Forum: Poser Technical


Subject: Wandering Morph Target

lavender opened this issue on Jul 11, 2003 ยท 8 posts


lavender posted Sun, 13 July 2003 at 1:21 PM

After an exaustive exploration of combinations of formats on in and out, I have discovered that the way I did it WAS the only way to do it that Poser and Meshwork currently allow. 3DS in 3DS out-> "Error in Studio 3D plugin" 3MF in 3DS out-> Imports into the wrong orientation, (lying on back, looking up.) -> Morph succeeds but the head moves toward the rear and back when the dial is spun DFX in 3DS out -> Imports into wrong orientation, and bigger, and centered. -> Morph complains that I have the wrong number of vertices Poser won't take any 3DMF outs -> "This is post version 1.1 QD3D and may not inport correctly" "no geometry found". I found a 3DMF converter on the web that will allow me to get the files into Poser after warning "This is post version 1.1 QD3D and may not inport correctly", but it complains that they have the wrong number of vertices when exported as .obj and applied as morphs. 3DS in DXF out -> "3D facet data was found in the BLOCKs section" invisible object imported. (No vertices is definately the wrong number of vertices.) 3MF in DXF -> ditto DXF in DXF -> Got the "3D facet data was found in the block" again, but it appears to have imported fine. The .obj file, however once again has the wrong number of vertices. Hacking the .obj file may be the only way I can do morphs at all. My own figures aren't a problem, I import them as 3DS and it doesn't matter that they have their axis flipped.