Sorry for reviving this tread,but i have a question. so that information has to be applied to a model
![daz studio update mesh new vertex count daz studio update mesh new vertex count](https://venturebeat.com/wp-content/uploads/2020/03/PEM-1.png)
Ursprünglich geschrieben von southpawami:well, bvh is motion information. Update Morph Paths: af Remove Standard Morphs With Aiko's mesh or armature selected, press Remove Standard Morphs. This tool converts old files to the new convention system, cf. It costs money, but Mirye Shade has been strong at reliable exports for me. Update Morphs For Version 1.5: A new morph system was introduced in Daz Importer version 1.5. If you want to use DAZ as a file export tool, I would recommend Mirye Shade over DAZ. Ideally, exporting the mesh from FUSE, the mesh should import into DAZ and allow you to apply the original rig to it. If it is possible to make the DAZ and FUSE combination work with all the goodies, you need to export the mesh for your character(genesis, genesis2, hiro, etc) and make it import smoothly into FUSE. The clothes in DAZ depend on either a poly or vertex count, though I'm not sure which, so all of the assets in DAZ don't work unless this is taken into consideration. The Animate2 tool animation presets depends on a rig. DAZ provides benefits like the Animate2 tool for animating(along with keyframe and curve animation tools of course.). The issue is the benefits of DAZ don't exist for FUSE imports without some work.
#Daz studio update mesh new vertex count free#
You can get it to work through resaves, maybe even importing the file into a free tool like blender or wings, then resaving as a different name.
![daz studio update mesh new vertex count daz studio update mesh new vertex count](https://defkey.com/content/images/program/daz-studio-4-15-2021-07-27_07-17-47-normal.jpg)
In the Genesis model that is the Base mesh so you MUST export the base mesh resolution and then NOT and any resolution or change the vertex count in your modeling application if you want to apply it as a morph shape. Getting a character from fuse/mixamo to work in DAZ pre rigged is rather disheartening from experience. Because Morph shapes must have the same vertex count as the base mesh you are applying them to.