Swapping meshes (non destructive) ?

Issue #1941 invalid
Corentin Sakwinski created an issue

Hello,

I was wondering if anyone has a non destructive workflow or a solution to edit the character mesh in DAZ Studio. I imported my character in Blender, added some vertex groups, added custom materials and modifiers, and basically changed the character in many ways but kept the topology intact (besides a few custom shape keys). But there are a few morphs I’d like to edit, yet they are baked into the character from DAZ. The thing is… If I re-export the character to Blender, I’ll have to do everything all over again, which is a problem when I notice later that some morphs are wrong or need to be tweaked.

Is there a way to apply the edited mesh topology to the old mesh? Possibly swapping the vertices since the vertex order should be the same. (I thought of writing a script to simply move the vertices but there is a multires modifier and I’m not sure about the impact it would have)

Comments (4)

  1. Alessandro Padovani

    If you bake a morph with dbz then you still can import it as a morph but the result will be doubled, so it may be enough to edit the driver accounting for that. Then you can edit the shapekey as usual. Or eventually you can import a new baked shape from daz then add it as a shapekey in blender.

    Of course it is better to plan first which morphs you need to bake and which you need for animation.

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