Thu, Dec 12, 6:28 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 12 3:30 am)



Subject: Poser (Creating Morphs)


LMcLean ( ) posted Tue, 20 March 2007 at 2:04 PM · edited Fri, 09 August 2024 at 10:38 PM

Ok, IYO what is the best method for creating morphs? My goal is to take a poser model and improve the look of it using a lot of morphs, but after trying the magnet tool in poser I found I could not easily and accurately deform the model. So I ask you experts is there a better way to create morphs? Thanks


adp001 ( ) posted Tue, 20 March 2007 at 3:50 PM

Magnets aren't that bad. Once you've worked several years with it you'll start to like them :)
Seriously, take a 3D-Modeller of your choice. Wings is free for example. I use C4D for years now. Others prefer Zbrush or Maya.




LMcLean ( ) posted Tue, 20 March 2007 at 9:23 PM

adp001, I also use C4D and like it pretty much. So how do you make, morphs using C4D? My poser manuals only explain the Magnets method. I can't find a decent tutorial on doing this in C4D or ZBrush so if you know af any or can help me out I would really appreciate it. = : ) Thanks


pjz99 ( ) posted Tue, 20 March 2007 at 10:23 PM · edited Tue, 20 March 2007 at 10:24 PM

Phil Cooke has a video/voice magnet tutoral that explains a couple of very handy tricks that make the use of magnets a LOT more accurate (or at least for me):
http://www.philc.net/PTB_tutorial5.htm

Probably the handiest is changing the deformer area Element Style to wireframe, so it shows up as a sphere (or pancake, or sausage or whatever) rather than an uninformative circle.  It also helps to set the main display style to wireframe. 

My Freebies


deci6el ( ) posted Tue, 20 March 2007 at 11:09 PM

Thanks for that link. I have successfully avoided using magnets for years but found that video inspiring. Also, you had some very amusing comments in the "no suck up" thread. cheers, don


adp001 ( ) posted Wed, 21 March 2007 at 5:38 AM

@**LMcLean:

**sorry, I'm not able to give a complete description because english isn't my first language. But, if you understand german...

For C4D there are 2 important tools: Riptide and InterPoser. The later is more to handle complete Poser scenes in C4D. Riptide (free) makes it easy to im-/export OBJ files usable als props and morphs.

The first thing you have to do is to export the figure you want to morph as an object out of Poser. Poser has a special method to do that in a way the manipulated export can later be reimported as a morphtarget.

Poser:
    Export as OBJ (Wavefront format).
    Deselect all options, but save as "Morphtarget".

C4D:
    Import object while using Riptide.
    Manipulate the geometry in any way you like, but do not add or remove vertices/polygons.
    Export the manipulated object with Riptide.

Back to Poser:
    Load the object as a morphtarget.




LMcLean ( ) posted Wed, 21 March 2007 at 10:21 PM

pjz99, thank you for the tutorial . i will look at it. adp001 thank you for the description. I already know how to get my poser .obj into C4D. I guess my question was one more of how do you manipulate the geometry in C4D when it is already subdivided so heavily. Thanks


Angelouscuitry ( ) posted Thu, 22 March 2007 at 12:16 AM · edited Thu, 22 March 2007 at 12:22 AM

It took me over 2 1/2 years to figure out what was up with magents; and, as I feared, the problem was rediculously elementary!

They really work well.    A "Modeler" is your other option, they can effect a mesh at the Polygonal Vertex, Line, or Surface.  Magnets only work on Lines, but I should think there is'nt much you can do with a Modeler program(like Carrara) that Magnets do'nt do.  Actually, a few minutes ago, I saw a python(by Cage) that promises Vertex Level manipulation for Poser!

Magnets are a lot safer than leaving Poser also.  I've heard a lot of horror stories about mesh's not being compatible after having been exported, and then reimported back into Poser, after manipulation in a modeler.

To get started with a Magent:

1.)  Make sure you have the Part of the Figure that you want to deform selected, when you clcik Object > Create Magnet.

2.)  The 3 parts to the new Magnet Set are now listed in the Props list for the Figure or Prop.

3.)  The newly created Magnet will have three parts; the Zone, the Magnet, and the Base.  Select the Zone.

4.)  Goto Display > Element Style > Wireframe!(That was the really hard part nobody told me about!)

5.)  Now open the Paramaters Palette.

6.)  Move the wirefram to intersect with the area you want to Deform.

7)  Select the Magnet part of the Magnet Set.

8)  As you alter the Parameters(Translate, Scale, Rotate) of the Magnet(Away from the Base)  the geometry within the Zone will be effected likewise.

BTW - Just rememebr the idea behind using magnets is not to create them with any morphs already on.  Nothing is stopping you, but when you want to turn them into their own morhs they say magents only really a face as it is unmorphed.


adp001 ( ) posted Thu, 22 March 2007 at 6:49 AM · edited Thu, 22 March 2007 at 6:50 AM

*"Magnets are a lot safer than leaving Poser also.  I've heard a lot of horror stories about mesh's not being compatible after having been exported, and then reimported back into Poser, after manipulation in a modeler."

*Using C4D with the tools mentioned above works very well and is easy to use. No horrorstories so far :)

LMcLean: *I guess my question was one more of how do you manipulate the geometry in C4D when it is already subdivided so heavily.

