HELP - custom morphs causes mesh explosion

Hello, I have the following problem : 
I have a posed charackter (genesis 8) that I ported to zBrush.
in zBrush I have sculped some pressure points, etc.. 
Again in DS I applied the zBrush model as morph on the character - the problem is that the whole mesh explodes. 
i think it's a double transformation because zbrush wants to apply the morph to the character in A pose, but the character already has a pose. 
is there a way to freeze the positions of the bones or maybe unbind the skeleton ? 
or is there another easy way to create pressure point morphs for posed characters ?

thanks !

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Comments

  • Richard HaseltineRichard Haseltine Posts: 100,468

    How are you working? GoZ should automatically reverse out any adjustments, if instead you are using OBJ export/import then make sure you use Morph Loader Pro and enable the Reverse Transforms option. Also, if using OBJ, make sure that you use the same preset in the OBJ export and Moprh Loader options so that the scaling is correct.

  • BejaymacBejaymac Posts: 1,886

    A mesh explosion is usually caused by the winding order of the morph being different to the winding order of the mesh, as a result each vertex in the mesh has the wrong morph delta applied to it.

  • lukon100lukon100 Posts: 803

    Bejaymac said:

    A mesh explosion is usually caused by the winding order of the morph being different to the winding order of the mesh, as a result each vertex in the mesh has the wrong morph delta applied to it.

    Anyone know how to get Blender to be consistent in how it exports .obj's so that it creates matching winding orders?

  • lukon100lukon100 Posts: 803

    lukon100 said:

    Bejaymac said:

    A mesh explosion is usually caused by the winding order of the morph being different to the winding order of the mesh, as a result each vertex in the mesh has the wrong morph delta applied to it.

    Anyone know how to get Blender to be consistent in how it exports .obj's so that it creates matching winding orders?

    According to the experiments I just ran, Blender will produce different winding orders if you end your session and re-start Blender.

    This means: For those of us using Blender to create morph targets, never re-boot blender between when you make a base mesh and when you make a morph target for that base mesh. It may also be important that you export to OBJ all your base meshes and morph target meshes within the same Blender session as well.

    This is how it is for Blender 2.79.

    But I don’t expect it to be any different in current versions of Blender, as I don’t think the Blender folk cater to us Daz morphers.

  • crosswindcrosswind Posts: 6,831
    Legacy way of import / export OBJ file in Blender older versions may bring the above issues. After Blender 4.0, Legacy way is discontinued, so it turns much safer.
  • lukon100lukon100 Posts: 803

    crosswind said:

    Legacy way of import / export OBJ file in Blender older versions may bring the above issues. After Blender 4.0, Legacy way is discontinued, so it turns much safer.

    That would be good news moving forward.

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