

OK many thanks to Urbanlamb and Vidi for solving my issue!!! They have their own way ! Urbanlamb proposal: Import the mesh in Sculptris/ export/ import in 3Dcoat/ Tweak your morph/ export/ import in the 3dxchange expression Vidi proposal: Import in 3dcoat in paint per pixel (it works also vidi ) Go to the retopo room and set "use visible paint objects as retopo" in the retopo menu Go to the tweak room and tweak your morph back to retopo room and redo "use visible objects as retopo" Export from the retopo menu then import in 3dxchange expression You may check Keep positions in export dialog for better precission.īut import/export for vertex painting will not keep order, it is inavoidable.

If you import for per pixel painting and then export, the order of position vertices will be kept. If the order is wrong you get a error message and can nothing importĪs I send to you in a pm, The creator of 3Dcoat said me yesterday: " I checked. Maybe you has a mistake in the settings and workflow ?Īlso he says position of vertex and not vertex order. I have just tested in 3D coat and for me it works I can not believe It is dependent from the Charcter since it is only a mesh There is no jaw that i can find anyhow i sent a photo of it inside the 3dexchange. I dont know if this can help but its been customized the rig is custom.

I did get the mouth open using the "ponytail" bone though so the mouth is rigged.click ponytail and then rotate on z axis. Maybe contact the vendor because if the mouth should open but its not then maybe something is wrong. As for why the mouth on this one is not opening I dont know I would need to look at the file hehe. Again I think my methods would scare you but this is what I would do.
3d coat mirror like material full#
I would as I have said because of the complexity of it export the full character (but that is just me) I would add a few materials to it to seperate things out and even add some temporary rigging (again this is me) to assist me in creating the morph and then apply the new shape keys to the thing but before I do that I would have to remove the extra things I added to help me with the morph. anyhow mkterat assuming the mouth can open you can open it inside blender but I dont have such a specific tutorial. I wish I had this guy to demonstrate, but it is to expensive for me. In general you change only the vertieces (same topology but shaped in a new geomety), no bones are needed That works with all meshes, no matter it is an non CC Character or not, because a mesh is a mesh is a mesh. But the remedy yes you need to export the full fbx rigged character and use shape keys No for make a morph all what you need is the obj file, no matter it is for facial or Body morph.
