Import JCM's and apply apply Multires

Issue #724 resolved
Jason Weise created an issue

Hi all

I am trying to export a HD mesh into another application whilst keeping the JCM Shapkeys (in FBX).

I have tried importing the JCM’s and then Applying the Multires modifier but that won’t work because of the Shapekeys.

I tried to apply the Multires first and then import the JCM’s but that doesn’t work due to I am guessing the different mesh structure.

My question is, is there a way to have my cake and eat it, keep my Hires mesh and export WITH my JCM shapekeys?

At the moment, when I export the HD mesh with shapekeys, it transfers across via FBX just fine with Shapekeys in tact and all, but is only base mesh resolution (I am guessing because the export just drops the multires).

Hope this is possible.

Thanks in advanvce.

Comments (5)

  1. Alessandro Padovani

    you can bake the HD mesh to a normal or displacement map, that I guess it is what game engines use for HD details

  2. Jason Weise reporter

    Thanks @Alessandro I was hoping to avoid baking in detail as I really need the higher density mesh for other things such as displacement etc and it is for a film project.

    Looking at the Daz to Unreal plugin created by David Vodhanel, he appears to be able to have the subdivided meshes come across to Unreal Engine whilst maintaining JCMs so figured it must be possible (I’m not using Unreal Engine so no good for me 😕 )

    It might certainly be a limitation from Blenders side, I was just hoping I wasn’t missing an important step in using the Diffeomorphic plugin to import HD characters and then export via fbx maintaining mesh density and shape keys.

  3. Thomas Larsson repo owner

    If you import the HD character with the plugin, you get two meshes, at base and high resolution. Apply the multires modifier. Then import the JCMs to the base mesh, and transfer them to the HD mesh with Transfer Shapekeys. Make sure that Transfer Drivers is enabled.

  4. Jason Weise reporter

    AMAZING! Thanks so much @Thomas .. that is the step I was missing “and transfer them to the HD mesh with Transfer Shapekeys” … I was removing the “unneeded” base mesh as one of the very early steps.

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