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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 11 3:50 am)



Subject: ???? Poser 5 FACE ROOM????


Dave ( ) posted Fri, 31 January 2003 at 3:44 PM · edited Wed, 12 February 2025 at 4:24 PM

Anybody have an idea which OBJ file the face room uses? I thought it was character dependent until I saw the morph dials for a "Don" and "Judy" listed together. Wouldn't work unless it was the same OBJ or that Don and Judy have the same number of vertices for the head. Any clues??? Thanks, David


elgyfu ( ) posted Fri, 31 January 2003 at 3:48 PM

If you could find out I guess then it would be possible to make Vicky and Michael compatiable? Yes?


Little_Dragon ( ) posted Fri, 31 January 2003 at 3:48 PM

Don and Judy (and the P5 kids, as well) have the same head mesh. All of their morphs can be exchanged.



BeatYourSoul ( ) posted Fri, 31 January 2003 at 4:05 PM

Which is really a shame since I use Don and Judy, well, NEVER. I hate to harp on CL, but it's been known for a little while that you can take the facial features of what are considered "beautiful" people and come up with an ideal male and female head. What am I ranting on about? Well, it appears that Don and Judy are as far from this as you can get. Don looks like some French business entrepeneur and Judy is just scary. Worst of all is that the morphs do not disguise this very well. I'll stick with V3 and M3 (when he arrives).


EsnRedshirt ( ) posted Fri, 31 January 2003 at 5:37 PM

Oh ye of little knowledge. Do a forum search for Judy and Don and see some of the threads in which artists show off their work with the face room on those two. You might be incredibly suprised at the results you can get. Actually, I prefer Judy to Vicki, since she's got a much more realistic body, and the face room helps add variety to her face.


TCSP ( ) posted Fri, 31 January 2003 at 6:22 PM

ive never used anything but don and judy... i think spending money on additional (human) figure meshes is plain silly... poser has the resources to make them and the face room is more than adequate to meet my needs. its also less of a hassle since im not trying to implement someone elses work into mine... its more creatively refreshing to use new and different morphs as well as the assuredness of its stability overall. its only the 'wants' that scream for excess... if you have what you 'need' youll be surprised what you can accomplish.


BeatYourSoul ( ) posted Fri, 31 January 2003 at 7:35 PM

Don't insult my intelligence and knowledge. 15 years of 'traditional' art, 5 years of electromechanical design, Poser 4, Pro Pack, Poser 5, C4D XL 7, C4D XL R8 w/BodyPaint3D, LightWave3D 7.5, ImageModeler 3, UVMapper Pro, AutoCAD v9 thru 2000, and have used 3D Studio Max on occasion. Plus, I was probably programming 3D graphics when you were in kindergarten (just for the insult... ;). I've tried the "morphs" for Donnie and Marie and they pale in comparison to V3's morphs in every way, shape, and form (literally). And, again, I can never get them to look completely unlike D&J. We're not talking 3rd party morphs or custom morphs or magnets. Right out of the box, there is not much more than Dork and Dorkette. Look, I've seen some great stuff done with Dork and Dorkette, but it takes major work to do it, work that is still going to leave you with a lower quality mesh, coarser skeleton, and toes that don't wiggle. Mind you, these are a vast improvement over Dork and Dorkette, but why they chose such determinate faces instead of something more vanilla as a starting point is beyond me. I make characters that resemble the people who are being used as reference. D&D wouldn't come close with out a complete remodelling. D&J failed to comply. V2 and M2 do pretty well, but not quite. V3, on the other hand, works beyond my wildest imagination. I don't have the time to custom sculpt a Poser figure with magnets and other tools. If I wanted to do that, I'd take one of the real modeling programs (mentioned above) and create the character from scratch. Instead, it's quite nice to have highly flexible figures, unlike D&J. That's the problem with D&J, even V2 and M2 to some extent: they did not have what I 'needed', nor could I find anything to make them be what I 'needed'. Some of us aren't into just making up certain types of people to which happen to be easy for the figure to conform. As an artist who practically specialized in the human form and face, I know when I can attain what is needed and when not. After spending hours trying to get Don to look like someone else, and utterly failing, the five or ten minutes spent making V3 successfully look like that is worth the money.


