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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 02 5:01 am)



Subject: Question for Morph Masters


kawecki ( ) posted Mon, 30 October 2006 at 7:18 PM · edited Mon, 02 December 2024 at 7:03 AM

I want to make some morphs, with magnets there's no problem, but I want to do the morphs with some external application.
I can export the body part as obj, morph it with some program and then load as a morph target, until here no problem.
The problem is when I want to morph a body part that involves not only one body part, for example making a breast morph it involves the Right Collar, Left Collar, Chest and maybe abdomen.
I can export all these parts, but in the exported obj the vertices are not welded between the different parts. If I try to morph all the mesh appears cracked in the not welded vertices.
I can import, dismember and load each part as morph, but the result is not good due the mesh is not continuous.
If I weld the exported object, I can morph correctly it, but welding destroys the vertices order and the result cannot be used as morph target, if you do it the figure explodes!
How do you people solve this problem or what you do?

Stupidity also evolves!


nruddock ( ) posted Mon, 30 October 2006 at 7:48 PM

Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2408023

See linked thread. There are scripts (free -> check the Python forum, and paid -> PhilC's ToolBox) to handle the most of the process of spawning the body part morphs from a group OBJ.


kawecki ( ) posted Tue, 31 October 2006 at 12:32 AM

Is not a question of spawing morphs, the problem is that I cannot weld the mesh because it destroys the vertices order.
With Unimesh figures there's no problem because all body parts are welded in the original obj file, the problem is that not all figures are welded.

Stupidity also evolves!


steveshanks ( ) posted Tue, 31 October 2006 at 4:33 AM

You can do this with Cinema 4dXL if you use the Riptide plugin from Spanki it will let you import a complete figure as one welded mesh then export back to the state it was in.....the problem then is getting the parts into poser as a morph, that can be fixed with the tool collection in the store here it lets you create a body morph from the complete mesh and will also do a batch of morphs using the file names you saved them as.....an expensive way to do it but the only one i know of.......Steve


kawecki ( ) posted Tue, 31 October 2006 at 5:34 AM

I wanted to morph a dress to match mine Vicky3 breasts and use the cloth room for making the morphs.
I tried the unwelded dress mesh, but the cloth simulation broke the dress.
With the dress welded the result of the simulation was fine, but it is useless as a morph.
I wrote some software that restores the original vertices of a welded mesh but now the problem is that the simulation changes all the dress and I don't want to morph all the dress.
I added to the software an option that only changes the vertices of one group leaving the remaining vertices with the original value. I draw a group that will be the mask of the part morphed.
More or less it worked, but still I have to edit by hand the transitions between the morphed and normal parts.
What I want is even more complicated, I want to select a part of the figure, the selction can be a fragment of a body part or an union of fragments of body parts, with the grouping tool I select an area of the figure that I want.
Then I export this area and the morph it, I don't want to work with the whole mesh, only with the part that want to morph. If I want to make a morph for breast I don't want that the mesh to be morphed has the back,  parts of arms. I want only the breast!
Once morphed how the Hell I can use it as a morph target?????
I don't know how people solve these problems.

Stupidity also evolves!


elenorcoli ( ) posted Tue, 31 October 2006 at 12:41 PM

here a nickel..

on the dress, make the vertices at the entire edge of the chest part constrained, then go ahead and run the breast simulation.  make sure everything is exactly at zero, and only the parts affected grow.   then export only the chest part as the morph target.  if there is a gap in the parts from here, it will be because the simulation also moved the edges. 

to fix this, constrain the edges of the other groups, and grow those parts too.  them export those as morph targets.  you would need to load the morphs for the chest, shoulder, collar, abdomen possibly.  but maybe these parts won't change.  loading as a morph target to the finished dress should pull the edge verts though, so unless the change is dramatic in the edges, that part probably won't be needed.  also i think you are wise to constrain the back and stuff, but you should leave a little room to stretch.

as far as i know you can't export just a part of the obj, but must export the entire obj (body part in a figure) otherwise you will have the verts becoming renumbered.  i'm sure someone will correct if i am wrong on this but i don't think so.

once you have the morphed go the the frame you like the morph at and hit file | export wavefront obj, then in the box that opens up uncheck everything except for "as a morph target".  to get the morph back into the chest area of the object, select that area and go to the parameter dials. (window | parameter dials ...in case you haven't been using them) and hit the properties tab, then add morph target.

just make sure in making the morph that the figure is in zero pose, inverse kinematics off.  go to the parameter dials, make sure that hip and body have all zeros in the x y z areas.  otherwise things will definitely get weird.

good luck i will keep an eye here for updates

 

 


kawecki ( ) posted Tue, 31 October 2006 at 2:55 PM

Yesterday I tried to use a constrain group, I constrained all the dress with exception the part I wanted to morph. After waiting an hour nothing was draped. CTL-ALT-DEL.
Without using  the contained group the process for the whole dress is slow, but acceptable.

Stupidity also evolves!


moochie ( ) posted Tue, 31 October 2006 at 5:11 PM · edited Tue, 31 October 2006 at 5:13 PM

The trick is to work on the obj from the Geometries folder. These obj's are not split .. splitting occurs when you load the CR2 in Poser (or Phi file, if you used Phi Builder to create the hierarchy). Poser uses the Group details to separate the 'actors' (body parts) by splitting them along the seams. There's a very good tutorial by diviner here http://www.renderosity.com/mod/tutorial/index.php?tutorial_id=865 . It's for ZBrush > Poser, but should work for most modeling apps.


TrekkieGrrrl ( ) posted Tue, 31 October 2006 at 5:29 PM

I think Blacksmith is still on sale?

It's the ultimate program for doing morphs. And you don't have to worry about going across bodyparts or anything. It even writes the injection poses for you...

FREEBIES! | My Gallery | My Store | My FB | Tumblr |
You just can't put the words "Poserites" and "happy" in the same sentence - didn't you know that? LaurieA
  Using Poser since 2002. Currently at Version 11.1 - Win 10.



kawecki ( ) posted Tue, 31 October 2006 at 6:13 PM

"The trick is to work on the obj from the Geometries folder. These obj's are not split .. splitting occurs when you load the CR2 in Poser"

The problem is that the original mesh is splitted (in the Geometries folder).

Stupidity also evolves!


R_Hatch ( ) posted Wed, 01 November 2006 at 12:20 AM

One example of this annoyance (on an otherwise excellent figure) is Terai Yuki, in case anyone is curious. Fortunately, I discovered that my magnet skills are even more diabolical than I thought :biggrin:


dueyftw ( ) posted Wed, 01 November 2006 at 12:46 AM

The secret rule of applying morph's. Where the morph enters, that where it leaves. If you move it in a modeling program, make sure that you put it back to the same location that it enter your modeling program before saving it as a morph target. If you are getting explosions it's because your morph's are trying to go to the same position that they were imported.

Dale


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