Needing to load Basic Body Morph After Rigify

Issue #1797 resolved
CookItOff created an issue

I have a DAZ character that is already in production in Blender with Rigify already applied. Other custom controllers have already been added to the rig along with some clothing bones, etc being parented. I need to tweak some of the body geometry to match two DAZ morphs that were requested to be used.
Can I add those two morphs after the Rigify conversion as a possible slider, similar to expressions. Or even make it default as other body morphs when initially loading in the character from DAZ?

Normally, I would just reload the character with needed changes and move on. But the extra rig and prop work makes this more time consuming. If morph loading ins’t possible would my option to load new character with changes into Blender, save file, then append new character into the character’s default setup as mentioned above, and swap the body meshes be my best option?

Thanks!

Comments (10)

  1. Alessandro Padovani

    1.7.2.1875

    It depends what you need. I was able to import the pear body morph as custom morph with rigify, and the addon didn’t complain at all everything works fine. If the figure has already geografts applied or you modified the geometry then it may not be possible to do so. There’s “import to modified meshes” in the global settings, but it needs to be active when you first import the figure to store the additional data.

  2. Thomas Larsson repo owner

    If the morph involves bone transformations the answer is no, because Rigify doesn’t have the same bones as the native daz rig. If the morph is just a shapekey it might work, although I thought that the plugin would refuse loading any morph at all to rigify. Adding to modified meshes works if you have merged geografts and enabled an option, but I haven’t used it in a long time and am not sure it still works. It doesn’t help with bone changes.

    My own workflow is to save the character to a separate file before merging geografts. Then I merge geografts, do final optimizations, and convert to mhx/rigify in another file. In that way I can go back to the first file and add more morphs if needed. The final steps are just pressing a few buttons and very fast. The drawback with the strategy is that it is easy to overwrite the original file by mistake.

  3. Thomas Larsson repo owner

    If you have a pure shapekey morph, you could reimport the character with the daz bones, import the morph, and transfer the shapekey to your mesh.

  4. CookItOff reporter

    @Thomas Larsson @Alessandro Padovani Thank you both. I’ll try and see if any of those workflows work. I don’t believe I have “import to modified meshes” active in the Global Settings.

    Maybe I can get it to transfer with “Transfer Shapekeys”, but I think I’ll have to load it has a shapekey with the updated character before I can transfer it over, as the adjustment isn’t normally a shapekey slider. I know, … confusing on my description. :)

    Thanks again.

  5. Jasper29

    I personally use Rigify and have loaded tons of morphs after rig conversion. I select ‘add vertex table’ when merging geografts and save the file beforehand. Pretty much most of the original DAZ body morphs will work no problem--but like Thomas said any morphs that involve changing bone transformations don’t. There are also custom morphs from vendors that will alter the rest pose but may still work otherwise as well. I have also deleted the eyes of one character after geograft merging, (adding vertex table) and loading morphs still works fine too.

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