Daz Blender Blender to Daz

Synx

Member
Jul 30, 2018
488
464
Omg this really works...
Can you describe in detail how you did it?
Thanks a lot!
Sure.

Abigail file:
Open it, click the body and hide it (H). Then select everything ells and delete it (A, followed by X). Unhide the body (Alt+H), and copy it.

Open a new Blend file.
Place the body. Remove the 3 red orbs that appear. You should be left with just the body of Abigail.

Select it, click on Object Data Properties (the green triangle in the bottem right window). Remove all the Vertex groups, and all the Shape keys. I dont know if that's necessary, but better save then sorry. You do this by clicking the small v between the -/+ and the two arrows, and then select Delete all.

Then click on the UV maps, just under the Shape keys, and delete the bottom two UV maps. Rename the first one to UVMap. This is important for later on when you merge the head with the body as this won't go well if the UVMaps of both objects aren't named the same.

Then go into the modifiers tab (the Little Wrench in the left bottom menu) and remove all the modifiers, by clicking the small x of each of them.

In DAZ open a base G8 character. Disable the subdivisions and but the quality down to Base. Export it as an OBJ. Select DAZ as preset, and change the scale to 1%.

Import it into the Abigail file. In the import window, click Geometry, keep Vert order, and enable Poly group.

After importing make a copy of the base G8 character. Hide both of them for now.

Click the Abigail character and go into edit mode (Tab key). Go into the Material Properties (last icon in the right bottom menu), click the last Material (Eyelashes), Select, and delete what you selected (X key). Do the same for the second to last Material (Eye moisture). These two things are separated normally with a G8 character, but it seems he merged it to the Abigail model. Got to remove those to get the same amount of Vertices and polygons in the end.

While still in Edit mode, you got to select where you want to cut her open. I did it at the neck, but in theory you should be fine cutting it anywhere above the Genitalia area. Somewhere around her belly might actually be easier since her body seems to be exactly the same as a G8 Base body. Make sure you remember what line your picking to cut her open. Remove everything under the line for Abigail. Easiest way is to select the row of Faces beneath this line, remove it, then select any Face in the part you wanna remove, and press ctrl+L. This should select all the faces connected the one you got selected.

Go back to Object mode, and hide Abigail. Unhide one of the G8 characters (in the layers menu click on the eye), go into Edit and remove everything above the same line, in the same way as I described above.

Go back to Object mode, Unhide Abigail. Select Abigail and then the G8 character (shift click it) you just cut in half, and combine them into 1 mesh with Ctrl+J.

Go into edit mode, and put it on Vertices select mode. Select 1 vertices on the Abigail part of your mesh, and the corresponding one of the G8 Character part (the two points that need to be merged together), click M and select merge at center. Do this for all the vertices till Abigail and G8 are 'nailed' together.

Now go back to Object mode. Click on the small v next to Show Overlays (the two overlapping circles at the top right of your screen), and click on statistics. This should put a small menu of information on the left of your screen that shows Vertices, faces, etc. count. If everything went alright Vertices should read 16.556, and Faces 16368,. EDIT: I forgot to check this you need to go into Edit mode of Abigail to only see the amount of Vertices and Faces of Abigail

If thats the case we go to the last step before exporting. Install . You install addons in Blender by going into EDIT menu, preferences, Add-ons, install. Click the ZIP file you just downloaded. Make sure you enable the addon after installing it, before you close the menu.

If you installed the Addon correctly it should have added an extra menu in the menu to the right (the one you show/hide with N), called Tools.

Unhide the second complete G8 figure. Select the G8 Figure, then Abigail (Shift click). Go into the addon menu, and click on Transfer IDS using UV's.

In theory this should have replaced the vertex order of Abigail by the G8 one. It's a bit sketchy as it doesn't seem to work everytime for some reason.

Select Abigail, and go to Export as an OBJ. In the export window select 'Selection only'. Click on Geometry, scroll down and enable 'Keep vertex order'. Change the scale to 100 as well.

If everything went as it should in theory you should now be able to import the model as a Morph.
 

