Morphs move object around
I have a problem with trying to create a morph for a static object in blender and exporting this to Daz Studio.
I'm trying to make these two red circled things adjustable in height:
So I export the thing as a .obj using these settings:
The import it into blender like so:
I change up the model like so:
Then export it like so:
Load it as a morph on the object like so:
And then this happens, when the morph is at 0 it looks like this:
But when the morph is at 100% the entire thing moves in the weirdest way, ends up somewhere else entirely, but the model is changed properly:
I'm sure i'm doing something wrong that is terribly obvious to most, but I can not figure it out, and there's not a lot of help to find online.
Is there anyone who can explain to me what's going wrong here and how to fix it? Would be hugely appreciated!
Comments
You are using Custom settings in the DS OBJ Exporter, the Blender preset in Morph Loader - the axis settings don't match, so the model gets flipped. Assuming you don't want to have to redo the work in Blender export another OBJ (anything, you will cancel it anyway) and in the options dialogue click the Save preset button at top-right. The reload your morph, and this time select the preset you saved from the export dialogue.
Wow.. I must've been really dense.. I was quite sure I tried every single setting and was driving myself crazy, but you're right..
I now made sure to select blender preset during both exporting from daz and importing in daz and it worked just fine..
One more question though, is it normal that when I export something from Daz to Blender the object always imports into Blender at a 90 degree angle like so:
Cause this is something that always happens to me, and when I forget to put it at 90 degrees again afterwards it messes up the morph / object as well..
Any clue?
By default Blender, like 3D Studio, uses Y axis front to back and Z axis going up - most other applications, including Daz Studio, have Y up and Z back to front. That's why both have options for reassigning the axes. The Blender exporter option in DS allows for this but in fact you have your Blender import/export options set to use the same system as DS, so the net result is a flip. You could use a different preset for export/import in DS, using the more common axes (I don't say correct because in fact the Blender/3DS system is what is used in maths) or you could chnage the Blender options to match the DS system (in both export and import dialogues).