Enivob opened this issue on Dec 12, 2005 ยท 9 posts
svdl posted Mon, 12 December 2005 at 7:13 PM
Animate in Poser, render in Max. The only way to do that without rebuilding the whole bone system and animztion in Max would be using the Poser to Max plugin that comes with Poser Pro pack, or purchasing Reiss BodyStudio if you're using Poser 5 or 6 (the ProPack plugin won't work with Poser 5/6).
Both the ProPack plugin and Reiss BodyStudio should take care of the texturing nicely.
If you export as .obj, you have the option to weld vertices. That'll reduce the amount of meshes you're going to import into Max. If you run the .obj file to the Grouper utility, you can get rid of duplicate materials (SkinTorso, SkinHip, SkinArm and so on often have exactly the same material settings, and can be consolidated into a single material).
Grouper is a freebie here on 'rosity. Brycers often use it for Poser exports.
Oh, and you'll probably need a .OBJ importer for Max. Versions 4 thru 6 of Max do not import Wavefront .OBJ files. HABWare has free .OBJ import and export plugins for Max.
Another thing, Poser scale is tiny compared to Max scale. When importing you'll want to scale up the Poser figure by a factor of 250, then a human figure will be about 6 feet tall in the Max universe. You COULD get everything on a single texture map using UVMapper on the exported object. I wouldn't advise it though. Toe resulting texture map must be huge to retain any detail. You're better off using multi-material meshes.
Message edited on: 12/12/2005 19:15
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