SpikeGames

Active Member
Feb 15, 2017
612
14,505
Sure.

Abigail file:
Open it, click the body and hide it (H). Then select everything ells and delete it (A, followed by X). Unhide the body (Alt+H), and copy it.

Open a new Blend file.
Place the body. Remove the 3 red orbs that appear. You should be left with just the body of Abigail.

Select it, click on Object Data Properties (the green triangle in the bottem right window). Remove all the Vertex groups, and all the Shape keys. I dont know if that's necessary, but better save then sorry. You do this by clicking the small v between the -/+ and the two arrows, and then select Delete all.

Then click on the UV maps, just under the Shape keys, and delete the bottom two UV maps. Rename the first one to UVMap. This is important for later on when you merge the head with the body as this won't go well if the UVMaps of both objects aren't named the same.

Then go into the modifiers tab (the Little Wrench in the left bottom menu) and remove all the modifiers, by clicking the small x of each of them.

In DAZ open a base G8 character. Disable the subdivisions and but the quality down to Base. Export it as an OBJ. Select DAZ as preset, and change the scale to 1%.

Import it into the Abigail file. In the import window, click Geometry, keep Vert order, and enable Poly group.

After importing make a copy of the base G8 character. Hide both of them for now.

Click the Abigail character and go into edit mode (Tab key). Go into the Material Properties (last icon in the right bottom menu), click the last Material (Eyelashes), Select, and delete what you selected (X key). Do the same for the second to last Material (Eye moisture). These two things are separated normally with a G8 character, but it seems he merged it to the Abigail model. Got to remove those to get the same amount of Vertices and polygons in the end.

While still in Edit mode, you got to select where you want to cut her open. I did it at the neck, but in theory you should be fine cutting it anywhere above the Genitalia area. Somewhere around her belly might actually be easier since her body seems to be exactly the same as a G8 Base body. Make sure you remember what line your picking to cut her open. Remove everything under the line for Abigail. Easiest way is to select the row of Faces beneath this line, remove it, then select any Face in the part you wanna remove, and press ctrl+L. This should select all the faces connected the one you got selected.

Go back to Object mode, and hide Abigail. Unhide one of the G8 characters (in the layers menu click on the eye), go into Edit and remove everything above the same line, in the same way as I described above.

Go back to Object mode, Unhide Abigail. Select Abigail and then the G8 character (shift click it) you just cut in half, and combine them into 1 mesh with Ctrl+J.

Go into edit mode, and put it on Vertices select mode. Select 1 vertices on the Abigail part of your mesh, and the corresponding one of the G8 Character part (the two points that need to be merged together), click M and select merge at center. Do this for all the vertices till Abigail and G8 are 'nailed' together.

Now go back to Object mode. Click on the small v next to Show Overlays (the two overlapping circles at the top right of your screen), and click on statistics. This should put a small menu of information on the left of your screen that shows Vertices, faces, etc. count. If everything went alright Vertices should read 16.556, and Faces 16368,. EDIT: I forgot to check this you need to go into Edit mode of Abigail to only see the amount of Vertices and Faces of Abigail

If thats the case we go to the last step before exporting. Install . You install addons in Blender by going into EDIT menu, preferences, Add-ons, install. Click the ZIP file you just downloaded. Make sure you enable the addon after installing it, before you close the menu.

If you installed the Addon correctly it should have added an extra menu in the menu to the right (the one you show/hide with N), called Tools.

Unhide the second complete G8 figure. Select the G8 Figure, then Abigail (Shift click). Go into the addon menu, and click on Transfer IDS using UV's.

In theory this should have replaced the vertex order of Abigail by the G8 one. It's a bit sketchy as it doesn't seem to work everytime for some reason.

Select Abigail, and go to Export as an OBJ. In the export window select 'Selection only'. Click on Geometry, scroll down and enable 'Keep vertex order'. Change the scale to 100 as well.

If everything went as it should in theory you should now be able to import the model as a Morph.
Thank you very much for this tutorial!
Without someone's help, this is simply impossible to figure out.
 

Deleted member 1121028

Well-Known Member
Dec 28, 2018
1,716
3,292
Sure.

