Where is the geometry for genesis figures?

SertorialSertorial Posts: 962
edited August 2015 in New Users

You know how the old figures like Vicky and Mike have their OBJ file in runtime > geometries. Does anyone know where the OBJ file is for the Genesis and G2 figures?

I ask because I want to modify the OBJ of a Genesis 2 figure in zbrush, so I need to make the Genesis2.duf point to the modified OBJ file somehow. Although now I think of it, DUF files are binary, so how do I do that?

Post edited by Sertorial on
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Comments

  • IceCrMnIceCrMn Posts: 2,148

    DUF files are text files.You can open them in wordpad.If you have one that you can't open, then install 7zip so you can decompress it , then you should be able to open it in wordpad.

    7zip is free and can handle just about any form of compression.

  • SertorialSertorial Posts: 962
    icecrmn said:

    DUF files are text files.You can open them in wordpad.If you have one that you can't open, then install 7zip so you can decompress it , then you should be able to open it in wordpad.

    7zip is free and can handle just about any form of compression.

    You mean to say it's just a zipped file? I had no idea.

    So once unzipped, can I edit it and then re-zip it and rename it back to DUF?

  • IceCrMnIceCrMn Posts: 2,148

    I don't think it's a windows zip file because Studio does this when you save something.There is a check box to mark if you want to compress the files.I'm not certian what compression format is used, I just know that 7zip does work oon them.

    Yes, you can edit the files.I would make a copy of the original and put it somewhere safe in the event the changes don't work as intended.

  • SertorialSertorial Posts: 962

    cool, thanks. I just uncompressed one with 7zip and it's just text, as you say. 

    But I searched it for the string OBJ and found nothing... so where do they keep the geometry file for the figure?

  • mjc1016mjc1016 Posts: 15,001
    Sertorial said:

    You know how the old figures like Vicky and Mike have their OBJ file in runtime > geometries. Does anyone know where the OBJ file is for the Genesis and G2 figures?

    I ask because I want to modify the OBJ of a Genesis 2 figure in zbrush, so I need to make the Genesis2.duf point to the modified OBJ file somehow. Although now I think of it, DUF files are binary, so how do I do that?

    Unfortunately...that is NOT going to work, because Genesis2 does not have an obj geometry file! (Unless you make one for use in Poser with the DSON importer.)  The geometry is contained in a dsf file in the data folder.

  • larsmidnattlarsmidnatt Posts: 4,511
    edited August 2015

    the proper way to do it would be to export genesis as something like OBJ, modify that in zbrush and import the morph back into daz studio with Morph loader pro. Or i guess use GoZ?

    I wouldn't modify the default figure data files. sounds like all sorts of trouble in the long haul.

    Post edited by larsmidnatt on
  • jestmartjestmart Posts: 4,449

    DSON format products don't have an object file, they have .dsf file in the "data" folder.  You will need to either export as an object or use the GoZ bridge.  What it is that you want to change?

  • SertorialSertorial Posts: 962
    mjc1016 said:
    Sertorial said:

    You know how the old figures like Vicky and Mike have their OBJ file in runtime > geometries. Does anyone know where the OBJ file is for the Genesis and G2 figures?

    I ask because I want to modify the OBJ of a Genesis 2 figure in zbrush, so I need to make the Genesis2.duf point to the modified OBJ file somehow. Although now I think of it, DUF files are binary, so how do I do that?

    Unfortunately...that is NOT going to work, because Genesis2 does not have an obj geometry file! (Unless you make one for use in Poser with the DSON importer.)  The geometry is contained in a dsf file in the data folder.

    Really? And can you not load DSF files into zbrush to edit them?

  • ChoholeChohole Posts: 33,604

    http://www.daz3d.com/dsf-toolbox    It's older,  but I am hoping it is still going to work, as I need OBJs for Bryce

  • IceCrMnIceCrMn Posts: 2,148

    I don't have zBrush, but Studio comes with a free plugin that exports directly to zBrush.It's called GoZ , it should be on your Products download page, or in DIM (if you use DIM)

  • SertorialSertorial Posts: 962

    interesting... thanks. I shall explore GoZ

  • mjc1016mjc1016 Posts: 15,001

    GoZ feeds the geometry data directly from Studio to Zbrush.

    The other way is to export G2F from studio as an obj...then it will be anywhere you put it.  Then load that into Zbrush, do your changes and export it out of Zbrush as an obj to import back into Studio using MorphLoader, all while making sure no new vertices are added.  To start the process, the export needs to be at base resolution...no subdivision and the export from Zbrush can't have any subdivision, either.

  • KharmaKharma Posts: 3,214

    You may find some answers in this thread

    http://www.daz3d.com/forums/discussion/60721/modeling-for-daz#latest

    Some very helpful people answered several questions I had :)

  • SertorialSertorial Posts: 962
    edited August 2015
    mjc1016 said:

    GoZ feeds the geometry data directly from Studio to Zbrush.

