danb opened this issue on May 01, 2006 · 12 posts
kuroyume0161 posted Mon, 01 May 2006 at 1:46 PM
There are two types of 'group' on a Wavefront OBJ mesh - one is for grouping polygons, the other for texturing them. In the OBJ file, these groups are denoted by 'g name' and 'usemtl name'. The set that is important to Poser for rigging is the 'g' groups. The problem with Cinema 4D is that its default Wavefront exporter will only save g groups on export if each group is represented by an individual object. There is a solution to this - use a single PolygonObject with Polygon Selection tags, each representing a g group, and then use the Riptide plugin to export as Wavefront OBJ with appropriate settings.
For a humanoid figure, become acquainted with Poser's internal naming scheme for bodyparts (g groups). That is: hip, abdomen, chest, lThigh, rThigh, rCollar, lForeArm, rFoot, etc. This will make rigging much easier (i.e.: allow automatic bone assignment).
It is far easier to group in another application than in the Poser Setup Room. UV Mapper can indeed be used to set up 'g' groups as well as 'usemtl' groups (materials).
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
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