[Solved] Morph not importing t…
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[Solved] Morph not importing to DS even when no geometry is changed...can anyone help?

I'm trying to create a morph using Silo. However whenever I try and import the morph with Morph Loader I get the error message:
Warning: Geometry did not match, failed to create morph.
I thought maybe I had added geometry by mistake in Silo, so I tried just importing the .obj, doing nothing to it and exporting it. The same thing is happening. So I'm wondering if it might have something to do with how Silo the obj. is imported- the mesh has a lot of separate parts (see screenshot), but I don't know how to export from DS so it's not like that. Is there something I need to check on the export from DS? Screenshot attached of the default export settings.
Any help would be appreciated:)


Ds_Export_options.JPG
494 x 564 - 53K


Silo_obj.JPG
530 x 629 - 46K
Post edited by Eva1 on
Comments
Make sure when you're exporting the figure you don't have anything else in the scene and nothing attached to your figure (like eyelashes or fibermesh brows) and then make sure you have the figure set at "Base" resolution (under Parameters) - then try exporting it as an OBJ. That should work for your base for morphing.
Thanks for the reply divamakeup - yup, I did all of that - I checked resolution was base and subdivide was zero. No other items loaded in the scene.
What figure did you export? Did it have some other geometry parented (like brows, for example)? If so, you must not include it in the export.
Hope this helps.
- Greg
It's G8, and as mentioned before there was absolutely nothing parented to the figure (no eyelashes).
When you export a figure as an OBJ file for making morphs, you must use Write groups - Use Figure Name (s). If you use some other option (groups, node or surface names) the figure will be exported splited/divided in chunks or parts acording to groups, nodes or surfaces and thus it will have more geometry than original one piece figure so geometry wont match.
Hi, the groups were checked as shown in the screenshot.
I've just tried doing the same in hexagon - exported as base resoution .obj, loaded into hexagon then exported without changing anything and I get the same error message. Maybe I just don't know how to use Morph loader properly yet lol - (although I have followed some tutorials I found). I can't figure out why it's not working:(
In screenshot you used Write Groups - Use Existing Groups instead of Write Groups - Use Figure Name(s).
Thanks for the suggestion. I tried that but that just imports as one singe object, no separate body part, so I can't hide or freeze parts I don't want affected by scultping. I also tried 'Use Surface Names' but that just gave me a similar result to my original screenshot (just with different names).
What is the polygon count of your exported OBJ - Silo should tell you, but if not you can import it into DS and go to the Scene Info pane.
Hi Richard, it's Gen 8 female - in DS I see a total face count of the default G8 is 16,368 , but when I have imported into Silo before even touching it, and exported from, the face count in DS is 17,776 which kinda makes no sense...
If there is an option to export to Silo scale (there are a number of options in the drop down menu), use it. Then use the same scale option when importing back into DS and see if that changes anything.
Scaling won't afect polygon count, if it's wrong it will just cause the morph to inflate or shrink the figure.
Eva, if you look at the Scene Info pane before exporting the OBJ, what is the total polygon count (not just for the selected figure)?
When exporting an .obj for morphing it's "NO groups" ... works fine. I've exported out from D/S and brought them back in to morph. Base resolution and 0 subdivision.
Hi Richard, I've gone through the process again and taken screenshots of each step (getting kinda confusing lol) with DS and silo (tried the same with hexagon but still no joy) . I bet it's something really simple I;m not doing...:(
Settings for G8 export from DS:
G8 info once imported into Silo (I did a small displacement paint after this screensho to act as the morph - the totals remained the same) :
The morphed G8 imported into DS as an object to see the poly count :
and then imported instead as a morph for G8 (set to base resolution as before) with morph loader pro settings as follows:
Does Silo have options for the OBJ importer?
I've always had the duplication issue in silo; if I export it through hex, work in silo, import it to hex and then import it into Studio... the results are unreliable. I've had it work one or three times.
otherwise, you can export the mesh and use sculptris and save the sculpt as an obj file from there and use the morph loader that way. I've done that with G3M, and will try it with 8-just remember to leave off the lashes while importing/exporting
No, just straight import.
Thanks for the suggestion, I hadn't thought of that. I think I have sculptris somewhere on my computer. I'll check it out and see how I get on (have never used it!)
Very frustrating though - can't understand why it's not working even with Hexagon. It's gotta be something simple...just can't figure out what...
Is the vertex order getting messed up somehow? Perhaps try importing/exporting through Blender with the Vertex Order maintained to see if the same issue remains...
Eva1:
Your DAZ Studio export settings are fine. People will tell you to change settings, but without explaining how they even affect the OBJ file format.
Those default "Write Groups" tell the exporter to place a "g" (group) designation in the OBJ file before the facet (faces) code.
A single "g" before the facet code results in a singular group for the entirety of the mesh.
The "Use Existing Groups" tells the exporter that you want a multi-group facet mesh based on already established groups within the mesh inside of Studio.
There are 3 types of groupings that you can see, create, and modify in DS through the Geometry Editor Tab:
1. Face Groups
2. Surfaces
3. Regions
It is the Face Groups that are written to file in the facet section designating a group (g) per face assignments from Studio with that default selection.
