Does "Export HD to Blender" work with G2? I can't import G2 as HD. Mesh deform when posing

Issue #781 closed
Jochen Sutter created an issue

Hello

Does "Export HD to Blender" work? Ican't import G2 as HD. I get a Mesh deform when posing. I do G2 the same way like G8 where it works. What could be the problem with G2?

I use Vesrion 1.6.0.450 in Blener 2.93

Comments (22)

  1. Jochen Sutter reporter

    I figured out that it works with Subdiv1 but not with Subdiv2. Does it work with Subdiv1 only for G2 or is tehre any trick to get Subd2 also. G8 works with Subdiv3.

  2. Thomas Larsson repo owner

    Weird. I have the same problem. My guess is that the vertex order is not preserved when the multires modifier rebuilds subdivision, so the vertex groups are corrupted as the lShldr group below. You could delete all vertex groups and then Advanced Setup > Mesh > Transfer Vertex Groups from the mesh at base resolution.

  3. Alessandro Padovani

    IIRC there was an issue with multires when the HD mesh gets triangles. May it be this is the case with G2M ?

  4. Jochen Sutter reporter

    Thank you Thomas. The shiparound with delete all vertex groups and then Advanced Setup > Mesh > Transfer Vertex Groups from the mesh at base resolution works 🙂👍

  5. Jochen Sutter reporter

    But another question is, has G2 no standart JCMs and Fexions. If I push “import JCMs” and “Import Flexions” nothing happens.

  6. Alessandro Padovani

    G1 G2 work with triax that’s not supported. The best you can do is to export pre-bended figures so to get some shape for the joints. Or make driven shapekeys yourself in blender.

  7. Thomas Larsson repo owner

    That is correct, G1 and G2 have neither jcms nor flexions. G3 doesn’t have flexions either, that’s only G8. And G8 don’t really have facs morphs, they are only defined for G8.1 but work for G8 as well since they have the same topology.

  8. Jochen Sutter reporter

    Ah, ok they also don’t work in DAZ with flexions? But it’s possible to load “Custum morphs” of Characters wich have flexions I think.

  9. Jochen Sutter reporter

    Now I was happy too soon. The face expressions do not work in the SubD2 HD version I when I solve the issue with Advanced Setup > Mesh > Transfer Vertex Groups from the mesh at base resolution

  10. Thomas Larsson repo owner

    Perhaps you can load the morphs to the base mesh and then transfer the shapekeys to the hd mesh.

  11. Jochen Sutter reporter

    Yes, It’s seems that’s the only way. Because the trick wirh the  “transfer the shapekeys to the hd mesh” doesn’t wor, it still the same isseu with the expressions. So I’ll work with subD1

  12. Jochen Sutter reporter

    This issue with the HD morphs is one of the biggest problems for using Genesis figures in Blender for me. It relates the Face expressions and Skinfoldes in my work. The ship around with the HD maps is a solution, but not very handy. But I’ve worked with this HD Maps till now. Mabye Xins HD Morphs for daz will be a more handy solution. There is an option to work with real HD Mesh. But I did not try it till now. I hope I can make a real HD figure with real HD Morphs in the future.

  13. Jochen Sutter reporter

    Meanwhile I think it makes no sense for me to use G2 in Blender. The result is not convincing. Especially because it doesn't work that way with the JMCs. The elbows, for example, don't look good when you bend the arms. It looks very diffrent to DAZ.

  14. Jochen Sutter reporter

    Or maybe I make anything wrong?

    As Alessandro Padovani writes, “G1 G2 work with triax that’s not supported. The best you can do is to export pre-bended figures so to get some shape for the joints. Or make driven shapekeys yourself in blender.”

    That sounds not very handy for a good worklow. So I thinkl there is no easy way to solve this issue?

  15. Thomas Larsson repo owner

    Well, I seldom use HD meshes myself, andI have only tested Xin’s addon very briefly. As for the triax weights, you can convert them in DS with Edit > Figure > Rigging > Convert TriAx Weight to General Weight.

  16. Jochen Sutter reporter

    Thank you for the tip with the Convert TriAx Weight to General Weight. As soon I convert it the elbow doesn’t look good anymore. The mophs look like they did in the blender. So it doesn’t solve the problem.

    Is there a way to import G2 to Blender with correct morphs. Maybe the way how it Alessandro Padovani describes? “G1 G2 work with triax that’s not supported. The best you can do is to export pre-bended figures so to get some shape for the joints. Or make driven shapekeys yourself in blender. “

    Is there a description how this works?

  17. Alessandro Padovani

    Converting triax to general will make the deformations worse, but they will be the same in daz studio and blender, be sure that “preserve volume“ is enabled in the armature modifier. As for pre-bended exporting just do it, that is, pre-bend in daz studio then export as dbz, this way you bake some joint deformations.

    steps:

    1. pre-bend the arms and legs in daz studio
    2. export as dbz

  18. Jochen Sutter reporter

    Alessandro, thank you for your answer, but I’m afraid I don’t understand how this will bring good deformation to the blender. Speacialy if the deformations are bad in DAZ with General weight already. Also I don’t know what I have to do with the dbz file that it will morph the bendings correctly in Blender or how I culd make driven shapekeys. Maybe it’s to complex for me at the moment without a detailed description. The switching from DAZ (respectively Poser) to Blender seems not to be so easy or maybe not realy possible for Genisis 2 Figures as I had imagined.

  19. Log in to comment