import custom morphs for advanced pussy

Issue #1851 resolved
ProMaxPlusUltralTi created an issue

Dear Thomas ,Alessandro,I'm sorry to bother you again,someone has asked this question before. After adding advanced PC to the model, certain postures can cause the entire PC shell to twist. I tried to import custom morphs, but couldn't import all of them. After checking, I found that Thomas mentioned that part ghost was not successfully imported. I tried to import part ghost separately, but found that after importing, the shape keys were still empty. Why is this?

Comments (16)

  1. ProMaxPlusUltralTi reporter

    I just wanted to quickly explain the issue, so I didn't add JSMC to the image. In fact, JSMC is OK, such as these two pic.

    All other custom form shape keys can be imported normally, but BC and Ghost cannot,I really don't understand where is the problem

  2. Alessandro Padovani

    If easy import doesn’t work, unfortunately it means you’re in the domain of “complex geografts“, where it is needed to load custom morphs by hand to make them work. Below something you can try that should generally work fine enough.

    1. easy import with jcms and daz favorites, with merge rigs, but without merge geografts
    2. select the armature and import all the geograft custom morphs, this should load the custom morphs on the figure and the geografts
    3. transfer from the figure to the geografts
    4. merge the geografts

    If the procedure above doesn’t work then there’s something very complex or a bug. In any case Thomas can only verify if he has the specific geograft. Please note that personally I don’t import custom morphs by hand, so I have little experience with this.

    p.s. The addon is mainly tested with ngv8 and meipe’s geografts, so you can use those safely, where meipe’s have proven to be more stable and easy to import. Trying to convert complex daz geografts to blender may not make much sense.

  3. ProMaxPlusUltralTi reporter

    I tried the meipe you mentioned and found that its product does not have thigh part, so I came up with a clumsy solution. I removed the distortion part of the advanced PC and only kept the PC part. hahahahah…problem has been solved. Thank you for your answer. you can close this issues now.

  4. ProMaxPlusUltralTi reporter

    To add, it seems that besides the body itself, all objects with similar shapehave this problem. For example, after adding this product directly,

    the middle part did not follow the physical rules.

    After using parameter “Smoothing Iterations“, it repaired normal stretching,

    but after importing Blender, it returned to its original appearance. (JSMC and custom morphs have been added)

  5. Thomas Larsson repo owner

    Today I learned something new. The smoothing iterations are indeed ignored when the dbz file is created with the Export To Blender script. Instead you must use Export HD to Blender. The first script exports the meshes with all morphs baked, but smoothing is ignored. The HD script exports the full geometry that DS is using to display the mesh in the viewport, and to render it, so that is what we need.

    Here is the bralette in DS, with two smoothing iterations.

    And here in Blender, base mesh and HD mesh.

    The HD mesh still looks fine if you delete the multires modifier, so it is not HD anymore, but the smoothing effect is still there.

  6. Thomas Larsson repo owner

    This was a very useful bug report. The first vertices in the HD mesh coincide with vertices in the base mesh. Therefore the Export to Blender script, without HD, can still use the cached geometry for the vertex locations. This is implemented in the last commit. If you copy the script folder to DS and export to Blender, the mesh should be smoothed now.

  7. Alessandro Padovani

    Thomas, as reported in #226 we have to turn on “interactive update“ to export the daz smoothing, it is the same if we want to save as obj, otherwise the smooth can’t be grabbed from the viewport.

    I’m not sure to understand what you did. If you use the HD mesh instead of the base mesh then please don’t, because the multires base layer is always different from the base mesh, though in most cases it has the same topology.

    Let us know.

  8. Thomas Larsson repo owner

    Duh! I had forgotten that multires doesn’t always respect topology. Reverted in last commit. The interactive update is something that I didn’t notice in the old report, at least not as far as I remember.

  9. Alessandro Padovani

    Yes I can confirm that the previous commit 94093d3 was wrong. If we export a 1 m subdivided cube from daz studio then we get a 0.55 m subdivided cube in blender. The new commit fd6072e fixes that. Test scene included subd.duf.

    Of course for dense meshes the difference is less noticeable.

  10. Alessandro Padovani

    The issue with advanced pussy has been resolved as described above, this can be useful to others using this geograft.

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