I do most morphs with C4D's magnet tool :).
Other tools I use often are "Spline deformer" and "Free Form Deformation".
Manipulating single vertices is sometimes required, yes. I do this mostly with a very small magnet.




adp001 ( ) posted Thu, 22 March 2007 at 7:09 AM

Poser Magnets:

I very often select a group of polygons with Poser Grouping Tool first and let the Magnets Zone work only on polygons from that group (for example: while doing head morphs, I exclude eyes, gums and teeth).

But note: If you define a new group in an actor, Poser is using a copy of the geometry. If you save the modified character/prop, the new geometry is adressed insteed of the original.




Angelouscuitry ( ) posted Thu, 22 March 2007 at 2:02 PM · edited Thu, 22 March 2007 at 2:08 PM

*"Using C4D with the tools mentioned above works very well and is easy to use. No horrorstories so far :)"

*I've been using Poser since Poser 3.  And people are forever accusing me of having left Poser, for a Modeler, whenever I have morph related trouble.  

Poser has been utilizing .OBJ technology from Discreet Maya, but Poser's native Figure geometry is .CR2

The bottom line is that there are no modelers prepared for native poser files.  Carrara is Poser's eldest sibling.  Carrara( and I think one other modeler) can import a .CR2, but then that's it.  There are no modelers that can export a .CR2!

From the get go, you are working on borrowed time.  Sure it works, with $ and/or time, but I view my Poser budget and learning curve as enough.  

Maybe if you are really into creating props like clothing. buildings, airplanes, ships, etc. then  having a Modeler on your computer would be like a need for Photoshop; but to and from Poser I do'nt see a modeler as such a hot idea.  Someday Poser will pick up this technology, and then I'd be just as well off to have stuck to learning Poser.


wdupre ( ) posted Thu, 22 March 2007 at 3:20 PM

Actually that is not quite true, Poser's joint system and morphs are contained in the .cr2 format but the geometry is completely Wavefront .obj based. even the geometry contained in the cr2 are .obj based. as far as creating morphs in C4D there are several tools to do so as has been pointed out by adp001. One thing I would recommend doing, is to use the original .obj file found in the geometries folder or wherever the .obj is stored for your figure, dont use an obj exported from poser as that will be split into groups and will be harder to manipulate for multibodypart morphs in C4D. the C4D magnet tool is by far the most flexible of the bunch, its not really anything like Poser magnets, you will be glad to know :) . but also the brush tools is nice for doing detal work, and for smoothing the mesh. once you export your mesh using Riptide from C4D you will need to do one of two things, either split your mesh into groups which is a real PIA, or use a tool like the AddMorph tool which is contained in the Tool Collection http://market.renderosity.com/mod/bcs/index.php?ViewProduct=37406&Start=31&vendor=Dimension3D I find these tools an excellent investment.



adp001 ( ) posted Thu, 22 March 2007 at 3:47 PM

If you are able to spend money, Interposer (a modul for C4D) can read any kind of native Poser file.
Imported characters are re-rigged so they can be posed dircetly in C4D - with a similar dial-technique Poser uses. Morphs are also included (as "dials") and managable directly in C4D.

InterPoser should better be called: Embedded Poser :)

Do a closer look at V4 if you like to see what comes out if only Poser Magnets are used to morph a character. Deformed breasts :)




Angelouscuitry ( ) posted Thu, 22 March 2007 at 4:53 PM

Sure there are plenty of Modeler programs that can do it, but Poser has Magents, so why bother?  You do'nt need to spend another $3,000 for 3DStudioMax, $1000 for Maya, or even hundre$ for Carrara...not sure what C4D costs, but I'd bet it's good $$$.

The point is that what you need, to most simply alter a .CR2, is a .CR2.  Without the ability to just save a .CR2, I think you're  inviting complication.  

Does Wavefront even exist anymore, I know Discreet(3D Studio Max) bought Maya?

The V3 Figure in my Avatar and Gallery is slightly

*"Do a closer look at V4 if you like to see what comes out if only Poser Magnets are used to morph a character. Deformed breasts :)"

*Hah, hah.  Have a look at the V3 in my avatar and Gallery.  She is about half magnets, and half morphs.


wdupre ( ) posted Thu, 22 March 2007 at 7:04 PM

The reason the discussion went into C4D was becouse LMcLean indicated that they had C4D. But no you are right a high priced 3D suite is not required to make detailed morphs there are even free modelers which work just fine for morphing. And Yes Poser magnets work, and while it is possible to get very good results with Poser magnets, saying that it is the simplest way of making morphs is a bit of a stretch, it is extremely labor intensive to do any kind of fine detailed morphs with Poser magnets. while it is very easy to do so with a dedicated modeler, and there are certainly things that are very easy to do in a modeler that are extremely difficult if not impossible to do with Poser magnets. given the option if I had a modeler and poser to do my morphing I would always choose the modeler for that reason, particularly since there are applets like the Tool collection which actually make it a snap to import your morphs. Perhaps once upon a time it was easier to use magnets for morph creation but it really isn't anymore. I have hope that E-fronteers can get their morph brush that was introduced in Poser 7 working a little smoother, and than it will be more of a tossup but right now using that is like pulling teath compared to using a dedicated modeler. No the company Wavefront no longer exists, and I know the makers of MAYA treat the .obj format like a readheaded stepchild these days ;) but the formal name for the .obj format is still actually Wavefront Object.



Privacy Notice

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.