EsnRedshirt ( ) posted Fri, 31 January 2003 at 8:55 PM

Sorry for the insult, BeatYourSoul. I didn't mean it to come off nastily, but apparently it did. Its just that I, like TCSP, feel no need to purchase or use V3, when the P5 figures are more easily (and cheaply) avaliable (since I don't have to spend additional money for them beyond the cost of P5 itself.) Maybe I'm just justifying to myself, but I always feel some small need to defend Don and Judy when people start saying how "ugly" they are. I'll agree that the body morphs on D&J aren't always what they could be, though twisting a few dials can make some impressive changes. The face room works remarkably well for making unique characters quickly (especially for extras or bit players in a scene). If I'm looking for a specific character, I do take the time to carefully adjust face room morphs and sometimes retexture the skin in Paint Shop Pro. Then again, I just do this for fun, and don't mind spending time teaching myself the best ways to work with the tools (figuring out how to import, texture, and bone my first custom object took around a week, on and off- but I can do it in under an hour now that I know how.) I guess it depends on what you look for out of your figures/programs. Some of us want quick customization with a decent price tag, some prefer working from the ground up for free (ie, custom face room morphs based on the P5 figures). So, don't knock Judy, and I won't knock V3 (though she still looks too much like a supermodel for my tastes... ;) )


BeatYourSoul ( ) posted Fri, 31 January 2003 at 10:20 PM

Deal! ;)


Dave ( ) posted Fri, 31 January 2003 at 11:59 PM

Ok. Now that we've gotten totally off the topic that was started... Guess I'll go looking around in the headonly geometry folders and see what I come up with. Thanks, Dave


TCSP ( ) posted Sat, 01 February 2003 at 12:34 AM

thats pretty impressive beatyoursoul.. i see your point, if you cant do on your own what you need done in a mesh, buy it... makes sense... i guess its the big-picture that matters... i like my big-pictures well done... signed, sealed and delivered... with one sig and zero credits...


BeatYourSoul ( ) posted Sat, 01 February 2003 at 9:43 AM

All I have to say, TCSP, is why reinvent the wheel when every ground-based vehicle has them?


Dave ( ) posted Sat, 01 February 2003 at 1:32 PM

Can we get back on topic here, please? Dave


EsnRedshirt ( ) posted Sat, 01 February 2003 at 2:28 PM

You could apply the base face-room model to the figure, then export it as an .obj file; while it wouldn't be the exact filename, it would have the right number of vertices...


BeatYourSoul ( ) posted Sat, 01 February 2003 at 3:15 PM

It was on topic... The only models that can be used with the face room are Don & Judy. V1, V2, V3, M1, M2, Dina, P1-4 figures, and so on, will not work. Plus, texture images are limited (indefinitely and more than likely forever) to 512x512, which is pitiful. I routinely use 1024x1024 and 4096x4096 texture maps for the head. Other than that, I have no idea nor any compulsion to find out how to use other figures there.


Dave ( ) posted Sun, 02 February 2003 at 3:49 PM

Well what I was getting at was if I knew where the OBJ file was that the face room was I could make a workaround to try and use a M2, V2 or even V3 face. If I knew more about where it pulls up it's information, alternate variations of it could be made for the other figures. Kind of like editing a CR2 in the old days. Dave And no it wasnt really on topic, because all you guys were doing was venting about how dismal the figures (D&J) were.


BeatYourSoul ( ) posted Sun, 02 February 2003 at 5:25 PM

My first comment was concerning the fact that you cannot use other, better or worse figure meshes for the Face Room (which started some retaliatory responses - all finished). Don't you think that if this could be done, then by now it would have been? There are tens or hundreds of thousands of Poser 5 users all over the planet and it has been out for some time now. Don't you think that a few have tried? We would have known about it by now... BeatYourSoul


TCSP ( ) posted Sun, 02 February 2003 at 8:37 PM

second that...


Dave ( ) posted Sun, 02 February 2003 at 10:15 PM

Cant blame a guy for trying. And why must you be so negative about it anyway? Pardon me for even asking the question. Dave


BeatYourSoul ( ) posted Sun, 02 February 2003 at 10:52 PM

Sorry that I'm coming off so negative, but there was alot of hype about the efficacy of the Face Room before Poser 5's release. In reality, the limitations on figures and texture size make it mostly useless, for some of us at least. If they'd increase the texture size, I'd be willing to use it or do some work to see about getting other figure meshes in there myself. And to be on the positive side, there are many Poser users whose talents at finding loopholes, pushing the envelope, and working around problems and limitations in Poser must be commended. That's why I'm sort of not holding my breath on this one (I think someone would have found it by now, but one never knows). :)


Dave ( ) posted Sun, 02 February 2003 at 11:01 PM

I agree that there are a lot of people out there who can find a loophole if necessary. But with version 5 not being out all that long I doubt anyone has started cracking that one. There still trying to get a handle on all the other stuff like the cloth room. But it sounds like a challenge to me and I didnt want to be reinventing the wheel if someone else had already started to crack that particular nut. Dave


BeatYourSoul ( ) posted Sun, 02 February 2003 at 11:44 PM

I can tell you from what I've seen of the Face Room files (under Runtime->heads) that they are not editable like CR2 files. The XML file registers the P5 figures with keys. How those keys are determined is not mentioned anywhere. The PH5 files are binary (possibly just encrypted), so it would require a knowledge of what format they represent which could be proprietary. I agree that if anyone is working on cracking this one, it will take some time because of these binary files. Maybe some inside info will get out about how this all works. ;)


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