JAG opened this issue on Nov 10, 2019 ยท 61 posts
JAG posted Thu, 21 November 2019 at 7:46 PM
ironsoul posted at 7:39PM Thu, 21 November 2019 - #4370848
Speaking from a point of extreme ignorance, if the model coming back into Poser was invalid (eg vertex count) would not we get a "import prop" prompt? I've always assumed a morph is a series of deltas applied to the base mesh rather than an actual mesh in the scene, if this is the case are we talking about the calculations of these deltas going wrong? I've not been able to reproduce the error to test this idea but have only been using basic disp brushes like snake hook, will try with brushes mentioned above.
Ironsoul,
It doesn't matter what z-brush you use from my end - it always jacks it up after the first morph. I think you're right though if the vertexes did not match, it would give the import notice. For instance if you take your base figure (0 resolution) in Z and up the poly count in Z, then delete the lower levels and try to go back to Poser, you've changed the poly count / vertex data and you'll get that import prop notice. So you're absolutely right on that. So the vertex remains the same as would the poly count. You get your morph on the figure but random polys get out of alignment and shoot off away from the figure (like an explosion). But aside from the random polys that blow away from the figure, the Z morph will appear. So again, you're absolutely right about this. Damn good point! I had not really thought about that. So the vertex count isn't changing. The location data for each vertex must be getting skewed? So Poser isn't reading the return data correctly? Well I was right then...it's Poser. If Z were shooting those polys off, the exported OBJ from Z would display the same explosive effect but if you export it, it does not. The exported OBJ looks just like the figure does in Zbrush. We only get skewed poly locations once it's handed off to Poser to apply to the original figure. And for some reason it only does it after subsequent morphs. I've noticed I can create MORPH 1 and apply it with no problem. If I send the figure out with MORPH 1 applied to Z again, it comes back blowing up. If I turn MORPH 1 off and send again to Z, most of the time when I come back, the new MORPH 2 will not explode. But when you pose and tweak, you have to build each morph atop the other. I don't really know how the topology gets skewed if it works once. It's weird. But thanks for putting this up...it makes sense and good thinking! Much appreciated!