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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Weird Jesse Morph Target No Load!!!!!


AtelierAriel ( ) posted Mon, 23 May 2005 at 5:31 PM · edited Sat, 23 November 2024 at 11:56 AM

OK, second time this has happened. I created a morph target for Jesse, exported it the exact same way I've always done it for other figures. Then tried to load it and got error message "Target Geometry Has Wrong Number of Vertices". This is the second time with the second morph. First was created with a magnet, second with the Face Room. Is there something weird about Jesse or am I just not getting it? How many differnt ways are there? Getting a little frustrated.


Starkdog ( ) posted Mon, 23 May 2005 at 6:43 PM
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Hi Atelier Ariel, Is your Jessi compressed into an obz instead of obj? I do not know if using an obj as a morph target messes with the compressed obz, but maybe someone does know. I would also think that it might have to do with the pmd file. I forgot the specifics about that, and that is why I am having a hard time adjusting to Poser6- too many new and confusing file structures. I can't wait for "Poser6 for Absolute Morons" to hit the bookstores. I'll reserve a copy or two. -The Starkdog


AtelierAriel ( ) posted Mon, 23 May 2005 at 7:08 PM

Ah Ha! Maybe that's it. The Jesse.obz is in the Character folder not Geometry folder. I save without PMD because I'm using P5 and P6 and can't get used to new things. So there are more than one Jesse object files for all three versions, low, whatever and high. But how do you change the original OBZ back to OBJ and does that really have anything to do with the number of vertices? Don't think so. That's what I don't get. This morph .obj was taken from the head and should have the same number of vertices. And I didn't weld anything. Just exported with only the Morph Target option ticked off. And I'm careful to make sure that nothing else is selected when I export for the head. No extra eyes, toes or something. That's happened to me before. But this is the second time this has happened. So something is screwy somewhere and I need this to work! Drat!


Starkdog ( ) posted Mon, 23 May 2005 at 8:12 PM
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Be sure to check if the center of mass and goal center of mass are unchecked- they hide at the bottom of the heirarchy list. You might have accidently exported it from Poser with Jessi's head, but didn't import it back in as part of your morph geometry. As a test, export the head out as an obj, and use UVMapper to check number of faces, verticies, etc. Next, check your head morph geometry. Since you only moved points, and did not remove faces and verticies, try running that through UVMapper. Also, when in UVMapper, check your groups and materials. Something could have easily snuck in during export. I hope this helps, -The Starkdog


Jim Burton ( ) posted Mon, 23 May 2005 at 8:59 PM

It shouldn't make any difference, but you can extract the OBJ out of the OBZ with Winzip (you have to tell it show all files) and then edit the CR2 to use it.


AtelierAriel ( ) posted Mon, 23 May 2005 at 9:20 PM

Hey! So you're over here now? Cool. That's good info to have. Don't think compression is it. I did the UV Mapper thing and here goes. Head = 39777 vertices My two exported morphs - 39571 vertices. No wonder I got the error message. But why fewer vertices in the morph targets? What's getting left out? And when opening both head and my morphs in UV Mapper I get a message that the model contains out of range UV coordinate data. Have no idea what that means. Like asking a squirrel to do calculus. Well some progress at least...no a solution but more info is good...I think.


Jim Burton ( ) posted Mon, 23 May 2005 at 9:50 PM

I'm all over! I means they did a not-too-good job on UV mapping, the maps go past the "normal" U and V range of 0 to 1.0. You can't really texture properly when they do that, as the texture will wrap around. I've been debating fixing all of them on Glamorous Jessie, I guess I should.


AtelierAriel ( ) posted Mon, 23 May 2005 at 10:13 PM

OK, got that. If you've worked on her as hard as you have, I know you'll fix it. Have any idea about the difference in vertices? The head has more than the exported morph. Could it be a Poser thing? I have a really cute nose going here and can't do a thing about it.


DCArt ( ) posted Mon, 23 May 2005 at 10:52 PM · edited Mon, 23 May 2005 at 10:56 PM

Make sure when you export the head that the "weld body part seams" and "weld identical vertices" options (in both import and export dialogs) are not checked.

Message edited on: 05/23/2005 22:56



AtelierAriel ( ) posted Mon, 23 May 2005 at 11:10 PM

No they're not. I always try to be careful when exporting. Weird thing is that I exporte the head. Then exported my morph. They're both the head. And the number of vertices is different. Smaller number in the morph than in the head. That's weird. It's not the first morph I've made. It's just the first time I haven't been able to import it back into the figure it was made from.


