Morph Loader error using blender: "One or more of the files loaded had no effect. See log for detail
I followed the directions on this page to test out making a morph in blender and importing it back to DAZ:
http://www.daz3d.com/forums/discussion/6728/
I am able to get it to work with the genesis model. However, for every other model I do this on (such as michael 4), it gives me a pop up that says "One or more of the files loaded had no effect. See log for details." The log will contain something like:
Reading michael stick blender.obj
Morph Loader reported no effect for the following file(s):
E:/-/stockphoto/71 michael stick/michael stick blender.obj
I noticed that with the m4 model that when I imported it into blender the normals were inverted. It doesn't seem to make any difference if I flip them or not, DAZ always says the obj file has no effect.
The morph I'm doing on the model is to warp an arm or something using the sculpt tool. It works for genesis but nothing else. Is there a way around this?
Comments
What settings are you using on import?
Here's a screenshot of the settings for one of the imports. I've also tried changing values for 'use alternate path/label' such as putting in "JackPum_37057-skinInstance_JackPum_37057-geom" for the one in the screenshot. It doesn't seem to change anything. Is there anything specific about the hierarchy in the .obj file that the genesis model does automatically that the other models lack?
Morph Loader Pro gives more options, I've not tried using the Advanced version (and I don't have Blender). I do notice in your screenshot that you have a Mesh resolution group in Parameters - that was set to base when you exported the OBJ? And jack Pumpkin is a single figure, not a figure with attached props?
Hey guys. I am having this exact same problem when trying to make a morph for some clothing using Blender. I'd very much like to know if anyone has any ideas for a solution to this!
I'm not sure what the mesh resolution was set to, it was left at whatever the default setting is.
I went back and recreated everything that I did to test the M4 model and this time used the base resolution.
The final screenshot shows that I can get it to work with genesis where it gives a morph slider in the parameters tab.
However for M4 and every other model I've tried, the advanced importer says the loaded file has no effect and the pro importer says everything is OK but when you go to look for the parameter slider there is nothing there, so I think the advanced importer is actually a bit smarter as far as error checking goes and notices that it found nothing. The pro version finds nothing but doesn't state that fact.
In the screenshots it shows that in blender when you import m4 the normals are flipped. Flipping them to be correct and also leaving them backwards has no effect on whether daz can successfully import the morph.
More screenshots
I'm not sure what the mesh resolution was set to, it was left at whatever the default setting is.
I went back and recreated everything that I did to test the M4 model. Basically the final screenshot shows that I can get it to work with genesis where it gives a morph slider in the parameters tab.
For M4 and every other model I've tried, the advanced importer says the loaded file has no effect and the pro importer says everything is OK but when you go to look for the parameter slider there is nothing there, so I think the advanced importer is actually a bit smarter as far as error checking goes and notices that it found nothing. The pro version finds nothing but doesn't state that fact.
In the screenshots it shows that in blender when you import m4 the normals are flipped. Flipping them to be correct and also leaving them backwards has no effect on whether daz can successfully import the morph.
Something I also found in troubleshooting was that, for models where this occurs, you can actually try to load ANY geometry as a morph (for instance, a completely wrong .obj that doesn't have the same number of vertices or anything) and you'll get the exact same error from the Advanced Morph Loader. I believe you also get the same results with Morph Loader Pro (it says it created the morph successfully, but did not), but I'm at work and can't double check.
I've tried this method with a few clothing models and always got this result. I *did* however try it with a simple prop and found it to work flawlessly. Whatever the issue is, it must be dependent on the model we're trying to use, but I have no idea what is causing it.
Are there any figures you've gotten to work other than genesis?
Just a simple freebie prop. The clothes I've been trying to get it to work with are for V4.
See:
http://www.daz3d.com/forums/discussion/6728/P15
I suspect that the remove unused vertices option may be throwing a spanner in the works. Why are you using Collada instead of OBJ?
Thanks! Using that I am able to get it to load the morph but I can never get it so that when I apply the morph it doesn't rotate the model around and distort the legs.
In these screenshots, I did not warp the legs intentionally when I made the morph. They're some kind of artifact from the import/export. Any idea how to fix this?
I followed the instructions from the original post in that thread to rotate it to the right orientation in blender but it comes out warped in daz.
I was using collada because that was what the first post I read on how to do this said to do. Using OBJ I can get further, but have problems with feet warping, per this post:
http://www.daz3d.com/forums/viewreply/342451/
Michael 4 loads with the feet and legs out of the zero position. Since you've already made the morphs you could try using the reverse deformations option in Morph Loader Pro, which subtracts the current state of the figure from the morph, and in future zero the pose (right-click on the Parameters pane's tab, Zero>Zero Figure pose) before exporting. I'd forgotten about this, otherwise I'd have mentioned it as soon as I realised which figure you were using (all of the older DAZ figures load out of the zero pose, so it's something you need to check with all of them just as you need to check the mesh resolution with the newer figures which load with SubD applied).
That fixed it! Now it even loads into blender without needing to get rotated around! Thanks a lot!