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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 08 9:27 am)



Subject: how do i make a 3d studio max vehile into a poser


superman32965 ( ) posted Sat, 16 August 2003 at 2:15 PM ยท edited Wed, 05 February 2025 at 11:01 AM

how do i make a poser model out of o 3ds max, so the doors open wheels turn ect. i have poser 4 pro and can't get a car i made in 3dsm to become a character or prop. please help.


EricofSD ( ) posted Sat, 16 August 2003 at 2:43 PM

There should be some tutorials around on the boneing process in the setup room. I'm pretty sure you will need your movable parts to be separate mesh for something like that. The Poser manual has a good quick chapter on how to get started with this, but I'm pretty sure you'll need to go beyond the basics that are in the book.


Jim Burton ( ) posted Sat, 16 August 2003 at 9:11 PM

The basic procedue would be to make every part that has to move a group in Max (pick by element or polygon and then detach), export as an OBJ file and then bone them in Propack, I have no idea how to do the later, as I only work in Poser 4. In P4 this would be done by importing a hierarchy file, the result would be a figure, you would then have to set the centers and joint parameters for every part that turned or slid. You can also use ERC to do things like steer both front wheels from the steering wheel, etc.


Wizzard ( ) posted Sun, 17 August 2003 at 12:37 AM

Pretty much as JIm said.. you'd have to separate teh parts in Max.. import each part into poser then adjust the axis for teh hindge points and parent it all together.. then save it... I usually do them as poseable props, come do them as figures... check in the tutorial section here and elsewhere.. I"m certain someonw wrote it up 8 ) Good luck, Cheers


_dodger ( ) posted Sun, 17 August 2003 at 10:37 PM

I'm pretty sure you will need your movable parts to be separate mesh for something like that you'd have to separate teh parts in Max.. import each part into poser Nuh-uh. You don't have to. Name materials for both group and material (like lDoor_Paintjob, trunkLid_chrome, etc) and then you can split them into groups and materials in UVMapper classic. Once you have it in Poser, make sure you remove the JP affector channels else opening the door wil cause the front quarter panel to flex organically. B^)


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