Forum: Carrara


Subject: Converting Obj's toVertex for Poser Target Morphs

bostone737 opened this issue on Aug 17, 2006 · 8 posts


Letterworks posted Sun, 20 August 2006 at 5:01 PM

To make morphs in poser objects I do things a little differently than what I've read here.

First I open Carrara and create a new, empty document. Then I import the poser object with Auto-Position unchecked, Disable-Auto scaling checked, Vertex Primatives checked/ Create a Single Polymesh, and Create Only One Object checked.

I work the object in the vertex room in it's native scale. It takes a bit of getting used to but I no longer find the controls unwieldly or cumbersome at that scale and it saves a LOT of trouble on the other end. I do select the whole object an smooth it to get rid of the hard edges.

I make my morph changes using soft select. Yeas it works very well at poser's native scale usuallt set between 0.015 and 0.050.

I then EXPORT the object renamed to blahblah001.obj or whatever.

If I'm just making adjustments to the mesh I rename the original object file and then rename the new object to the original obj's name, (ALWAYS retain the original just in case...).

If I'm makeing a morph, I then use a routine that let's me install the entier morph without breaking it into groups. The one I routinely use is "ADDMORPH" found in Dimension3D's Poser tool pack found in the marketplace here. IT is simple and works VERY WELL!

I have never noticed any distortion to the mesh between Carrara and Poser using these techniques and I have used it to make very fine detaled changes to the meshes to correct poke thru etc.

Most of the time, using these techniques, if I do see any problem it comes about because the object was shifted slightly in Poser before exporting. I have noticed that if a clothing object is Conformed, then exported (even if unconformed first) it's postion make be slightly off compared to an object before conforming.

hope this helps

mike