First attempt at a custom morph - broken!

Hi there, I started SickleYield's custom character creation tutorial and followed the first part on creating an eye morph with blender. I'm fairly sure I followed all the steps as described, although it being more than a couple years old now, Blender has a new version and some options are changed or missing. I used the dev load model to export the initial mesh and used the unit settings she recommends. The morph is created successfully but when I activate it, the figure goes all gnarly and spiky. If I slide it all the way up, she becomes this rather cool but sinister looking black monolith. Something's clearly not right! I did some searching online but didn't find anything that helped. I'm hoping someone might know what I've done wrong here, as I've played with 3D modelling before in the past with both Blender and Maya but I'm far from an expert, and I've only been using Daz for a couple months now. Thanks!

1.png
1325 x 780 - 275K
2.png
660 x 818 - 149K

Comments

  • crosswindcrosswind Posts: 6,831
    edited October 7

    What Blender version are you using ?

    If you're using Blender 4.x +, just follow the screenshots in this thread : https://www.daz3d.com/forums/discussion/comment/8773366/#Comment_8773366

    If you're using Blender 3.x +, never use Wavefront (.obj) (legacy) for import / export... Instead, use Wavefront (.obj) as shown in the above thread. If you insist on using the former, check Keep Vertex Order in Geometry section when exporting.

    Post edited by crosswind on
  • crosswind said:

    What Blender version are you using ?

    If you're using Blender 4.x +, just follow the screenshots in this thread : https://www.daz3d.com/forums/discussion/comment/8773366/#Comment_8773366

    If you're using Blender 3.x +, never use Wavefront (.obj) (legacy) for import / export... Instead, use Wavefront (.obj) as shown in the above thread. If you insist on using the former, check Keep Vertex Order in Geometry section when exporting.

    Thanks for your reply. My Blender version is 3.0.1, I thought it was more recent than that but there you go I suppose. I'm not even seeing an option for legacy obj file, it just says Wavefront (.obj), so I'm assuming that's correct. Checking out the information in your link, I thought I did have all the import/export options set as described, but I just tried creating another custom morph real quick, and it has worked correctly this time! I must have missed off some setting or another - I suspect I may have neglected to check Keep Vertex Order when importing, as in my version that option is slightly hidden away and I was doing it while making notes at the same time...... I will create an operator profile to ensure it's all correct going forward.
    Thanks again!

  • lukon100lukon100 Posts: 803

    Yes, once set right, operator profiles will stop the madness going forward.

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