Body Shapekey not Correctly Transferred to Geograft

Issue #1123 invalid
Carina created an issue

Steps to reproduce:

  • open attached .blend file
  • enable geograft mesh
  • select body and geograft mesh and click “Transfer Shapekeys” in Morphs panel
  • try to transfer FBMPortly shapekey to the geograft

I tried several combinations of transfer type and “Use Vender Morphs” (I doubt there are any). It looks like “Geograft” transfer type is supposed to transfer shapekeys from the geograft to the body mesh, not the other way around.

Note that I have already merged the rigs, and the rig seems to correctly follow the body shapekey (after clicking “Morph Armature”).

Not adding any images, unless I'm sure about the policy regarding certain geografts.

Comments (21)

  1. engetudouiti

    I think it seems you try to new geometry node graft .. so it show some strange issue when you try to set morph value or when you transfer morphs do you really need to use the experimental option?

    I simply remove geometery node modifier from body first, then now transfer morph (select graft gen , then activate body) , it seems work for me. (though I may need to merge graft item later, do not know if actually work or not though with import all morphs.

    set morph as 1.0

    now you can see, gen follow the base morph shape (I do not think I need to correct it about this case,

    but you may try edit morph after transfer if you need)

    then merge mesh . I suppose it should work.

  2. engetudouiti

    Then unfortunatelly about this type morph you can not get perfect effect. even though you may edit shape morph for merged body, to pose correctly, you actually need to drive gen bones along with the FBMPortly .

    but at least current blender not offer such function.

    Though there seems experimental option, But I really do not think it work well when you pose gen with deform.

  3. engetudouiti

    And maybe you should bake(apply) the FBMPortly in daz studio, then export it with graft item.

    so you do not need to transfer FBM, (in daz studiio graft mesh will auto follow and already deform)

    it is usual work-flow when you need to use these heavy deform FBM for character, (because it need to adjust rig along with shape deform) without you hope to change FBM shape key value for animation.

  4. engetudouiti

    Ah ok now I understand “auto follow morph” (I hvve not used it )

    so you may try to use it, after transfer shape key >> merge, then it may work .

  5. engetudouiti

    I test again. yes it work.

    1. remove geometry node (in modifier section, simply remove it from body mesh)
    2. set the FBM morph value as 0
    3. transfer shape key (select graft item, select body)
    4. merge graft item (I test, geometry node option this time, then it return graft node)

    I think you try to apply merge graft item with use geometry node, then transfer shape key, maybe it is reason, why you could not transfer shape key correctly.

    you seems already adjust rig for the shape? because the rig seems fit well for FBMshape, not base shape.

    as my taste somehow gen turn shrink for the FBM body size, but, I may edit the shape key which only edit gen part (if I need it) . though do not know, how “morph armature” will work if I edit shape as I need for gen part.

  6. Carina reporter

    Thank you for your investigation and fast response! I’m new to this fine add-on, and wasn’t aware of the order of steps I need to apply to get a figure to work with. When I transfer the shapekey before merging the meshes, it works correctly as you stated. Now I need to remember to only merge if I am sure I have all morphs I need :) I guess you can discard this ticket, unless you plan to improve this case, where morphs get loaded after merging.

  7. engetudouiti

    when you use “geometry node” to merge shape, then try to transfer morphs etc, it may make things some how difficult I feel.

    so hide or remove geometry node temporally, then import morph or transfer mesh, after that activate geometry node again work.

    And I say apply is, actually you just make your character in daz studio with set morph value, and save scene / dbz and import in blender. you need not complex thing in daz studio. = decide character shape,

    then import expression or flex or jcm morphs, to fine animation.

  8. Thomas Larsson repo owner

    You seem to have forgotten to transfer shapekeys to the genitals mesh. If you do that the genitals change appropriately, both if you merged it with geonodes or the old-fashioned way.

  9. Carina reporter

    Thomas, transferring the shapekey was listed in the steps to reproduce.

    engetudouiti, unfortunately, I cannot run Daz Studio, because there is no Linux version, so I am very glad that I can import Daz figures and assets into Blender. I might eventually need the non-destructive workflow to create body morphs with Blender.

    I have only tried JCMs and Flexion morphs once, but it looks like those cannot be transferred to the geograft, so the meshes can get separated again when one of those affects the hip region. Will continue to explore.

  10. Thomas Larsson repo owner

    Carina, I saw the steps you made, but somehow the shapekeys had not been transferred in the file you uploaded. Unhide the genitals mesh and the list of shapekeys is empty, as my picture shows. Once the mesh has the shapekeys merging will work.

    I haven’t had access to Linux for several years so I don’t know if there is some Linux-specific problem. However, such problems usually have to do with case-sensitive filenames, and shapekeys can be transferred anyway.

  11. Carina reporter

    Thomas, steps listed are steps that bug triagers need to perform to reproduce what I see, not the steps that I did to generate the file. I explicitly left out the merging step, so that “before” and “after” can be compared. If you follow the steps, you will see the issue.

  12. engetudouiti

    @Thomas

    Carina means, she do not transfer shape keys in attached blend file as she intend.

    because she hope other test her steps, then if it work or not.

    so she described all steps, after we open the blend file, (then as you see, body have shape keys, with new geometry node,

    and graft items not follow at all… ) so she hoped to know, how you will transfer shape keys…

    I do not test enough new geometry node things, then if you can offer detail, she may follow you.

  13. engetudouiti

    btw I guess, if she miss select order about body and graft items order.

    to transfer shape keys, first select Target = gen mesh (graft mesh) then next with ctrl select body.

    Carina did not describe it clear,,, (from seeing her steps, I guess so,, if she first select body and next select graft items

    if you do so,, add on try to transfer graft items shape keys to body ^^;

    (though as for me, remove geometry node once, get more clear, what I need to transfer)

  14. Carina reporter

    If you select the meshes in the wrong order, the Transfer Shapekey button is disabled, because there are no shapekeys on the geograft.

  15. engetudouiti

    And yes as you described, most of case untill you merge graft, we transfer shape keys for each mesh (clothing , graft items)

    it is usual step. (though there will be case you may hope to tansfer body shape key which you later imported to already merged mesh.

  16. Carina reporter

    I think my fault was to assume that since the node-based merging is supposed to be non-destructive, it would allow me to add/transfer morphs later.

  17. engetudouiti

    Yes when I keep activate the geometry node modifier, I saw some strange broken mesh.. so I hide them, I remember.

    But as I said,, you can keep to use geometry node as one of merge option (non destrcutive). after see this topic, I may try the way

    when I generate new character.. (but I do not believe gometry node work so well for Armature,, then usually I just dupllicate

    body and graftitems first. then merge copy. and keep default body and graft items always, (but hide collection) at least for start scene.. then everytime I need to import new morph, use the copy, and transfer body to merged body . hope you understand what I means^^ (and sorry if you already know all such things)

  18. Thomas Larsson repo owner

    Carina, the geometry nodes workflow is non-destructive but the morphs will not work correctly unless they are transferred. Here is what I did to your file work:

    1. Unhide geograft.
    2. Disable nodes modifier called "Geograft"
    3. Clear all morphs.
    4. Transfer morphs to geograft.
    5. Enable nodes modifier.
    6. Hide geograft.
    7. Set morph.

    Morphs are transferred from the active mesh to selected one. It is important to make sure that the body is active, because otherwise morphs will be transferred in the opposite direction. Unless that is what you want, of course. If the active mesh lacks shapekeys there is nothing to transfer.

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