This is good for morph target work, but you need to know how both programs import/export modules work to be on same page with a successful morph.
Why the diatribe above? Glad you asked...
It's because you haven't done anything wrong on the DAZ Studio side, but you were incorrect with your asssesment that Silo does not have import functions.
* By default, Silo's OBJ import settings has "Import Groups As Objects" selected, which is why you see all of your facet groups turned into each individual meshes and your vertex count more than doubled. This already broke compatability for a morph target.
Which by the way, is one of two things for morph target work that matter (besides keeping one grouped mesh). Faces and edges do not matter. Only vertices, both in count, and order is viable for a correct MT. You can literally strip everything out of the OBJ file except for the correct ordered "v" (vertex) code, and you have a proper MT point cloud. But, I digest...
* Also by default, Silo's OBJ export settings has "Export Objects As Groups" selected, which reverses the process and turns each individual mesh back to a facet group desingation in the OBJ file. Alas, it is already to late, because once those groups were separated, all was lost...
So, what you need to do is; Under "File" drop-down selections, select "File Format Settings". When you have that tab you will have another drop-down box containing file formats. Select "Obj Options", and procede to unselect both the "Import Groups As Objects", and the "Export Objects As Groups" parameters.
This should solve your "Warning: Geometry did not match, failed to create morph." issue with MLP in Studio.
Please, give it a try, and be happy...
* EDIT: patience55 is correct in that deselecting "Write Groups" would circumvent Silo's Import function, but they are still needed in other software for MT work.
I see that you would also like to be able to work on the mesh while locking, or hiding parts of the mesh.
This can be done, but you have to perform some setup for yourself.
When the mesh, now correctly, comes in as a single mesh, you lose your vertex/facet groups available for selections. Just as an aside, software such as Blender, retains this ability with your DS export settings.
However, all that is needed is the Surface/Material groups, so yes, you could eliminate the Face Group ("Write Groups") data as others have said, because Silo doesn't give you access to them anyways, and it would not create an object per group, because they don't exist.
Including "Write Surfaces"/"Write Material Library" (though, "No Maps" could also be selected instead unless you need to apply textures inside of Silo, but for MT work, textures aren't really needed - special cases excluded) is what is needed, you will be using the "usemtl" Face Group information stored inside of the OBJ along with the Material Group information loaded into Silo to create new groups for selection, and hiding/exclusion from work.
You can even create custom selection groups to be used that will work in tandem with material groups that can be added without destroying previous groups. And, you could even recreate the Face Groups as Surface Groups inside of Studio if you wanted/needed to.
Unfortunately, it doesn't appear that locking works with the new groups, but it seems hiding groups works as masking (to a point - you will have to play around and see if Silo is limiting or not).
Okay, here's the quick walkthrough:
First, make sure you have "Editors/Options" Tabs open. Namely:
* "Scene Editor" (Singular mesh object under "Scene" - needed for selection / "Groups" section - to be populated with created groups - for selection/hiding).
* "Material Editor" (These are the Surface (material) Groups that will be used to create the "Scene Groups").
* Optional would be "Scene Info", and "Object Properties" which might be useful while working, but not necessary for group creation.
- How to create scene groups from material groups:
1. Select "Face Select Mode"
2. Select mesh figure under "Scene" in Scene Editor Tab (If not selected/highlighted, next part will not work)
3. Select a material box (Torso, Legs, Face, etc.) in Material Editor Tab
4. Press the "Select By" button in the Material Editor Tab (you will see faces attributed to this material become selected)
5. Go to the "Selection" drop-down menu and press "Group Selection" (Shortcut CTRL + G)
6. Open the "Groups" section in the Scene Editor Tab. You will see a new group has been created named "Face Group" (all new groups will be named this upon creation). Double click on it, and change the name to whatever you like
7. Rinse-n-repeat until you have all material groups translated, and custom ones if desired
Hope this helps at least a little for you to create your desired morphs...
DaremoK3 thank you so much!
All of that worked beautifully and I successfully created a morph! Thanks very much for taking the time to write that out step by step, very helpful and I don't think I would have got there otherwise (or it might have taken a whole lot longer to figure out with a lot of frustration!). I love using Silo and really didn't want to have to resort to Blender
.
A thank you from me as well!
And me!
That was hilarious...
I was reading this thread from the beginning thinking it was a new topic, and the whole time thinking to myself, "Why isn't anyone properly helping out this poor girl, and teaching her why she is failing, and what to do to help her succeed."
And, then I stumbled upon my post, looked at the date, and cracked-up... I thought that exact same thought way back then, which prompted me to be the one to offer some proper help/solution.
I might not always log-in, and participate, but I am always lurking/reading...
Thank you, cleversalat, for the necromancing -- And, you are welcome -- I hope you have good fortune in your morphing ventures.
Also, I know it is very late, but you are welcome, Eva1 (glad it all worked out for you), and Handspan Studios.
Handspan Studios : I am sorry I missed you (you are more of a forum ninja than I) -- Good to see you are still around -- The old school, nowadays, seem to be few and far between, though, I still see some old regulars still posting...