howtospoon
New member
So im trying to port an sfm model into vam. I just learned porting even existed when i saw OniEkohvius' works, i thought all vam characters were originally made in daz or just within vam. Nevermind so i found ilovebooties' Your EndAllBeAll guide to Wrapping guides and sort of understood the process but i still have some questions.
These guides dont mention CUA assets. I saw that most ported models in vam use the hair, tail and other stuff like that as cua instead of within the appearance preset. But why ? Is this a decision i have to make, or a requirement for certain meshes ? CUA's are static so are they used intentionally to keep the ported models style or save resources by reducing simulations needed ?
Another question i have is whether it is possible to wrap a model with extreme proportions compared to the genesis 2 female model, and if not , will i have to shrink the body parts in blender and then adjust the morphs in vam to mimic the original proportions as best i can manually if daz cant do it automatically on its own ?
And my last question is that the blender model has a spherical head with toon eyes and mouth, so they are basically 2d. How would that conversion work ? Do i have to remodel the mouth for example so it can actually deform when it touches something and add a throat etc ? Or do i have the option to just not have a functional mouth and only have morphs to smile etc. The model in blender has shapekeys that control these actions but im guessing those cant be exported into daz to work as morphs ?
Edit: Another extra question i just thought about. Do textures map one to one or will i have to modify the UV's and how does importing the models clothing work ? (So they also morph when the body is morphed)
These guides dont mention CUA assets. I saw that most ported models in vam use the hair, tail and other stuff like that as cua instead of within the appearance preset. But why ? Is this a decision i have to make, or a requirement for certain meshes ? CUA's are static so are they used intentionally to keep the ported models style or save resources by reducing simulations needed ?
Another question i have is whether it is possible to wrap a model with extreme proportions compared to the genesis 2 female model, and if not , will i have to shrink the body parts in blender and then adjust the morphs in vam to mimic the original proportions as best i can manually if daz cant do it automatically on its own ?
And my last question is that the blender model has a spherical head with toon eyes and mouth, so they are basically 2d. How would that conversion work ? Do i have to remodel the mouth for example so it can actually deform when it touches something and add a throat etc ? Or do i have the option to just not have a functional mouth and only have morphs to smile etc. The model in blender has shapekeys that control these actions but im guessing those cant be exported into daz to work as morphs ?
Edit: Another extra question i just thought about. Do textures map one to one or will i have to modify the UV's and how does importing the models clothing work ? (So they also morph when the body is morphed)
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