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Removing Deltas from a Morph in Daz Studio (great for fixing eyes and teeth after scultping)

🕑 Added 2022-07-20 14:19:10 +0000 UTC
Removing Deltas from a Morph in Daz Studio (great for fixing eyes and teeth after scultping)

Comments

Babka Yoshka

Thank you, Jay! Whatever I am struggling with, you already have an answer! )) I knew about this soft, but since it is not for Mac, I was not considering it. But now after your videos, I want to give it a try. As a university professor I've got a free license from R3DS ) It would be interesting to compare: I am doing more or less the same with direct matching the obj-points with procedures available in python

Jay Versluis

No worries, welcome back! For the morph import to work, you must not remove any vertices or faces. This changes the vertex count, which is why you're receiving the error message. The only two ways I know of how to project the Genesis figure to a body scan is with either Soft Wrap (a Blender add-on) or with R3DS Wrap. I've made a series for Daz that shows how this works: https://www.youtube.com/watch?v=fld_Fp36DC8&list=PLF3LSR7D48McCdAye54li4SdbKkrw4wFd R3DS Wrap isn't cheap, but works really well and has a ton of options too. You can get a trial version here: https://russian3dscanner.com (sometimes they have a 50% off sale, which is how I got my version). Hope this helps.

Jay Versluis

That I don't know. I would probably just select the eye vertices and save them as a selection set or other type of vertex group, that way you can select them easy in your 3D modeller. Alternatively, feel free to remove them from the figure and export them separately, then combine them later - I've not tried this, but as long as the vertex order stays intact, it should import fine as a morph. Let me know if this works.

Babka Yoshka

This is exactly I was struggling with! Thank you, Jay!!! BTW, is there a way to get the eye vertices' indices as they appear in the obj file? I then could probably just edit obj file directly with fixing the position of the eyes. I could pop them far out from the standard G8F figure, export to obj and see which vertices have extreme coordinates. But maybe there is a more direct way?


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