Importing UV from Blender to DS
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Importing UV from Blender to DS

in The Commons
I've managed to fix the UV issue on the Metro Police Truck, to make the door lettering line up properly, but for the life of me I can't get the UV fix into DS. No matter what export settings I use in Blender, DAZ refuses to import the UVs, saying the map is invalid.
I'm using:
Blender 2.79
DAZ 4.10.0.123
Comments
Working from fading memory (I've only done this type of thing once), if DS is saying the new UV set is 'invalid', that suggests to me there is a mismatch in the geometry. If your new UVs map more/less verts than exist in the mesh, I think that wouldn't work. Not sure what would happen if you changed the seams, because I didn't. I just moved the existing layout around.
There really aren't many options when exporting the UV layout from Blender, it wouldn't take long to try them all, but I seem to recall just using All UVs unchecked, Modified unchecked (because I hadn't made any changes to the mesh) and choosing PNG format with some sensible image size. (I doubt the image size is relevant, or the Fill Opacity, but I could be wrong.)
Are you sure the exported OBJ from DS had only the oen item in it - no parented props, for example?
And was done at Base Resolution. Any subD on it will make it not match.
The only thing exported was the Metro Police Truck, nothing else in the scene. No subD, it only has base resolution.
Is the car a single figure? I was wondering is the lightbar, for example, might be a parented prop.
It's a single figure, no props.
If you're getting that error, and I've seen it a few times myself; I've even been convinced it wasn't anything to do with the model I'd exported - but it was.
Try importing it as a morph - it should fail too. Presuming it does, you know there are more verts in the model than there should be; only way they got there is either because they were exported wrong, or becase the subsequent export from blender was wrong.
Pretty sure it's an issue with exporting from blender, I just can't seem to find the right settings.
You might like to tell us what you are doing in Blender - to fix the issue, and to export the UV layout.
Have you tried what nicstt suggested - importing as a morph into DS, just to verify the mesh matches?
I presume you have checked the definition of the settings for the export UV layout in Blender - https://docs.blender.org/manual/en/dev/addons/io_uv_layout.html. Looks like there are only two relevant options to work with. If no combination of these two check boxes works, logically it seems to me the problem cannot be with the export from Blender, though it may be with what you have done in Blender before exporting, or with how you exported from DS.
I'm not trying to export the UV layout, I'm trying to fix the existing UVs for the truck to correct the misaligned letters on the doors. In order to do that, I need to figure out what OBJ settings to export from blender with in order to get DAZ Studio to accept the new UVs. I already knew the OBJ wasn't matching up, since DS keeps refusing to use the blender OBJ UVs.
This is what I usually do. Export from Daz at base resolution and click the ‘keep vertex order’ option on importing to Blender (it’s usually off by default). On export check ‘keep vertex order’ once again. Inside Blender don’t do anything to change the poly count.
Just checked the error log, and it says there's a facet count mismatch.
*edited
I have the bundle, and both the car and the truck only have one geometry file and one UV file each. So only exporting the main body wouldn't work. The problem seems to be that when I import to blender, the vertex count remains the same, but somehow the face count drops. And that's regardless of what options I select.
Apologies you are correct. It’s late here and I only glanced quickly at it.
I don't own it so can't test to see if it works for me.
Have you tried with other models - just to test your process?
That is where I'd start. Make sure your process works - then you have narrowed down the problem; currently you are identifying symptoms and presuming they are the problem.
I can export and reload the car geometry successfully. On import to blender I have keep vert order checked instead of split. On export I have Selection only, include edges, write normals, include UVs, write materials, Objects as OBJ objects and Keep Vertex Order checked. Other than that I don’t know what to suggest, sorry.
I checked by exporting both G8F (without eyelashes) and G3F, and both of these figures imported into blender without issue (the vertex and face counts were identical to DS). I also checked several vehicle models (Yamaki Rapture, Spartech Jumper, Metro Police Car, and Warthog Prototype) and each one lost faces when imported to blender.