new to morphs and rigging myself, but Have you tried the auto rig feature make sure the rig has not become misaligned at all by the morph?
Thanks blackbird for your input. I tried that, unfortunatelly it didn't have any effect.
Thank you for your help IsaacNewton! Actually I was writing down my workflow for you and then I realized that I changed the subdivision level to 0 but forgot to set the resolution level to base. That is what caused the problem, now it works perfectly. Thanks again for making me think over what I'm doing! :-)
Writing down the workflow often helps to clarify such details. I'm glad you found the problem. Just write it down to experience, that's what I do :)