Regarding the issue that the MD adjustment of G9 clothing will fail

If I'm not satisfied with some of the dforce effects of the clothes, I want to use other software such as MD to adjust them. After the adjustment is completed, I will import them back into DAZ to form a morph of the clothes. This method has been applied by me many times in the G8 era.

However, in the G9 era, many clothes, after adjustment, were imported back to DAZ. At the final step of morph formation, an error occurred. This is really frustrating. Has anyone encountered the same problem?

Comments

  • crosswindcrosswind Posts: 8,419

    That was one of my favorite workflows as well... so what was the error to be exactly?

  • kyoreonakyoreona Posts: 206

    crosswind said:

    That was one of my favorite workflows as well... so what was the error to be exactly?

    Glad to see u again ,panda

    here is my workflows

    [in DAZ]

    1. load G8F into scene
    2. load pants into scene , by the G8F selected in scene pane.
    3. set both of their [resolution level] to be [base]
    4. export both of them to OBJ ,named [G8F] and [TT]

    [in MD]

    1. load G8F OBJ into scene
    2. load pants OBJ into scene as a cloth
    3. click  [ space bar] in keyboard ,start dforce caculation , then stop
    4. export pants OBJ selected ,also named [TT],rewrite old [TT]

    [in DAZ]

    1. unparent pants.
    2. with pants selected, edit→figure→morph loader PRO→choose morph files , pick [TT] just mentioned.
    3. then......warning error, just like the picture

     

    This problem appears less on G8F clothes and more on G9F clothes.
    I guess, it may be that the clothes of G9F have more complex elements such as folds and buttons, and after simulation in MD, it is impossible to return DAZ to re-fit the original clothes.
    That's my guess.

    This problem has been bothering me for over a year, and if it could be solved, I would swear off fish for a week.

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  • Richard HaseltineRichard Haseltine Posts: 104,393

    Are you sure the exported clothes don't have any additional elements, usch as buttons parented to Rigid Follow Nodes?

  • kyoreonakyoreona Posts: 206

    Richard Haseltine said:

    Are you sure the exported clothes don't have any additional elements, usch as buttons parented to Rigid Follow Nodes?

    Sorry, I don't really understand these terms you mentioned. Even for DAZ, I can only use about 50% of its functions. As for more advanced features, such as node editing, normal mapping, and animation, I simply don't know how to use them.

    So needless to say, the advanced functions in MD are even more beyond comprehension. In MD, I only carried out the above basic steps and did not perform any additional actions. Before posting this message, I also tried it with the ordinary G8F and a pair of G8F and G9F universal pants (of course, I chose the G8F mode pants), and even the G8F posture was the default one. Entering MD, I only dragged the pants a few times, fixed them and exported the OBJ. Even with such a simple operation, when importing back to DAZ and generating MORPH, there was still an error reported.

    During the G8F era, I have successfully applied this method many times. However, after the appearance of G9 clothes, most of the G9 clothes would report errors; some garments with both G8F and G9F modes would also go wrong. 

  • Richard HaseltineRichard Haseltine Posts: 104,393

    In DS are there buttons? If you click on one and delete it does it take the whole outfit away or just the button? If you expand the otufit in the Scene pane are there lots of nodes labelled Rigid Follow Node parented to it?

  • kyoreonakyoreona Posts: 206

    Richard Haseltine said:

    In DS are there buttons? If you click on one and delete it does it take the whole outfit away or just the button? If you expand the otufit in the Scene pane are there lots of nodes labelled Rigid Follow Node parented to it?

     dForce Comfy Pajama Set for Genesis 9, 8, and 8.1  SKU:88543

    Let me take this product as an example. This pair of trousers doesn't even have buttons. I think the pleats around the waist might cause the model imported from MD to be incompatible with the original model in DAZ.

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  • crosswindcrosswind Posts: 8,419
    edited March 16

    Well, the culprit is that these pants were defectively made ... There're unused vertices on them. 

    1) If you switch to Geometry Editor, right-click in Viewport, Geometry Editing > Delete Unused Vertices (ss1), you'll find 1108 vertices unused (ss2)

    2) If you directly export / import them into MD, MD OJB importer will remove the unused vertices (ss3)... just like the OBJ Importer in Blender. Then you'll have no way to import them back to DS as a morph. Therefore, do the step 1) firstly before importing OBJ as a morph with Morph Loader Pro.

    It'll work (ss4) ~~ smiley

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    Post edited by crosswind on
  • kyoreonakyoreona Posts: 206

    crosswind said:

    Well, the culprit is that these pants were defectively made ... There're unused vertices on them. 

    1) If you switch to Geometry Editor, right-click in Viewport, Geometry Editing > Delete Unused Vertices (ss1), you'll find 1108 vertices unused (ss2)

    2) If you directly export / import them into MD, MD OJB importer will remove the unused vertices (ss3)... just like the OBJ Importer in Blender. Then you'll have no way to import them back to DS as a morph. Therefore, do the step 1) firstly before importing OBJ as a morph with Morph Loader Pro.

    It'll work (ss4) ~~ smiley

    It works ! It works !!

    Thank you PANDA !

    May God bless you with bamboo by your side. 

    I can at last freely step into the G9 era without any restraint.

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  • crosswindcrosswind Posts: 8,419

    Hah, that's great ! You're welcome !

    Have fun with G9, dear KITTY ! laugh

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