    The other way is to export G2F from studio as an obj...then it will be anywhere you put it.  Then load that into Zbrush, do your changes and export it out of Zbrush as an obj to import back into Studio using MorphLoader, all while making sure no new vertices are added.  To start the process, the export needs to be at base resolution...no subdivision and the export from Zbrush can't have any subdivision, either.

    so when you put the zbrushed figure back into studio can the joints all still be moved? Also, what is the need for this morph loader thing? Surely you can just import a OBJ file direct into DAZ Studio anyway?

     

    Kharma said:

    You may find some answers in this thread

    http://www.daz3d.com/forums/discussion/60721/modeling-for-daz#latest

    Some very helpful people answered several questions I had :)

    Thanks. But that thread seems to be about something called Silo, not zbrush

    Post edited by Sertorial on
  • fixmypcmikefixmypcmike Posts: 19,613
    Sertorial said:

    so when you put the zbrushed figure back into studio can the joints all still be moved? Also, what is the need for this morph loader thing? Surely you can just import a OBJ file direct into DAZ Studio anyway?

    You can import an OBJ, Morph Loader lets you use that OBJ as a morph target on the original figure.

  • larsmidnattlarsmidnatt Posts: 4,511
    Sertorial said:
    Thanks. But that thread seems to be about something called Silo, not zbrush

    The ideas are the same for all of them, assuming you aren't using the GoZ bridge. Morph Loader pro works the same regardless of the tool used to make the morph. 

  • SertorialSertorial Posts: 962
    Kharma said:
    You can import an OBJ, Morph Loader lets you use that OBJ as a morph target on the original figure.

    I don't get what you mean. I thought an OBJ file was the geometry for a figure? Isn't a morph a deformation of a figure?

  • mjc1016mjc1016 Posts: 15,001
    Sertorial said:
    Kharma said:
    You can import an OBJ, Morph Loader lets you use that OBJ as a morph target on the original figure.

    I don't get what you mean. I thought an OBJ file was the geometry for a figure? Isn't a morph a deformation of a figure?

    Yes...but what morph loader does, and this is why it requires matching geometry, is manipulate the original geometry to match the changes made.  It sort of creates and applies a difference file.

  • SertorialSertorial Posts: 962
    edited August 2015

    sorry, but i am not really getting all this.

    let's say I want to make a lump in genesis's belly. So I open genesis in zbrush (presumably by using GoZ), then when I have made the lump, I export as an OBJ back into DAZ Studio.

    Where does a morph come in? If I there was already a morph dial for the lump, I wouldn't need zbrush!

    Post edited by Sertorial on
  • larsmidnattlarsmidnatt Posts: 4,511
    edited August 2015
    mjc1016 said:
    Sertorial said:
    Kharma said:
    You can import an OBJ, Morph Loader lets you use that OBJ as a morph target on the original figure.

    I don't get what you mean. I thought an OBJ file was the geometry for a figure? Isn't a morph a deformation of a figure?

    Yes...but what morph loader does, and this is why it requires matching geometry, is manipulate the original geometry to match the changes made.  It sort of creates and applies a difference file.

    This. One way to look at it is the morph file is actually the full figure with differences.

    Morph loader expects the same verts in the same order, but with positional differences. It figures out the deltas (or differences) and once loaded you dial between the original and the morph. 

    Can't do that if you add verts. And if verts are in the wrong order, chaos happens.

    Post edited by larsmidnatt on
  • mjc1016mjc1016 Posts: 15,001
    edited August 2015

    This. One way to look at it is the morph file is actually the full figure with differences.

    Morph loader expects the same verts in the same order, but with positional differences. It figures out the deltas (or differences) and once loaded you dial between the original and the morph. 

    Can't do that if you add verts. And if verts are in the wrong order, chaos happens.

    One of the advantages of GoZ is that it does the MorphLoader part automatically...because you don't export the changes as an obj...it sends the data BACK to Studio, too.  Yes, it still launches MorphLoader, but you don't need to initiate the process.

    Post edited by mjc1016 on
  • SertorialSertorial Posts: 962
    edited August 2015

    This. One way to look at it is the morph file is actually the full figure with differences.

    Morph loader expects the same verts in the same order, but with positional differences. It figures out the deltas (or differences) and once loaded you dial between the original and the morph. 

    Can't do that if you add verts. And if verts are in the wrong order, chaos happens.

    This is the beginners forum remember. You need to use really simple words. No jargon!

    but how do I make a morph? Can't I just sculpt the figure in zbrush and use that?

