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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: 3DMax Bipeds and poser


koglakci ( ) posted Thu, 16 January 2003 at 7:54 AM · edited Wed, 24 July 2024 at 2:50 PM

Hi, I want to use poser models for an animation in 3dmax. At the moment I am importing poser models into 3Dmax, then creating a biped, and speding loads of time, fitting it into the mesh. Is there an easier way to go about this? Kaan


SimonWM ( ) posted Thu, 16 January 2003 at 9:13 AM

Wouldn't it be easier to work your animation in Max, export it as a BVH into Poser and then export your entire scene into MAX thru Maximum Pose II or Pro Pak for rendering? I can imagine it will be hell to export morphs into MAX besides the obvious Physique work you will have to do to fit the model into the Biped. That way you can use all your available morphs in Poser and then export the results back to MAX.


koglakci ( ) posted Thu, 16 January 2003 at 9:18 AM

I don;t really understand what you mean. I need to do the animation in 3Dmax. but I want to use the characters from poser...


SimonWM ( ) posted Thu, 16 January 2003 at 9:26 AM

Import Poser character into Max. Scale your Biped to your character's proportions. Delete your Poser character. Animate your Biped. When you are satisfied with the animation export a BVH motion file from Max. Import the BVH into Poser so your Poser character takes the motion of your Biped. Add the necessary facial or muscular transformations thru morphs that your particular animation might need. Export your Poser file using Maximum Pose (Third party Plugin) or Poser Pro Pak. Once in Max finish your animation adding effects etc. and render.


SimonWM ( ) posted Thu, 16 January 2003 at 9:29 AM

Don't forget to format and name your Biped parts the exact same way your Poser skeleton is built. remember that the trick here is to conform your Biped to your Poser skeleton so the Poser skeleton can receive the motion from the Biped.


Valandar ( ) posted Thu, 16 January 2003 at 12:18 PM

If you wish to render in Max with Poser figures, you need to export the figure with "Weld Body Parts" checked, and do NOT include figure or body part names. To make doubly sure, load it into UVMapper and Weld Vertices. Then import into Max as a single obj, set up your biped, and initialize as normal.

Remember, kids! Napalm is Nature's Toothpaste!


_dodger ( ) posted Thu, 16 January 2003 at 12:33 PM

'To make doubly sure, load it into UVMapper and Weld Vertices.' Don't make doubly sure! Don't do this. You only want the wertices between the body parts to weld. The modeller may have left some other parts with split vertices deliberately, depending on the character, and if you hit the 'weld vertices' button in UVMapper, you'll totally hose the split vertices and when you apply auto-smooth to your imported figure it will quite possibly goof up the smoothing just as Poser does when you weld identical vertices on import for something that you shouldn't (most things).


markdc ( ) posted Thu, 16 January 2003 at 12:40 PM

When you are satisfied with the animation export a BVH > motion file from Max. Max doesn't export BVH. There was a plugin for max3, but they haven't updated it. Maybe CS4 will.


SimonWM ( ) posted Thu, 16 January 2003 at 1:13 PM

Max doesn't export BVH. There was a plugin for max3, but they haven't updated it. Maybe CS4 will.>> I thought BVH export was standard in Character Studio since version 2??!!


Valandar ( ) posted Thu, 16 January 2003 at 1:27 PM

Nope. Import, yes... Export, no. And Dodger, I was referring specifically to the Poser Humans. Sorry for the misunderstanding. ^_^

Remember, kids! Napalm is Nature's Toothpaste!


markdc ( ) posted Thu, 16 January 2003 at 1:27 PM

I thought BVH export was standard in Character Studio >since version 2??!! BVH import is. No export, unless I'm really missing something, but I don't think I am. I've been begging the cs developers to include it in cs4, so we'll see what happens. I should receive the demo in about a month (discrete is really slow). -Mark


koglakci ( ) posted Thu, 16 January 2003 at 5:28 PM

I am export from poser as an obj file, then importing into 3dmax, where I apply a texture map on the whole body. But when I do this, a seem appears in-between the front and back textures. I did a test to see if it doesn't in poser and it doesn't. Whats the best was to get the same texturing from poser into 3Dmax?


Vektor ( ) posted Thu, 16 January 2003 at 5:56 PM

Attached Link: http://www.discreet.com/products/cs/

I totally feel for you. My character studio 4 is on it's way (finally!) & absolutely all of my rigging has been placed on hold until it arrives. I'll let you know if it will export to BioVision's bvh format when it arrives. It doesn't really matter to me either way, though, because, like you have, I'm just going to go ahead & rig Victoria3 & any others I want to use in max, & the physique-work will come out better anyway! & I'll do the morphs myself (using max5's newly-revised morphing utility) just to be rid of Poser... I checked the data-sheet & feature high-lights, but they just say it "supports" bvh. They don't specify for export, but I wouldn't hold my breath on it... http://www.discreet.com/products/cs/


aleks ( ) posted Fri, 17 January 2003 at 1:29 AM

vektor, can you export rigging information only, so one can use it with own v3? i know a lot of people who would be ready to buy it.


_dodger ( ) posted Fri, 17 January 2003 at 2:13 AM

Valandar: ahh, okay. I was thinking the whole thing together with it's clothing conformers and such. However, it should be noted that even with some of the figures by themselves that may not be a good idea -- for instance, the millenium folks have their UpperEyebrows sharing identical vertices with the surface beneath, but split out to create an edge there.


Vektor ( ) posted Fri, 17 January 2003 at 12:19 PM

Aleks, (post 14,) I very-well could, couldn't I...? I mean, ...that's not illegal or anything... After-all, I'm just selling a bone-structure that I, personally, created. If people chose to use my bone-structure to animate their own millenium figures...that's up to them, isn't it?

Only thing is, I've never sold anything on here before, so I'd have to get set-up for that. I'd, of course, create it for thedefault' figure in it's default' position, but I'm excruciatingly busy w/my own stuff, (as we all are,) so I wouldn't be able to provide any sort oftech-support' for it or anything like that, I'm afraid. Also, I'd have absolutely no clue as to what to charge for something like that. Original characters for Poser seem to sell from about 20-40. I tried to search for any characters that come completely rigged for max, but came-up empty. I'm not even aware that there's a MarketPlace 3d accessories category for max. (In fact, max appears to be blatantly absent from the MarketPlace 3d accessories categories... There seems to be categories for every type of 3d app except for max. That's obnoxious...) Candidly, I'm surprised somebody else hasn't already done this with previous versions of the millenium figures/character studios... `Makes me wonder if there's not something I'm over-looking...

At any rate, as soon as I receive my character studio 4, I'm going to go ahead & rig them anyway. I'll see how it goes & what I'm able to do with it, then I will definitely consider putting it up on here for sale. Thanx for the suggestion, Aleks.


aleks ( ) posted Fri, 17 January 2003 at 1:08 PM

vektor, thanks. make sure that you contact me when you finish it. price? uhmmm... it's lot of work, i know. but if you are already making it for yourself, why not earn some extra on that? :)


SimonWM ( ) posted Sat, 18 January 2003 at 7:06 AM

Sorry Koglakci and the rest, I just checked and I got confused thinking I had exported BVH from MAX when what I had done was imported the available BVH library files in Character Studio's library into Poser. That means as long as Character Studio doesn't have an export to BVH my process cannot be used.


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