Distorted character after making a complete body morph

Hello. So I had this problem for a while now only when I was trying to use animate-lite. But now I try to merge my characrter (her scene) with another scene and it does this: the image. On the left my OC and on the right its her when I try to make an animation with her or when I export her in another scene.

I'm pretty sure this is since I modified her in Zbrush and then created a complete body morph asset with the bones ajusted. Something is messed up somewhere so it applies the morphs I was previously using before the body morph.  .. .

I still consider myself as a Daz noob, so yeah If you answer me (much appreciated if you do), I might make you resentense what I dont completely get at first. 

Thx!

TESTmimzy22.jpg
2385 x 2334 - 3M

Comments

  • It appears that you morphed the base figure, exported, modified it, then applied that morph to the original base figure that still had those morphs applied.

    You have effectively doubled all the morphs.

    Apply the morph you made to the base figure without morphs.

  • TheCedizTheCediz Posts: 172

    thats what I did and it kinda work ok normally. I only get this distorded version when I put her into a walk animation for example. 

  • Exporting as OBJ and reimporting breaks a lot of helpers - adjustments to joint centres, which will make posing bad, and corection morphs that help integration with other morphs and with poses. It's much better to stay with the existing parameters unless you are will ing to do the extra tidying up.

  • Syrus_DanteSyrus_Dante Posts: 983
    edited December 2017

    thats what I did and it kinda work ok normally. I only get this distorded version when I put her into a walk animation for example. 

    This is a strange behaviour but shows that something went wrong with your custom ZBrush morph.

    However there are two methods of using ZBrush for creating morphs for DazStudio. One is to use the GoZ Plugin its free but not always easy to install / activate and once you get it to work you have to tread it with care it seems to be not that stable but this is just my personal experience I made with this plugin.

    The other method I prefer and you have used for this is the OBJ export and Morphloader Pro import process.

    If you had exported the figure OBJ with a character morph applied you need to make shure the Reverse Derformation is set to yes in the Morphloader Pro import options (right-click on it). This will filter out any already applied morph shapes and creates a morph silder with only the alternations you have made in ZBrush on top of your current character shape in the DazStudio Scene. Keep in mind that this can actualy just filter out the difference of the two shapes - so if you have altered the shape of your character in the DazStudio scene in comparison to the character shape you have initialy exported as an OBJ file - the Reverse Deformation dosnt do what it is intended to do.

    Before I did know of this Reverse Deformation I invented my own workflow with first importing the base shape figure into ZBrush and then add Morph Layers - one for the full body character shape and the others for various other shape alternations. Once you have the shape you want in ZBrush you can turn back the "full body character shape" Morph Layer and export just your custom morph shape - this is like the Reverse Derformation process but you have more control of the output and you can avoid this issue with Reverse Derformation where you need to save a matching DazScene along with your ZBrush project file. Also the advantage is you can use the Morph brush shortcut B-M-O in ZBrush and slightly paint back the base shape on your current Morph Layer if you first have used StoreMT (Morph Target) with the base shape.

    However you have to make shure to update the "full body character shape" Morph Layer in ZBrush once you did change something related to this shape in DazStudio otherwise even this process can lead to unwanted messed up shapes. Lest just say I've run into trouble several times in various ways but I've learned from that expirience.

    Some links of interest in random order related to this topic:

    Post edited by Syrus_Dante on
  • For anyone struggeling. What happenend to me that me rig was wrong. All the bones were for a larger shape. To check go to; Tools->Joint Editor. If the bones don't line up then you can do the following go to Edit->Figure->Rigging->Adjust Rigging to Shape.

  • TheCedizTheCediz Posts: 172

    Syrus_Dante said:

    thats what I did and it kinda work ok normally. I only get this distorded version when I put her into a walk animation for example. 

    This is a strange behaviour but shows that something went wrong with your custom ZBrush morph.

    However there are two methods of using ZBrush for creating morphs for DazStudio. One is to use the GoZ Plugin its free but not always easy to install / activate and once you get it to work you have to tread it with care it seems to be not that stable but this is just my personal experience I made with this plugin.

    The other method I prefer and you have used for this is the OBJ export and Morphloader Pro import process.

    If you had exported the figure OBJ with a character morph applied you need to make shure the Reverse Derformation is set to yes in the Morphloader Pro import options (right-click on it). This will filter out any already applied morph shapes and creates a morph silder with only the alternations you have made in ZBrush on top of your current character shape in the DazStudio Scene. Keep in mind that this can actualy just filter out the difference of the two shapes - so if you have altered the shape of your character in the DazStudio scene in comparison to the character shape you have initialy exported as an OBJ file - the Reverse Deformation dosnt do what it is intended to do.

    Before I did know of this Reverse Deformation I invented my own workflow with first importing the base shape figure into ZBrush and then add Morph Layers - one for the full body character shape and the others for various other shape alternations. Once you have the shape you want in ZBrush you can turn back the "full body character shape" Morph Layer and export just your custom morph shape - this is like the Reverse Derformation process but you have more control of the output and you can avoid this issue with Reverse Derformation where you need to save a matching DazScene along with your ZBrush project file. Also the advantage is you can use the Morph brush shortcut B-M-O in ZBrush and slightly paint back the base shape on your current Morph Layer if you first have used StoreMT (Morph Target) with the base shape.

    However you have to make shure to update the "full body character shape" Morph Layer in ZBrush once you did change something related to this shape in DazStudio otherwise even this process can lead to unwanted messed up shapes. Lest just say I've run into trouble several times in various ways but I've learned from that expirience.

    Some links of interest in random order related to this topic:

     This was of great help and I never said thanks. Hm very sorry, 4 years later ^^
    Have a nice day!

  • whomaadwhomaad Posts: 0

    bergtop said:

    For anyone struggeling. What happenend to me that me rig was wrong. All the bones were for a larger shape. To check go to; Tools->Joint Editor. If the bones don't line up then you can do the following go to Edit->Figure->Rigging->Adjust Rigging to Shape.

    You are a life saver!!! 

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