![]() You don’t have to uncheck ‘Write Materials’ but it prevents a pointless MTL file from being created. In the export options check ‘Only Selection’ and uncheck ‘Apply Modifiers’ and ‘Write Materials’. Select your object in Blender then export as a Wavefront OBJ. Exporting and Applying The MorphĪssuming everything has gone well with making the morph, this is the easy part. There are some extra fixes I could add like straightening up the ankle strap and the foot strap but this should be fine for the tutorial. Ballet Shoe with Custom Morph AppliedĪs you can see I have adjusted the mesh to correct any foot poke through caused by the Real Feet morphs. In this small video you can see an example of how I adjusted the mesh using Blender’s proportional editing tools to eliminate the poke through. In Blender your main friends are proportional editing and sculpting (with Dyntopo off). Remember that there is 1 simple rule and that is you cannot delete or add to any part of the mesh. Now is the time to make your modifications. This makes the mesh appear closer to how it will look in Daz when the morph is applied. Vertex order is very important when making Daz morphs so if you are not using Blender you will need to find the equivalent setting in your 3D program.Īt this point I like to apply a Subdivison modifier to the character and, if it had one, the clothing. When importing make sure ‘Keep Vert Order’ is selected. In my case that is both shoes and the character. ![]() I will give general instructions for Blender here, but the general steps should transfer to whichever application you are using.įirst import all your OBJs. I’m going to use Blender 2.8 RC1 for this, but you can use any modelling application that can edit an OBJ without deleting or adding to the mesh. Before exporting remember to also hide any fibermesh brows and eyelashes if your character has them.
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