Sun, Nov 24, 5:21 PM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 24 4:22 pm)



Subject: Wings 3D Modelling and morph targets for poser


nyprox ( ) posted Fri, 23 March 2007 at 11:52 PM · edited Sun, 24 November 2024 at 3:39 PM

I had put a post up earlier similar but not exact to this.

I have made a model of a rifle and would like to know if there are any tutorials out there explaining step by step exactly how would i get the lever & hammer to move. I am using wings 3d for the modelling, poser for the rendering and posing i would just like to know exactly where i am going wrong.

At the moment i have it so a majority of parts can be textured but  when i load it into poser and add the morph targets the rifle seems to move along the y axis.

Any help with a tutorial would  be greatly appreciated 

P.S i would also like to thank the two people who helped out on my last post


R_Hatch ( ) posted Sat, 24 March 2007 at 12:03 AM · edited Sat, 24 March 2007 at 12:06 AM

When importing into Poser, make sure everything is unchecked on the import options dialog. If the rifle is too big, set your export options in Wings3D so that you will get proper morph targets.

I forget what Wings3D's default import/export scale is but mine is set to 20.0 for import and 0.05 for export. It sounds like you may already have these set properly, but I just wanted to make sure :)


Darboshanski ( ) posted Sat, 24 March 2007 at 12:04 AM

Attached Link: http://www.drgeep.com/p4/morwings/morwings.htm

You can look here at Dr.Geep:

My Facebook Page


Tashar59 ( ) posted Sat, 24 March 2007 at 5:00 AM

Morphs may not be the best way to move parts. Making parts move on prop, parent the moving parts to the gun and you can use the joint editor to adjust the parts center and endpoints. Rename the trans/rot dials to say something like open/close or forward/backward, up/down or even cocked/uncocked. Set thier limits and hide the dials you don't need.

There is also the Phibuild and Sams3D had a very good tutorial on how to use it. Don't know if they still do but they are pretty good at helping if asked.


Darboshanski ( ) posted Sat, 24 March 2007 at 3:32 PM

Quote - Morphs may not be the best way to move parts. Making parts move on prop, parent the moving parts to the gun and you can use the joint editor to adjust the parts center and endpoints. Rename the trans/rot dials to say something like open/close or forward/backward, up/down or even cocked/uncocked. Set thier limits and hide the dials you don't need.

There is also the Phibuild and Sams3D had a very good tutorial on how to use it. Don't know if they still do but they are pretty good at helping if asked.

Is that Phibuilder by Roy Riggins or something different? If it is then here is a direct link to his site.

My Facebook Page


pakled ( ) posted Sat, 24 March 2007 at 8:25 PM

yup...you might consider bones...and if you figure that out, explain it to me..;)

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


ockham ( ) posted Sat, 24 March 2007 at 9:37 PM · edited Sat, 24 March 2007 at 9:40 PM

The setup room isn't really appropriate for a machine-type model.

The basic steps:

  1. Before getting into Poser, make sure that everything which moves together
    is part of one Group in the object file.  For instance, if your bolt has a main
    sliding part that's blue metal and a protruding handle that's wooden, and both
    of these pieces are rigidly connected, the blue and the wood should be
    distinct materials and both should have the same Group name.

  2. Bring into Poser to get the scale and location right, as I mentioned before,
    and export.

  3. Import the exactly scaled OBJ into Poser with all boxes unchecked.

  4. In the material room, apply materials to the Usemtl zones.

  5. Click on the grouping tool.  Hit the 'Spawn Props' button.  Close the grouping tool.

  6. Hit the delete button to get rid of the original OBJ.

  7. At this point you have the Groups still in their proper places, but each is
    now a separate prop in Poser.  Use the Hierarchy window to set up the parent-child
    relationships, with the "most central" thing (maybe the stock?) as the top parent.

  8. Select the top parent and hit the Create New Figure button at bottom of
    the hierarchy window.  Poser will set up a CR2 in the New Figures folder.

9.  Get rid of the props and load the new CR2.   Adjust  the offsets (joint centers)
of moving parts, and resave in a better folder.

10.  Edit the CR2 to make the Tran parameters visible on any pieces that
need to slide, like the lever or bolt.  (Figures by default have only the rotate
and scale parameters visible.)   Also change all 'bend 1' to 'bend 0' in the
whole CR2, so the stock won't go all warpy and weird when you pull the trigger!

  1. At this point you could also change the name of such parameters to
    make them easier to find ... maybe change the zTran on the lever to Slide,
    and the xRotate on the trigger to Pull.

My python page
My ShareCG freebies


nyprox ( ) posted Mon, 26 March 2007 at 8:41 PM

i just wanted to say thank you all for your help and to say that i stuffed up royaly following the instructions given but was able to make the morphs work by a complete and utter fluke

I just thought that i would show you guys how it turned out


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.