How to not Automatically Triangulate imported OBJ on Marvelous Designer?
James
Posts: 1,003
How to not automatically triangulate imported OBJ on Marvelous Designer?
So I have a quad skirt.
When exported from Daz and imported to MD, it automatically triangulated.
This is a problem, cos I can't use it back for a morph.
Comments
Triangualtion alone will not stop it working as a morph - the polygons are completely ignored when loading a morph (indeed, before we had .dsf morph assets a stripped obj file, with only the vertex (v) lines left was regarded as a safe way to distribute morphs).
It's just a change of wireframe layout while the count and order of vertices don't change. You still can import the simulation result from MD back to Ds as a morph, with Morph Loader Pro.
I'm not so sure about that. Marvelous Designer may try to clean up the geometry too so it behaves well with their physics simulation system, so it might delete some vertices if it doesn't conform to whatever rules they have in place.
When I import the geometry back, DAZ said the geometry isn't the same.
I thought because of the triangulation.
But it might be because it deletes vertices instead?
You can tell if something was added or deleted by simply taking note of the vertex/poly count before and after import and export. MD has internal subdivision and remeshing tools, so it can certainly add vertices too.
some garments in Daz Studio are multiple objects. For example, they may have parented rigid follow nodes etc.
Export as obj at base res and tick the appropriate 'filter nodes' option on export.
It might've been a wrong export as lilweep mentioned. We frequently export garment from Ds to MD for simulation... just try -: select the root node of garment (with Base resolution), tick "Filter Objects" option in "OBJ Export Options" dialog box, choose "Primary Root" from "Objects" dropdown list, leave "Include Parented" unchecked. That'll do. If there's still such an issue, name the garment...