Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 07 7:37 am)
Shade is supposed to open Poser stuff, although I have no idea how does it handle saving it, if at all.
Outdated gallery over at DeviantArt
Fics at FanFiction.net and Archive of Our Own (AO3)
Try Ani8or. I believe that it can both import and exprt .obj files.
DPH
STOP PALESTINIAN CHILD ABUSE!!!! ISLAMIC HATRED OF JEWS
Shade will open a pz3 with no problem, I've done it a few times :) I cant say it's the easiest tool for manipulating meshes though, though it may be i need more practise :)
I dont think it will export in the pz3 format though, but then the render engine in shade is great I have used it alot. You have to do some work on the materials exported from poser though.
John
Fugazi (without the aid of a safety net)
https://www.facebook.com/Fugazi3D
Blender3D is a nice, free package, with Python Scripts(And looks like Lightwave.)
But, I do'nt want a free Editor so much as I just want to open and save Native Poser formats.
.OBJ is really Alias' format for Maya. I think it's great that so many applications share it, but my experience is that most do'nt really have every aspect of it cover very well. I'm forever getting a "Wrong number of Vertices" message whenever I try to load an exported V3MT.OBJ back into Poser, as an MT, after I've edited it in any Modeler! This is mainly because many applications do'nt share the same standard for measure and scale of 3D World Space. Thus both the size, and position of the .OBJ is getting bounced around a little, I think. And I'm always hearing of people wondering why bother having the .MTL
So, to start and then end with native Poser files would just be best...
Quote - Blender3D is a nice, free package, with Python Scripts(And looks like Lightwave.)
But, I do'nt want a free Editor so much as I just want to open and save Native Poser formats.
.OBJ is really Alias' format for Maya. I think it's great that so many applications share it, but my experience is that most do'nt really have every aspect of it cover very well. I'm forever getting a "Wrong number of Vertices" message whenever I try to load an exported V3MT.OBJ back into Poser, as an MT, after I've edited it in any Modeler! This is mainly because many applications do'nt share the same standard for measure and scale of 3D World Space. Thus both the size, and position of the .OBJ is getting bounced around a little, I think. And I'm always hearing of people wondering why bother having the .MTL
So, to start and then end with native Poser files would just be best...
Wings 3D is what you need then. I have yet to get a "Wrong number of Vertices" error
from anything I have imported into Wings 3D as an object file and then exported out
as an object file as long as I don't add or subtract any vertices. Obviously in any
modeling program if you add or subtract vertices then you no longer have the same
amount of vertices you started with and obviously you would have the wrong number
of vertices.
There is only one application that I know of that saves Poser formats that is also a modeler - Greenbriar Studio Toolbox.
I may include Poser file export in my Cinema 4D plugin 'interPoser Pro' at some time in the future - but this may be far in the future.
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
Contact Me | Kuroyume's DevelopmentZone
Pretty much any of the modelers out there will do what you want unless, like fazzel said, adding or subtracting verts. Also you can't move the .obj its self. You can only move the vert of that object.
Scale is not a problem. poser is smaller than most apps, so, Wings I use Import 20.0 and export 0.05. I think Geep has a tutorial on how to morph with Wings. In Hexagon I scale import 500.0 and export 0.002. You just need to know what the scaling of the app your using.
The .mtl is saved with the .obj but you really don't need it very often.
I would suggest reading Geeps Morphs in Wings3D tutorial. doesn't matter if you don't want to use wings, it will answer a lot of the questions your asking.
Attached Link: http://www.daz3d.com/shop.php?op=itemdetails&item=3354&spmeta=rl
well if you want an easy in easy out system without messing with loading morphs from objects you can try Morph Designer its not as flexible as a full modeler but it is easy to import and export to cr2 format"Pretty much any of the modelers out there will do what you want."
:rolleyes:
Ideally, but getting that back to Poser's Renderer, just is'nt that simple. Poser's World Space is smaller than most, and there is not standard. I wouold have though that size would'nt matter, more over just the shape, but this is'nt true.
Poser needs a Modeler!
:ohmy:
It is quite simple. I gave you an example on how to do it with 2 different modelers.
Look. If you import an object into, we'll say Wings, without scaling it on import, the object will look small and harder to work on. If you export that same object back out of Wings without changing the export scale, it will be the same size as you started when you use it in poser. Nothing has been changed from one app to another.
We change the import scale for the modeler so we can work on a bigger version to see what we are doing and have better control. But, we export the object back to the original size using the equivalent scale % to do so. As I showed in my last post.
There is no issue in poser size, except how small it looks in the other apps. That is all you have to do is ask in whatever modeling app forum, what import export scales they use for poser .obj.
As beryld says, it is just a reciprocal process. In Cinema 4D, Poser .obj files are too small to work with. So, you set Wavefront OBJ import to, for example, 1000. To fix the scale on the export, you set it to the reciprocal value - 0.001. That way the scale never changes in the file - only in the modeler.
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
Contact Me | Kuroyume's DevelopmentZone
I'm not knocking you guys!
:tt2:
Let's take the last time I was in and out of Carrara for example. I never changed the size of my V3 Head MT.OBJ, but when I Imported it's Carrara Export(After only Zooming in real close) into Poser the V3 Head MT was as large as my Figure!
:blink:
Allthough, I do understand scaling up and then down. I've done it with Maya, but even that was wierd. I needed to scale up like 20,000 units, but then only scale down 5,000. or vs, versa?
:cursing:
Excellent point, Fazzel!!! The options you set for export from Poser are just as important as those for import/export in the modeler.
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
Contact Me | Kuroyume's DevelopmentZone
And vice versa - the Poser Wavefront OBJ import settings may have an effect (though not sure for morphs). The process is a four-way street (out-of-Poser, into-Modeler, out-of-Modeler, into-Poser).
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
Contact Me | Kuroyume's DevelopmentZone
Fazzel - Thank you very much, I will keep that image, in a treasured place, forever!
:wub:
"(out-of-Poser, into-Modeler, out-of-Modeler, into-Poser)."
Would any please post an image of how to Export from Poser; or maybe of the Import/Export settings to thier modeler of choice...pretty please..with sugar on top?
:tt1:
My workflow runs like this :)
Export as Wavefront obj, with default settings
Import into my 3d app
scale up by 10000% (differs between apps)
do my changes
Scale back down to original size (1%)
Export to wavefront obj
Import into Poser as per fazzels image
This works for static props and the like, if you do it with a figure then you have to rebone it etc.
John
Fugazi (without the aid of a safety net)
https://www.facebook.com/Fugazi3D
We have already given you import and export numbers for Cinama4D, Hexagon and Wings3D
Deecey - Woops! Thank you! = )
beryld - Thank you very much!
"We have already given you import and export numbers for Cinama4D, Hexagon and Wings3D"
Some things have been mentioned, but an actual screenshot of what what specific Import + Export dialogs look like for each, different, application would cover any/all other aspects in a nutshell, then make future referance of this thread very friendly!
Pretty, please?
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
I really wish Poser just came with a vety simple Poly/Edge/Vertice Selection Tool, for use with the Direct Manipulation Tool, for editing morphs!
I've spent a whole semester learning how to run .objs between Poser 6 and Maya 6.5, at school.
But now the class is over, and there is no way I'm spending that kind of money for just a simple Modeler.
So, I'm trying to do it all over again; with Carrara, but it's...retentive, like Bryce, that is it's made for imports without exports. And I'm back to learning the balancing act involved in juggling .OBJs between Poser and a Foriegn Program.