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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 13 7:49 pm)



Subject: Created V3's body and load the Morphs... Has anyone tried this?


jartz ( ) posted Thu, 14 September 2006 at 3:16 PM · edited Tue, 04 February 2025 at 3:46 PM

I finally made a successful, if less than frustrating, approach to make a custom morph head out of V3.

Now, I want to know if anyone know how to either make a Target Morph for V3's body. 

--Create, Save, and Load... Nothing--

I sculpted V3's body by not selecting the "As Morph Target" (something Realmling pointed out from my first thread), created a custom body morph, saved her as an Obj file, went to Poser, load blank V3, select Body, and selected Load as Morph Target, with it telling me that the Geometry has wrong number of vertices.

--Fix, Export and Save {As Morph Target}--

Made second attempt by Importing the Morphed v3 with the Blank V3 in place, set the morph up in same position as the blank one, exported the Morphed one, and checked in As Morph Target saved the Obj as new name, and delected the Obj file.

--What Am I doing Wrong ?--

Thrid attempt, with Blank V3 in place, returned to select V3's body, select As Morph Target, with the saved Obj I made, waited a whole hour with no morph target in sight.

--Used Python Script, and nothing--

Forth attempt, used svdl's Python and no attempt whatsoever.

I'm absolutely goin in circles with this.  The Exported object file I made from V3 was created without it's groups, so I thought what I've created in V3's head would be simple with her body is not that easy, I'm afraid. 

I know that you have to probably spawn props in the Setup Room {of which I have no idea of doing} in order for her to have her Groups in place -- her Material zones are intact, but not her Body Groups!

Would someone be so kind to help me?  Granted, I'm not looking to be famous and all, just want to do something very creative in that respect.

Any advice would be greatful.

Thank you,

JB

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Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


4blueyes ( ) posted Thu, 14 September 2006 at 3:37 PM

You can use Netherworks' OBJ to Morph with GUI Python script (freebie here: http://www.netherworks-studios.com/nws-utility.htm ). It is very easy and fast, just read the readme that is included. You cannot simply load the BODY as a morph target, you have to break it up to the parts. ReadMe shows how to :) Hope this helps Michal 4blueyes


jartz ( ) posted Thu, 14 September 2006 at 6:02 PM

Thanks 4blueyes for that info.

I'm quite concerned about what you have said...

I take it that it won't work with just one body Obj file, just ones with the figure groups.

I followed the instructions in the NetherWorks version, but what gets me stuck is whether I should spawn the Object in question or should I select the first figure group and select the Obj. to spawn the prop.

I don't mean to post again, just stuck on some areas.

JB

P.S. attached is the animated gif of what I'm working on and what trouble I am having...

____________________________________________________________________________________________________________________________

Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


jartz ( ) posted Thu, 14 September 2006 at 6:09 PM · edited Thu, 14 September 2006 at 6:10 PM

Content Advisory! This message contains nudity

file_354171.gif

Well, I take it that my animated gifs didn't work.

Well, I'll try to do this one by one

Here's the instruction by NetherWorks MorphfromObj Plus:

(I managed to get through 1 to 3 -- attached is the morphed Object I worked on)

  1. Load the figure to be morphed from your library, V3 for example
  2. Disable IK and set it to zero pose (which can be done from the Joint Editor).
  3. Import a morphed geometry that you've made from the original figure's obj.  You can use partial multigrouped objects - for example you exported only the head and neck to make a morph in zBrush.

(Here's where I get stuck at)

  1. Select the imported object and start the Grouping Tool.  Choose Spawn Props.
  2. Delete the imported object (should be selected) and now all you're left with are the spawned props and your figure. 

(Regarding 5, all I see is just the V3 figure, and not the spawned prop)

  1. Select the figure
  2. Run the Script and enter your morph name after PBM (you can clear this if you'd like)

Just put in the 'nudity' flag... My apologies

____________________________________________________________________________________________________________________________

Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


4blueyes ( ) posted Thu, 14 September 2006 at 6:11 PM
  1. Load the figure you want to add the morph to into the scene. 2. Import the object that is the custom morph. 3. Choose the imported object that you want to turn into the morph targets, spawn props from it. 4. Remove the object from scene (leaving the spawned props). Now you have the figure in the scene and a bunch of separate props that are called like body parts. 5. Choose the BODY of the figure and run the script. If everything goes ok the props should disappear and the figure will get the needed shape. At least it is how I was using the script ... Michal 4blueyes


jartz ( ) posted Thu, 14 September 2006 at 6:12 PM

Content Advisory! This message contains nudity

file_354172.gif

...and by adding both V3 figure and the morphed Obj.

____________________________________________________________________________________________________________________________

Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


4blueyes ( ) posted Thu, 14 September 2006 at 6:13 PM

Oh by the way, do you have the same UVmapping on the morphed body as V3 has? Otherwise it will not spawn other props except a copy of itself. Michal 4blueyes


jartz ( ) posted Thu, 14 September 2006 at 6:14 PM

Thanks 4blueyes...

