How to export obj in DAZ 4.22 correctly?

JamesJames Posts: 1,003
edited November 2023 in Daz Studio Discussion

How to export obj in DAZ 4.22 correctly?

A script I used to export in one click, now doesn't work well.
Using the other method, file > export doesnt work too well either.

When I import back using morph loader, the error says  Warning: Geometry did not match, failed to create morph.
Even when I morph loader the file that's just fresh exported.

The resolution, already the base res.

I have done this in DAZ 4.21 so many time.
But now, not working.
 

Post edited by James on

Comments

  • crosswindcrosswind Posts: 6,838

    Which script did you use ? A free script from someone?

    I've not found any issue by using Ds standard exporter in 4.22 ~~ Have you compared the polycount in b/t te figure in DS and the obj file?

  • JamesJames Posts: 1,003
    edited November 2023

    Script:
    https://www.daz3d.com/forums/discussion/342081/itf-character-dev-kit-for-g8f
    Export Base Obj

    the polycount is different.

    Post edited by James on
  • barbultbarbult Posts: 24,223

    Were you careful not to export a character with attachments like eyelashes?

  • JamesJames Posts: 1,003

    I use a script that will hidden everything except the object I select.
    So, the eyelashes are not included.

  • crosswindcrosswind Posts: 6,838
    edited November 2023

    I have ITF's kit but haven't used it yet. I checked the coding in that script, it won't hide attachments, you have to manually hide them. I tested it in both 4.21 and 4.22, the result were all the same. It just works on Genesis figure - Dev Load which has no attachment...

    Suggest use standard exporter, you just need to set Filter Objects without hiding anything...

    Post edited by crosswind on
  • JamesJames Posts: 1,003
    edited November 2023

    I use another script to hide attachment.
    I use ITF kit to export in base model in one click.

    Standard exporter doesnt work too.

    I've tried many times.

    I use a new scene, G8F, even delete the eyelashes just to make sure, export, import morph loader, error

    Here's the scene info:
    Primary Selection :

    Name :

    Genesis8Female

    Label :

    Genesis 8 Female

    Class :

    DzFigure

    Vertices :

    65.806 / 16.556

    Triangles :

    0 / 0

    Quads :

    65.472 / 16.368

    Total Faces :

    65.472 / 16.368

    Total Lines :

    0 / 0



    Exported Imported G8F
    Primary Selection :

     

    Name :

    xxx

    Label :

    xxx

    Class :

    DzNode

    Vertices :

    65.806 / 65.806

    Triangles :

    0 / 0

    Quads :

    65.472 / 65.472

    Total Faces :

    65.472 / 65.472

    Total Lines :

    0 / 0

    Post edited by James on
  • barbultbarbult Posts: 24,223

    Try just importing the OBJ, (not as a morph with Morph Loader Pro) to see what the OBJ looks like. Just look at it compared to the original G8F. Can you see any obvious difference that gives you a clue about why the geometry is different? Looking at the imported OBJ will help confirm that the scripts you used did what you thought they would do.

  • JamesJames Posts: 1,003
    edited November 2023

    I used the standard daz exporter.
    import the obj and here's the scene info:

    G8F
    Primary Selection :

    Name :

    Genesis8Female

    Label :

    Genesis 8 Female

    Class :

    DzFigure

    Vertices :

    65.806 / 16.556

    Triangles :

    0 / 0

    Quads :

    65.472 / 16.368

    Total Faces :

    65.472 / 16.368

    Total Lines :

    0 / 0



    Exported Imported G8F
    Primary Selection :

     

    Name :

    xxx

    Label :

    xxx

    Class :

    DzNode

    Vertices :

    65.806 / 65.806

    Triangles :

    0 / 0

    Quads :

    65.472 / 65.472

    Total Faces :

    65.472 / 65.472

    Total Lines :

    0 / 0

    Post edited by James on
  • BejaymacBejaymac Posts: 1,886

    65K Vertex means your not exporting it at Base resolution.

  • JamesJames Posts: 1,003
    edited November 2023

    I see.

    Post edited by James on
  • JamesJames Posts: 1,003
    edited November 2023

    Using the G8F on a new scene, I can make it works now.

    But I tried on my real scene and export a character in base resolution (I make sure), it failed still.

    I used the standard export, I tried the script, import morph loader not working, still geometry not the same.

    update:

    Ok I think I know what causing the problem.
    It seems the problem occurs, when a character have a graft.
    When I deleted it, I can exported and did morph loader.

    As far as I remember, it used to be no problem, am I wrong?

    Post edited by James on
  • frank0314frank0314 Posts: 14,016

    When exporting the poly count has to be the same when brought back in, so the base geometry can be the only thing exported if you plan to bring it back in for a morph. Any extras added to it will throw off the poly count and will not work. Morphs have always been that way. I don't have that script so can't say exactly what is happening. If you look at your Daz Studio log you should be able to see the issue.

  • crosswindcrosswind Posts: 6,838
    edited November 2023

    James said:

    Using the G8F on a new scene, I can make it works now.

    But I tried on my real scene and export a character in base resolution (I make sure), it failed still.

    I used the standard export, I tried the script, import morph loader not working, still geometry not the same.

    update:

    Ok I think I know what causing the problem.
    It seems the problem occurs, when a character have a graft.
    When I deleted it, I can exported and did morph loader.

    As far as I remember, it used to be no problem, am I wrong?

    Yes, if so, geograft was the culprit... probably you were not wrong but that would depend. If you exported the selected figure with Geometry Editor activated, the result would be correct 'cause all grafts would be unfitted...

    Therefore if you wanna export such a figure to obj, you may either activate Geometry Editor or unfit the graft(s) first before exporting...

    Post edited by crosswind on
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