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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 18 5:11 pm)



Subject: import


3dtiger ( ) posted Fri, 11 July 2003 at 4:48 PM ยท edited Wed, 19 February 2025 at 2:39 AM

file_66567.jpg

ok . first i didn't had .obj habware,now i have it , so haplly i found a Dodje Viper in 3ds max file ,i downloaded it and exported as .obj,opened the poser and imported..and my surprise....it is DISPLACED ARHHHH, ok i calm down my self and opened 3ds max file again and this time i exported as .3ds,openned poser and.....it is DISPLACED AGAIN .......... how can i import this into poser correctly?? thank you for any help!!!


3ncryptabl3_lick ( ) posted Fri, 11 July 2003 at 5:19 PM

both screenshots are from poser, can you post what it looks like in max? 3ds is it? you double exported too? 3ds to 3ds i mean... did i read that right? my guess would be that, within the 3ds file (which would most likely be an export from a .max file but i dont know ((this thoery might still apply to other 3d programs)) has a few issues that came along with the native export to 3ds. the first thing is that the model is actually a grouping of alot of models. as opposed to a single plane poly/edge-extruded mesh and a texture map. not that thats an issue. being that it is a grouping of alot of models, each model will have exported its issue as well. since max works with the vertices as well as grouped elements, variances between the vertices xyz position could differ from the elements xyz position, or the main models xyz position. basically, each model within the main model can have their own placement. when you break down to the vert/poly/edge/face level, they have a position relative to the object they make. if you move the entire polycount to a new position then close the modifier stack, the position of the object placement did not change, but the polygon did. inside max this isnt a problem. its all about the main object placement, in this case, a dozen or so objects that make up one car. export to poser and it seems that the xyz coords really need to be organized or they fly off like this. one way to counter it would be to open the file in max and check the coords of each objects. if its not all centered, then you can try attacking everything and welding. did that make any sense? this took so long to explain i bet someone has already posted another answer. probably one that makes more sense. ;)


spurlock5 ( ) posted Fri, 11 July 2003 at 5:32 PM

3ds format does not export any group transformation. There is a reset transformation utility in 3ds max which resets the coordinate systems of the individual objects to the world coordinate system. 3ncryptable3 lick hit on it. You might also do a search on .3ds in the message archives for other hints.


3dtiger ( ) posted Fri, 11 July 2003 at 5:33 PM

ok i'll start from the beggining 1st it was a max file only(my mistake saying 3ds max) then i expoeted as obj and 3ds. the screenshot is from poser one is a .obj import and other is .3ds import. yes it is a grouping of models. so what you're saying is that i have to export EACH model ? on by one? thanks for your help!


lmckenzie ( ) posted Fri, 11 July 2003 at 7:34 PM

Search here for 3ds. Someone else had exactly the same problem - with a car as well.

"Democracy is a pathetic belief in the collective wisdom of individual ignorance." - H. L. Mencken


macmullin ( ) posted Sat, 12 July 2003 at 7:31 AM

You need to take your model back into max and link the meshes to a one parent object. Export as object and move it into UVmapper and re-save ...you sould come out fine.


3dtiger ( ) posted Sat, 12 July 2003 at 12:09 PM

file_66568.jpg

thanks to all the problem is solved


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