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In this episode I'll show you how to remove the deltas from a  selection of vertices in an existing morph. This is useful if a  sculpting or wrapping operation has wreaked havoc with parts of your  model, such as eyes or teeth. With this trick, you can bring them back  to their pristine original condition.

Note that you'll have to  correct the position of the fixed parts as they'll snap into base  position and bring them in line with your custom morph.

I'm  not sure about the title of this video, it's a little long winded. It  certainly hits all the key search words that might be important for  viewers to find it. If you have suggestions for an alternate title,  please let me know.

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Removing Deltas from a Morph in Daz Studio (great for fixing eyes and teeth after scultping)

In this episode I'll show you how to remove the deltas from a selection of vertices in a n existing morph. This is useful if a sculpting or wrapping operation...

Comments

Babka Yoshka

This is exactly I was struggling with! Thank you, Jay!!! BTW, is there a way to get the eye vertices' indices as they appear in the obj file? I then could probably just edit obj file directly with fixing the position of the eyes. I could pop them far out from the standard G8F figure, export to obj and see which vertices have extreme coordinates. But maybe there is a more direct way?

Jay Versluis

That I don't know. I would probably just select the eye vertices and save them as a selection set or other type of vertex group, that way you can select them easy in your 3D modeller. Alternatively, feel free to remove them from the figure and export them separately, then combine them later - I've not tried this, but as long as the vertex order stays intact, it should import fine as a morph. Let me know if this works.

Jay Versluis

No worries, welcome back! For the morph import to work, you must not remove any vertices or faces. This changes the vertex count, which is why you're receiving the error message. The only two ways I know of how to project the Genesis figure to a body scan is with either Soft Wrap (a Blender add-on) or with R3DS Wrap. I've made a series for Daz that shows how this works: https://www.youtube.com/watch?v=fld_Fp36DC8&list=PLF3LSR7D48McCdAye54li4SdbKkrw4wFd R3DS Wrap isn't cheap, but works really well and has a ton of options too. You can get a trial version here: https://russian3dscanner.com (sometimes they have a 50% off sale, which is how I got my version). Hope this helps.

Babka Yoshka

Thank you, Jay! Whatever I am struggling with, you already have an answer! )) I knew about this soft, but since it is not for Mac, I was not considering it. But now after your videos, I want to give it a try. As a university professor I've got a free license from R3DS ) It would be interesting to compare: I am doing more or less the same with direct matching the obj-points with procedures available in python