Workflow Question - New Pose Shape Keys
Daz to Blender workflow for me is currently just like it is set up in Diffeo - Import Character from Daz, Corrections, Materials, Import Morphs, Finishing, and Rigging.
I was wondering if anyone has tried keeping a base G8 in Blender with all shape keys and morphs applied, then morphing that G8 base with each new imported character using a 'join as shapes' shape key. For example, let's say I set up a G8 base with all my favorite morphs, shape keys, custom shape keys, and corrective pose shape keys (new with Blender 3.1, see link below). I don't want to have to do that with every character, right? So can I import a custom character, let's say Victoria 8, and morph my finished G8 base to the Victoria 8 shape? Diffeo allows us to morph the armature and retarget the outfit. The lashes, brows, and hair would need re-parented. We could merge geografts last so we have a G8 base that we can constantly import new shape keys as they come out on the Daz store if we want, and also create our own.
Has anyone tried this or see any reason why it might not work?
https://studio.blender.org/training/blender-studio-rigging-tools/pose-shape-keys/
https://diffeomorphic.blogspot.com/2021/09/morphing-armatures.html
https://diffeomorphic.blogspot.com/2021/07/changing-outfits.html
Comments
That will work fine. You just have to use "erc morphs" in the global settings to fit the armature. The main drawback is that every figure has its own materials, so it's not just a matter of morphs. Also every figure usually has it own custom jcms that you may want to import to get the exact figure deformations.
There's a new tool to import materials but it has issues and Thomas didn't fix it yet.
https://bitbucket.org/Diffeomorphic/import_daz/issues/857/material-import-issues