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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 26 2:05 pm)



Subject: Any way to export a posed V3 obj file for making correction morphs?


Parthius ( ) posted Fri, 16 September 2005 at 4:52 PM · edited Sun, 26 January 2025 at 3:52 PM

I want to do some correction morphs for V3 to account for the joint motion imposed problems. I can export, say the lbuttock and the lthigh, do the fix and reimport for the morph (have done this before, so I know how to make it work). The issue is the seam between the parts opens up with normal shifts or smooth functions in any modeling program. When I export the (posed) obj for the whole V3 figure, it comes in at 74826 points (with welded seams checked) whereas the original obj file is 72712. Welding the seams (after exporting) screws up the point order. Does anyone have a way to use Poser to pose the mesh, export, fix the errors, and reimport in a way that can be turned into body part morphs? Thanks...


Jim Burton ( ) posted Fri, 16 September 2005 at 5:30 PM

I export with all the boxes unchecked, which gives you a one-group mesh but with all the groups still as parts. I then use Max's select by element to detach out the one I want to morph. After I make the morph I import the original detached part as a part, then apply the morph I made to it. I then save the prop and transfer the actual morph to the CR2 with CR2Editor. This works, I've done it dozens of times. Just be aware if the part is rotated you get weird results, as morphs are strictlt XYZ oriented to true directions, not oriented with the part you are working on.


Parthius ( ) posted Fri, 16 September 2005 at 5:47 PM

It sounds like you are doing the morphs on one part at a time. My big issue is the need/desire to work on multiple elements/parts as if they were one (so the seams won't open up on me). The original mesh is seamless, but P5 and P6 seemed determined to export with seams between the parts.


Jim Burton ( ) posted Fri, 16 September 2005 at 6:54 PM

O.K., I don't know of any way to do that. The Max Habaware importer will break out the groups into parts, for one thing, even if you export the mesh from the original unimesh OBJ file. However, if you work carefully, you can modify without opening the seams, that is how I made all my figures (Glamorous Vickie, etc.) IV and GV didn't get back to being unimesh until Dodger convered them for me. Once in awhile you have to fix the odd seam, but usally you can do it.


Parthius ( ) posted Fri, 16 September 2005 at 7:17 PM

Thanks, Jim! Exporting the parts as objs and working on them does the job, but it pretty much precludes using any tools that move vertices based on normals. I was looking for a way to speed things up (as well as simplify them), but it is looking like Poser just won't cooperate...


mylemonblue ( ) posted Fri, 16 September 2005 at 11:20 PM · edited Fri, 16 September 2005 at 11:24 PM

Attached Link: http://blacksmith3d.com

Is there any word on Blacksmith3D for this? From what I've read on it's web site I'm not sure I understand if it creats MTs or whole new meshes from the original. It would be good to get feedback on it one from users. It does seem to be dedicated to Poser and thats realy good. :D

Message edited on: 09/16/2005 23:24

My brain is just a toy box filled with weird things


Jim Burton ( ) posted Sat, 17 September 2005 at 10:17 AM

"I was looking for a way to speed things up" Yeah, me too! ;-) You might want to leave a message for Dodger (who mostly hangs out at PoserPros), he seems to know a lot about working with unimesh as unimesh.


steveshanks ( ) posted Sat, 17 September 2005 at 3:11 PM

Are you meaning you would like to work on a complete body then use the complete body as a body morph or seperate bits.....If so it can be done using Cinema 4d and Spanki's plugin, also Dimension3D has an app that will create a cr2 with a full body morph from a complete body obj, that may not be much help if your using Max but if anyone has C4d i can reply again with more details......Steve


an0malaus ( ) posted Sat, 17 September 2005 at 4:49 PM

@Parthius, I had a problem similar to what you are describing when trying to create an "Inflate" full body morph for V3. On the Mac platform, there's a nasty problem with reliably accessing the vertex normals in python which tends to blow up on body parts with >2500 vertices or thereabouts (e.g. V3 head). In the end, I had to resort to saving the head as an obj with all the options turned off (which fortunately writes out the vertex normals even if they didn't exist in the original obj file). I then used a python script to parse the obj file and write out a morph injection pose file with the deltas calculated from the vertex normals. Let me know if anyone's interested in such python scripts.



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Parthius ( ) posted Sat, 17 September 2005 at 5:29 PM

Thanks to everyone for their comments. The original DAZ obj file works fine. Poser just seems determined to export with the seams there nomatter what (even with the weld seams box checked). I had been using the create figure pz2 file to load the obj as a replacement for the original. It really looks like Poser takes the mesh, duplicates points along all the seams, and then enforces that. Maybe if I convert the figure to an object before I export it as a .obj file. BTW, I am using LightWave and it uses all the part names from the original obj very nicely. To clarify, I want to do a correction morph on multiple parts at once (greatly simplified if it is a welded mesh), import back into poser, export the parts, then reimport the parts as morph targets. The challenge is to get to do it on a welded mesh (like the original DAZ Obj file before Poser mucks with it).


mylemonblue ( ) posted Sun, 18 September 2005 at 4:13 AM · edited Sun, 18 September 2005 at 4:17 AM

Attached Link: http://www.morphworld30.com/tutor.html

http://www.morphworld30.com/tutor.html

Look under the tutorial "Extracting Morphs with Compose"(there is a link to Compose there.)
Compose by John Wind is a little java program that welds the character mesh into one piece then when you're done it can be used to recover the morph target groupings if the point and vertices haven't changed so you can have matched up MTs to use for full body morphs.

The tutorial "Full Body Morphing in Rhino" tells how tho use Compose this way. :)

The only thing is it can't be used with posed stuff. Only with the base character original OBJ geometry as far as I know. I haven't used it in at least a year but it worked for me when I did.

Message edited on: 09/18/2005 04:17

My brain is just a toy box filled with weird things


konan ( ) posted Tue, 20 September 2005 at 12:29 PM

With Blacksmith3D-Morph (or Suite), you can indeed import the CR2 file for the character, and create the desired morphs. You can then export a new CR2 file, which will include the newly created morphs. You do not have to worry about the OBJ file and the vertex count, separate groups and all of that as Blacksmith3D-Morph will take care of it all. Please let me know if this answers your question, ________________________________________________ Dave The Big Cheese at Blacksmith3D Dave_Banner.jpg Update 2.0.2.4 released September 2, 2005


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