Slider Preservation?
milkwasabi
Posts: 0
I apologize if I'm not asking this in the right place, I'm new to this forum. Is it possible to export from Daz, import to blender, and export from blender to import back into Daz and preserve sliders and whatever else? To simplify my question (Or the opposite... Lol) I'm trying to modify a body shape in blender, but I want to modify it while it has the attachments I put on (for example, breastacular and golden palace) because to my knowledge I can't import my modified genesis 8 into Daz and apply after the fact. (If this isn't true, please let me know how! Would make this so much easier haha)
Also for future reference, is it possible to use collision in these sort of assets (breastacular and golden palace) for Unreal?
Sorry, I suck at summarizing myself and putting things into words but any and all help is appreciated, thank you!!
Comments
I know there are options in morph loader to preserve the current shape but don't know if this affects geografts. This is not specific to blender, you may have better luck asking to the daz forum. As for unreal I know nothing.
I'm not totally sure what you're after but when I export to zbrush it exports the deformations from the parameter sliders. That's how I create custom morphs for things I make. I dial in the morph I wish to use and send to zbrush. Just need to use reverse deformations on the way back.
Do you really need to sculpt changes to the geografts at the same time?
If your concern was about being able to add geografts to a modified figure after having sculpted the figure in Blender, you actually can add geografts to the edited figure in Daz provided you load in the changes to your figure using Morph Loader Pro. This process just imports the edited figure into Daz Studio as a new morph (or "shapekey", to use blender parlance).
Usually the process for creating Daz morphs would be to export the objects or figures from Daz Studio at their Base Resolution without any attachments (i.e., without eyelashes, tear, the geografts you mentioned).
Then after you modiffy, i.e., sculpt changes in Blender, you would export out of Blender as an obj and load in the changes using Morph Loader Pro.
Note: You can only make changes to the mesh at base resolution (unless you have the HD toolset, which only vendors get access to.) For that reason, any high-res changes you sculpt in Blender would have to be baked down from high res mesh onto the base resolution mesh into displacement or normal maps.
Important points to remember:
i think you would have to load morphs to each object separately. So load morphs to figure and load morphs to geografts as two seaparte steps.
Maybe im wrong on that point.