You caught me while posting something next, I'll try it again.

JB

____________________________________________________________________________________________________________________________

Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


jartz ( ) posted Thu, 14 September 2006 at 6:23 PM

Responding back.

The only thing I did, when I first exported my V3 body to my modeller was uncheck "As Morph Target",  because while modelling it with my modeller, the seams would come apart.   I didn't go under UVMapper, so all I did was do it under my modeller.  All I have is just the Materials itself, not the groups, or what is called actors...

So, do I go by UV mapper and get the groups in there that way, or is it a 'no go'?

Maybe that's what's wrong.

Many thanks,

JB

____________________________________________________________________________________________________________________________

Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


4blueyes ( ) posted Thu, 14 September 2006 at 6:30 PM

I guess it will be a good idea to try to export the body exactly with all the parts how you exported it before but with "Include the Existing Groups in polygon groups" then in UVMapper Classic (the free one) export the uvs with "Export Group names, material names and uvmapper regions" checked. Then you can load your morph into the UVMapper and import the previously saved UVs and save the obj back, preferrably under some other name. This way you can ba sure that the UVMapping is identical on V3 and your morph. Hope it is not the most complicated route ... Michal 4blueyes


jartz ( ) posted Thu, 14 September 2006 at 7:15 PM

Hello again,

"I guess it will be a good idea to try to export the body exactly with all the parts how you exported it before but with "Include the Existing Groups in polygon groups" then in UVMapper Classic (the free one) export the uvs with "Export Group names, material names and uvmapper regions" checked. Then you can load your morph into the UVMapper and import the previously saved UVs and save the obj back, preferrably under some other name.

This way you can ba sure that the UVMapping is identical on V3 and your morph.

Hope it is not the most complicated route ...

Michal
4blueyes"

Tried that method.  It didn't work out as I wanted it to.

Upon going to UV Mapper, it claims that the Obj. itself don't have UV coordinates, so I have to create one -- I didn't bother to get into that.

It appears that when I exported my Object file from Poser, I didn't select it at first as to why I am having this problem.

I'll begin to start over from what I did so far, but what would burn me up is to work with a V3 obj. I use with added V3 Body Injection morphs, export it from Poser and check or uncheck which method to use (I avoid checking the "As Morph Target", as I would love the V3 Body Injections I created), send to my modeller (Hexagon 2), and work with V3, having all of her seams showing and tearing up.

I'll find a way to get through this.

At least my V3 head that I made was less then a hassle.

(excuse my frustration and all)

I appreciate your advice and help at this point -- most appreciated.

If any info you come up, I would be satified.

Thanks in advance,

JB

____________________________________________________________________________________________________________________________

Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


R_Hatch ( ) posted Fri, 15 September 2006 at 4:26 AM · edited Fri, 15 September 2006 at 4:37 AM

I think I see where you're stuck. There should be no need to do you work over again, just the import/export-fu within Poser will need to be done with a different order/settings. Follow these steps exactly and you should see the desired results:

Starting with an empty scene,

(1) Import "blMilWom_v3.obj" from "runtime:geometries:DAZPeople". Make sure everything is unchecked in the import options dialog.

(2) Either choose "Object:Load Morph Target" from the menu or use the button on the object properties panel. Choose the zBrush-modified OBJ.

(3) Set the new morph target to 1.000, and then choose the Grouping Tool. Hit the Spawn Props button. Delete only "blMilWom_v3.obj". DO NOT delete any of the loose body part props (unless they are completely unaffected by the morph).

(4) Load V3 into the scene and disable IK, then open the Joint Editor and hit "Zero Figure".

(5) Select the BODY. Run the python script, and then name the new morph whatever you want. Hit Move Morphs, and you're done :)

I just did the above, so I know it works. The only thing I did differently than you is used the new Blender sculpting tool on a groupless V3, rather than zBrush.


jartz ( ) posted Fri, 15 September 2006 at 1:17 PM

Thanks R_Hatch...

I used Hexagon 2 for morphing and what-have-you.  So, there may be a difference between that.  I'll try what you just told me.

Many thanks,

JB

____________________________________________________________________________________________________________________________

Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


jartz ( ) posted Fri, 15 September 2006 at 2:46 PM

file_354228.jpg

Hey there,

I tried your method, R_Hatch, and I get this message, "Target Geometry Has the Wrong Number of Vertices".  So, I tried the other way as described on the Read Me.

I'm not ruling out the NetherWorks script or the methods given to me on this thread.  I truly believe it has to do with a scaling problem with the Obj. file I made for her and how Poser can load the figure.  I spent hours trying to line up both my object file and the figure itself, and by spawning the props and everything, I keep getting these strange tear-ups, so it has to be a scaling problem.

Again, I use Hexagon 2, and from what I experience, it's not really good in determining scaling while creating something.