Abigail file:
Open it, click the body and hide it (H). Then select everything ells and delete it (A, followed by X). Unhide the body (Alt+H), and copy it.

Open a new Blend file.
Place the body. Remove the 3 red orbs that appear. You should be left with just the body of Abigail.

Select it, click on Object Data Properties (the green triangle in the bottem right window). Remove all the Vertex groups, and all the Shape keys. I dont know if that's necessary, but better save then sorry. You do this by clicking the small v between the -/+ and the two arrows, and then select Delete all.

Then click on the UV maps, just under the Shape keys, and delete the bottom two UV maps. Rename the first one to UVMap. This is important for later on when you merge the head with the body as this won't go well if the UVMaps of both objects aren't named the same.

Then go into the modifiers tab (the Little Wrench in the left bottom menu) and remove all the modifiers, by clicking the small x of each of them.

In DAZ open a base G8 character. Disable the subdivisions and but the quality down to Base. Export it as an OBJ. Select DAZ as preset, and change the scale to 1%.

Import it into the Abigail file. In the import window, click Geometry, keep Vert order, and enable Poly group.

After importing make a copy of the base G8 character. Hide both of them for now.

Click the Abigail character and go into edit mode (Tab key). Go into the Material Properties (last icon in the right bottom menu), click the last Material (Eyelashes), Select, and delete what you selected (X key). Do the same for the second to last Material (Eye moisture). These two things are separated normally with a G8 character, but it seems he merged it to the Abigail model. Got to remove those to get the same amount of Vertices and polygons in the end.

While still in Edit mode, you got to select where you want to cut her open. I did it at the neck, but in theory you should be fine cutting it anywhere above the Genitalia area. Somewhere around her belly might actually be easier since her body seems to be exactly the same as a G8 Base body. Make sure you remember what line your picking to cut her open. Remove everything under the line for Abigail. Easiest way is to select the row of Faces beneath this line, remove it, then select any Face in the part you wanna remove, and press ctrl+L. This should select all the faces connected the one you got selected.

Go back to Object mode, and hide Abigail. Unhide one of the G8 characters (in the layers menu click on the eye), go into Edit and remove everything above the same line, in the same way as I described above.

Go back to Object mode, Unhide Abigail. Select Abigail and then the G8 character (shift click it) you just cut in half, and combine them into 1 mesh with Ctrl+J.

Go into edit mode, and put it on Vertices select mode. Select 1 vertices on the Abigail part of your mesh, and the corresponding one of the G8 Character part (the two points that need to be merged together), click M and select merge at center. Do this for all the vertices till Abigail and G8 are 'nailed' together.

Now go back to Object mode. Click on the small v next to Show Overlays (the two overlapping circles at the top right of your screen), and click on statistics. This should put a small menu of information on the left of your screen that shows Vertices, faces, etc. count. If everything went alright Vertices should read 16.556, and Faces 16368,. EDIT: I forgot to check this you need to go into Edit mode of Abigail to only see the amount of Vertices and Faces of Abigail

If thats the case we go to the last step before exporting. Install . You install addons in Blender by going into EDIT menu, preferences, Add-ons, install. Click the ZIP file you just downloaded. Make sure you enable the addon after installing it, before you close the menu.

If you installed the Addon correctly it should have added an extra menu in the menu to the right (the one you show/hide with N), called Tools.

Unhide the second complete G8 figure. Select the G8 Figure, then Abigail (Shift click). Go into the addon menu, and click on Transfer IDS using UV's.

In theory this should have replaced the vertex order of Abigail by the G8 one. It's a bit sketchy as it doesn't seem to work everytime for some reason.

Select Abigail, and go to Export as an OBJ. In the export window select 'Selection only'. Click on Geometry, scroll down and enable 'Keep vertex order'. Change the scale to 100 as well.

If everything went as it should in theory you should now be able to import the model as a Morph.
Modos give yourself a favor and bring that man a cold beer o/
Might be wrong but no way you can pull that trick with Zbrush :unsure:
I need to exploit every inches of that, one way or another.