sdmakai73 opened this issue on May 28, 2004 ยท 5 posts
ripptide posted Fri, 28 May 2004 at 8:51 AM
ernyoka, I may be wrong (and probably am) but I thought it was Max6 that had that problem. I'm using Max5 with Poser 5 and have no problems exporting, unless I mess something up with the mats in Max of course ) Not really sure if this will make a difference (or for that matter if its the right way) but here's the way I do it: 1. Make a copy of your max file so you don't muck up the original if this doesn't work 2. In the new copy, think of how you want to break the model into the major groupings that you'd want. For example, if it were a 9mm pistol, you may have a slide (for the top part that moves back and forth), a trigger, and a maingun. 3. Assign the materials to the various components, but use different names for similar materials used in different groups, such as gunmetal_slide and gunmetal_maingun. Then select one component from one of the sub-groups, right click on it and select attach (assuming its an editable mesh). Then attach all of the parts from that same subgroup to form one new part. Repeat the process with any other groups of parts. 4. Select all of your new groups and export as an obj. 5. Run it thru UVMapper, selecting by material. Save the obj file with a new name, and save the map template. 6. Import the prop into Poser. After re-orienting the model (if required), go into the material room and check to see if all the materials you've assigned in Max were transfered properly as mat zones. You can also open up the grouping editor to make sure the major subgroups are correct. 7. You can then take the prop into the setup room and assign bones to any moving parts, if you want them. I'm still a relative newbie to making stuff for Poser so I'm sure this is the long, convoluted way but it seems to work. Hope it helps some