I still appreciate both suggestions,

JB

P.S.: attached is the obj. file I did and the figure upon spawning props, selecting V3 figure BODY and Moving morphs, only to have her arms torn to shreds!  Yikes! :ohmy:

____________________________________________________________________________________________________________________________

Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


DosPorticos ( ) posted Fri, 15 September 2006 at 4:52 PM

I've been creating morph targets but using a fish as the subject to be morphed - the principles should work the same though. I found that exporting with the preserve groups option checked and 'as morph target' is essential, otherwise you get a "jumping" effect as the unmorphed object tries to go to the xyz space of the morphed object when the morph is applied. I found it good to freeze the adjoining vertices if possible while creating the morph in any one group before sculpting that group to avoid seam problems. Sculpting the entire mesh all at once never seems to work for me; the groups all respond as individuals to my deformations and overlap each other - scaling in particular will cause this to happen. I also discovered that some morphs just don't work, no matter what you do. Details are crucial. If you must experiment, do it with only one thing changed at a time and keep everything else exactly the same. And oh, did I mention? Save, save, save - but in increments so you can always go back to the last thing that almost worked. Good Luck!


R_Hatch ( ) posted Sat, 16 September 2006 at 12:05 AM

Sorry J, I knew I missed something: I forgot you were working with a headless V3, which throws things off. If you still have a morphed OBJ that contains the head, use that. Otherwise things are more complicated.

Just for clarification:

In Poser, the BODY does not have any geometry, it is an invisible parent/null/axis that helps make the figures easier to work with. Imagine if only the individual body parts showed up in the hierarchy editor, with no context as to which figure they belong; that would be a nightmare. It looks like you exported only the body parts below the neck in order to try and apply the morph directly to the body, but this will not work, and that's also why you're getting the "Wrong number of vertices" error. This isn't the first time someone has made this mistake; perhaps in future versions of Poser, this actor should be named FIGURE in order to avoid unnecessary confusion. And then actual figures should have names like James, Jessi, Victoria, etc, and not Figure 1, Figure 2, etc.

Whenever you export an OBJ without groups, you should export the entire figure. You should begin by importing the original OBJ (in this case, blMilWom_v3.obj) into Poser, and then exporting the groupless version with a different name. Import this new groupless OBJ into your modeler, sculpt it, export from the modeler with yet a third name, and then the steps above should work.


jartz ( ) posted Sat, 16 September 2006 at 1:08 AM

Hello there, R_Hatch

Quote - Sorry J, I knew I missed something: I forgot you were working with a headless V3, which throws things off. If you still have a morphed OBJ that contains the head, use that. Otherwise things are more complicated.

I know just now what have happened.  I did use a headless body -- shouldn't have done that.

In Poser, the BODY does not have any geometry, it is an invisible parent/null/axis that helps make the figures easier to work with. Imagine if only the individual body parts showed up in the hierarchy editor, with no context as to which figure they belong; that would be a nightmare. It looks like you exported only the body parts below the neck in order to try and apply the morph directly to the body, but this will not work, and that's also why you're getting the "Wrong number of vertices" error.

Which makes sense.

This isn't the first time someone has made this mistake; perhaps in future versions of Poser, this actor should be named FIGURE in order to avoid unnecessary confusion. And then actual figures should have names like James, Jessi, Victoria, etc, and not Figure 1, Figure 2, etc.

You're right, it can be quite confusing and frustrating...  I have never had the problems I did while using the P6 figures for example -- Miki.  Ulike the P6 ones, theres are much more simpler without a lot of body parts and what have you.  I hope with V4 it doesn't have the complicated strings attached which can make modellers and Poser users very happy!

Whenever you export an OBJ without groups, you should export the entire figure. You should begin by importing the original OBJ (in this case, blMilWom_v3.obj) into Poser, and then exporting the groupless version with a different name. Import this new groupless OBJ into your modeler, sculpt it, export from the modeler with yet a third name, and then the steps above should work.

I will try your methods, too!  I just need to remember to include the whole thing and not just deleting the head or the body only going for one thing. 

By the way, I have been quite satisfied working with V3's face in Hexagon 2 with the Daz Head Morphs in them...  I just love the notion of using the 'soft selection' -- quite innovative from Daz!  I just needed to do some touch up to complement the Head Morph Injections and Viki's head.

I will cool off for a while,  I been rattling my brains on working this whole making a morph target thing, it's a complicated thing to do honestly.  I'm just happy by making what I can make!

Thank you for all of your suggestions and advice

It Helps in the Long Run!

Have a Good Weekend All!

JB

____________________________________________________________________________________________________________________________

Asus N50-600 - Intel Core i5-8400 CPU @ 2.80GHz · Windows 10 Home/11 upgrade 64-bit · 16GB DDR4 RAM · 1TB SSD and 1TB HDD; Graphics: NVIDIA Geforce GTX 1060 - 6GB GDDR5 VRAM; Software: Poser Pro 11x


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