    Post edited by Sertorial on
  • SertorialSertorial Posts: 962

    Damn this new forum!! What's with the dotted red lines and stuff. It's so complicated to just quote a post now! And you can't even multi quote.  

    I can't figure it out at all

  • mjc1016mjc1016 Posts: 15,001
    Sertorial said:

    This. One way to look at it is the morph file is actually the full figure with differences.

    Morph loader expects the same verts in the same order, but with positional differences. It figures out the deltas (or differences) and once loaded you dial between the original and the morph. 

    Can't do that if you add verts. And if verts are in the wrong order, chaos happens.

    This is the beginners forum remember. You need to use really simple words. No jargon!

    but how do I make a morph? Can't I just sculpt the figure in zbrush and use that?

     

    Sertorial said:

    Damn this new forum!! What's with the dotted red lines and stuff. It's so complicated to just quote a post now! And you can't even multi quote.  

    I can't figure it out at all

    Just click the quote button in each post you want to quote.

  • fixmypcmikefixmypcmike Posts: 19,613

    Let's say you export the figure as on OBJ, modify it, and import the OBJ.  Now you have a statue in DS - a single shape, no riogging, no morphs, no connection to the original figure.  WHat morph loader does is compare that shape you imported to the original figure, calculate how all the vertices have moved, and save those differences as a morph dial for the original figure.  Morph loader is what converts that single shape you made into a morph of the original figure.

  • mjc1016mjc1016 Posts: 15,001

    GoZ sends the geometry data TO Zbrush.  You then create your morph.  Using the bridge (GoZ) you RETURN the morph data to Studio.  It launches MorphLoader, generates/applies the differences and makes a slider for the morph....usually in Parameters > Morphs > Zbrush (or something like that).

    No need to export anything.  The bridge (GoZ) handles all of that.

  • larsmidnattlarsmidnatt Posts: 4,511
    edited August 2015
    Sertorial said:

    This. One way to look at it is the morph file is actually the full figure with differences.

    Morph loader expects the same verts in the same order, but with positional differences. It figures out the deltas (or differences) and once loaded you dial between the original and the morph. 

    Can't do that if you add verts. And if verts are in the wrong order, chaos happens.

    This is the beginners forum remember. You need to use really simple words. No jargon!

    but how do I make a morph? Can't I just sculpt the figure in zbrush and use that?

    I think we are all using pretty basic terms you'll need to be familiar with to be comfortable this.

    In geometry, a vertex (plural vertices) is a special kind of point that describes the corners or intersections of geometric shape. (point was you can not add or remove verts when making morphs. But you can move them around.)

    Deltas are just the proper word for differences between those verts when you compare the original shape and the morphed one. You will likely see software (especially Daz) refer to Deltas when you work with morphs.

    Also check Fixmypcmike and mjc1016 responses.

    Post edited by larsmidnatt on
  • KharmaKharma Posts: 3,214
    Sertorial said:
    mjc1016 said:

     

    Kharma said:

    You may find some answers in this thread

    http://www.daz3d.com/forums/discussion/60721/modeling-for-daz#latest

    Some very helpful people answered several questions I had :)

    Thanks. But that thread seems to be about something called Silo, not zbrush

    Yes I wanted to use Silo as my modelling program and wanted to know how to export a bare bones genesis figure so I would have the obj file, which is what I thought you wanted to do also, but i guess if you are using Zbrush ( which I don't have) you can just use the goZ bridge, but if you want a basic genesis obj you could follow those steps and use in any modeller if you so choose I believe :)

  • SertorialSertorial Posts: 962
    edited August 2015

    Let's say you export the figure as on OBJ, modify it, and import the OBJ.  Now you have a statue in DS - a single shape, no riogging, no morphs, no connection to the original figure.  WHat morph loader does is compare that shape you imported to the original figure, calculate how all the vertices have moved, and save those differences as a morph dial for the original figure.  Morph loader is what converts that single shape you made into a morph of the original figure.

    mjc1016 said:

    GoZ sends the geometry data TO Zbrush.  You then create your morph.  Using the bridge (GoZ) you RETURN the morph data to Studio.  It launches MorphLoader, generates/applies the differences and makes a slider for the morph....usually in Parameters > Morphs > Zbrush (or something like that).

    No need to export anything.  The bridge (GoZ) handles all of that.

     

     

    BRILLIANT! Finally I understand. Thanks.

    And thank you all for bothering to reply. I am sorry about being grouchy. I was having a frustrating day. Please don't think I don't appreciate your help. I do.

    Post edited by Sertorial on
  • mjc1016mjc1016 Posts: 15,001
    Kharma said:

     but if you want a basic genesis obj you could follow those steps and use in any modeller if you so choose I believe :)

    Yes, Kharma, that works for any modeller...but for Zbrush and Hexagon, things are much simpler, using their respective bridges.

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