DCArt ( ) posted Mon, 23 May 2005 at 11:15 PM

Yeah I'm a little confused, too ... when I export Jessi Hi Res head I get 39130 vertices, whether or not the weld body parts option is checked. So now I have to check to make sure I remembered to install the figure updates when I reformatted my hard drive. 8-) But, another thing. When I brought the exported head into UV Mapper Pro, I did a Weld Vertices in there, just to see how many identical vertices there might be. UV Mapper Pro removed 111 vertices from the head. Even that doesn't agree with the difference between your two figures. What program are you using to morph the heads? Is it possible that some sort of setting got adjusted in it, and it might be merging close vertices together when you import the head?



Jim Burton ( ) posted Tue, 24 May 2005 at 9:28 AM

Well, first of all, I try never to export OBJs from Poser, as I've never seen it do it without having them a little off in space. If I have to do that for morphs I also reimport the "base" as an prop, apply the morph I've made for the base in Max, then save the prop and transfer the resulting morph to the CR2. But this isn't going to correct your problem. Let me ask a question, though- why are you exporting morph targets? I either make morphs right in Poser (with magnets), in which case they get added to the CR2, or I use the figures OBJ file as a base to make them in Max, and I then load the MAX export as a morph target. Only time I ever export from Poser is to use things like bent feet as a starting point for high heel feet morphs.


AtelierAriel ( ) posted Tue, 24 May 2005 at 10:26 AM

That's easy...I'm not a modeler. Don't have Max or high end program and don't know how to use them. Just got Shade with the P6 upgrade and haven't had time to learn. But will... I export morphs to create my characters to sell. Usually they're tiny little adjustments to the face, things like correcting the eyes for StephP, etc. I export, transfer the obj to pz2 with MMP, add that to an inject file for the character. Always used Daz figures before and just included my own morph in the whole character pose file. So that's what I'm trying to do with Jesse. But this isn't just a little improvement. It's critical to the character. I've been able to really change her face and now I can't use the morph I've made. And this is the only way I know how to do it. So now instead on importing, I'm going to see if I can make a pose file that will work. I was trying to import first to see what was happening on the original Jesse when I did that.


DCArt ( ) posted Tue, 24 May 2005 at 10:40 AM

What software did you use to create the morph?



AtelierAriel ( ) posted Tue, 24 May 2005 at 11:06 AM

P6 A magnet for one morph and the Face Room for another. Neither worked. Now this is with the Hi Res version. I know that someone is using the Low Res version and magnets but haven't heard if they're having any trouble loading the morphs they've made.


DCArt ( ) posted Tue, 24 May 2005 at 11:10 AM

If you're using the magnets and the face room to create the morphs, there shouldn't be any need to export the morph. Can you explain the steps you're taking? Also, I'm not sure why you are getting a difference in the number of vertices in your Jessi Hi Res head. The version that I am using has 39130 vertices.



AtelierAriel ( ) posted Tue, 24 May 2005 at 11:21 AM

There isn't a reason to export the morph. I was doing that first to see if the morphs I made would work on the base figure. I just tried copying the morph using MMP to a PZ2 and using that to apply. It didn't work either. And why? To redistribute the character...I thought that that's the way to do it. Number of vertices? Export the head, open in UV Mapper, count and that's what I got. My version has more than yours. Really weird. I'm going to export again and count again. Just to see if I get the same thing.


AtelierAriel ( ) posted Tue, 24 May 2005 at 11:36 AM

OK, just exported again and got 39571. This time had Body ticked off. But that doesn't make any difference. Well it makes it worse. At least if there were differences in the two I would understand the error message. But they're the same. Head = 39571 Morph = 39571 They have the same number of vertices and P6 won't load them because the program tells me that there's a difference between the number of head vertices and morph vertices.


nickedshield ( ) posted Tue, 24 May 2005 at 12:52 PM

something to think about.. after creatingg the morphs, either face room or magnets, save to the figure library. Load that figure back in then export.

I must remember to remember what it was I had to remember.


AtelierAriel ( ) posted Tue, 24 May 2005 at 2:26 PM

I think that I've been going crazy for nothing...With P6 can't you just save the character with PMD, create a pose file that loads that specific PMD?


DCArt ( ) posted Tue, 24 May 2005 at 2:31 PM

Yup 8-)



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