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Blender F.A.Q (Last Updated: 2025 Jan 09 9:55 pm)
Grab compose at:
http://www.tir.com/~johnwind/Compose11.zip
Can't find the link to the tute, but I'll paste the text here:
Making the single mesh .obj
-Open Compose.
-Read Files , Use the Imput Files line to find the base poser woman .obj
-It will take a miniute or two to read the .obj and sort it out.
-Open the objects folder on the right, then select all of the body parts (you can use standard windows shift/command clicks to select them all.
-Hit the merge objects button, change the name to Body, check the delete source files and hit ok, this merges it all into one part.
-Select the Body object, and hit the join verticies button, check the geometry verts and the delete source and hit ok, this joins the verts of the obj so it is one solid mesh.
-The Body has changed to Body_jv. Select this and hit the Save Items button. You need to save both the .obj and a .map file (The second line) The map allows you to restore the mesh back to its parts while keeping the vert count/order the same.
-Save these files to use as a base, once you do this once you don't need to do it again.
Convert the .obj to Rhino format
-Use the Obj23Dm converter as normal.
-If you want to use this .obj file in RDS you can, the process to change it back is the same, you just don't need to do anything to the .obj at this stage.
Turning the solid mesh back
-Open Compose.
-Read Files, find your modified mesh.
-Change the name of the single object back to Body_jv by double clicking on the name in the Objects folder.
-Read files, use the map line to find your map file that you made above.
-Read files for the original Poser 4 woman .obj file, you need to check the merge with current box on the import window.
-In the main Objects folder, select the Body_jv and hit the Morph Parent Objects button, this will take the parts of the original mesh and morph them to match your full body version.
-Now save the body parts one by one, using the Save items button. (Select a part and then save, select a part and then save, etc) You only need to save the parts you worked on, Fingers, toes, head, eyes, etc I rarely touch, so I never save them.
Thats it.
I have had success with my own models, but I only went straight from Poser to Blender back to Poser. I was wondering why you are using UVMapper?
But anyways, if you are exporting entire Poser characters and welding seams, you are not going to get the same number of verts. Poser characters are made up of many smaller parts, and when you merge these parts, the joining verts are merged into one. Therefore, as soon as you export, you are destroying the original vert count.
Try it on a single body part, instead of whole character.
The whole reordering of the vertices will not prevent you from reloading in Poser, it just explodes your mesh when you morph. So if you are unable to re-import at all there may be somthing else going on.
Im not sure why you are rotating it on the X axis, I see nowhere in your post that you rotated it on the X axis to begin with, so there should be no rotation going on. (Unless you are rotating it in Blender and did not state this)
Here is the big one. When importing a Poser model into Blender, the models are scaled VERY tiny. When you do a remove doubles on it, because of its tiny size, the mesh will be destroyed! Even on a limit of .001, many verts are merged and deleted (especially mutated are the fingers and toes). You must first scale the model up, alot ... , before you rem doubles. Of course then you have messed up your perfect target, so I suggest scaling by a specific number, so you can scale back down the exact amount before exporting.
First, I suggest not using UVMapper or anything else (wtf is a "Compose" ?) Export from Poser, and then import it directly back into Poser as a morph target. If this is successful, then you know your on the right track. Next import this file into Blender and directly export back out, with no changes, at all. If THIS file imports as a morph target, then you are still on the right track and are ready to proceed.
If all fails, go back to a cube! Surely Poser can get a cube right?
I can create morph targets for Poser using Blender (this is a good tutorial: http://www.posetteforever.com/viewtopic.php?t=2753). But I can't figure out how to import a complete figure (exported from Poser) for making a FBM (full body morph). The body parts are not separated in Blender. Any ideas or links?
www.oscillator.se/3d - Shade tutorials and Poser freebies.
Thanks for the input OldskoolPunk. I guess I didn't outline everything. First, I don't have Poser, I use DAZ Studio. Second, Blender has Z as the up axis and the import automatically rotates 90 on X that is why I have the selection. Third, Studio abandoned Poser's macro scale, it scales everthing up like 24000 percent so by exporting from Studio scale isn't an issue. Fourth, I was hoping UVMapper could reorder the vertices by using the UV coordinates as reference points.
I have no problems making morphs if I don't weld the pieces but I was hoping to use Blender's new Sculpt Mode which needs the mesh to be one piece.
oscillator, you can do it exporting the whole body as an obj, modifying it in blender and change the reference to this obj in the cr2 fil, But all your old morphs won't work anymore...
Posette, and no else ! Posetteforever
Tormentor, thank you. I think this will leave me with a figure that's too far from the original. I really would like to create a "true" FBM.
www.oscillator.se/3d - Shade tutorials and Poser freebies.
Do the same thing that I wrote, then go in Poser and export each body part as a morph target, load the original figure and load the morphs, then go to the body and make the FBM
Posette, and no else ! Posetteforever
Thank you again Tormentor!
If I want to use the sculpt tool across body parts (groups) I can't import with the "Separate objects from OBJ"-option. But if I DON'T do that groups won't be preserved for the re-import into Poser, right?
Possibly I might not understand this. Could you please be more detailed as to which import/export-options to use?
www.oscillator.se/3d - Shade tutorials and Poser freebies.
Attached Link: rayera tutorial
Maybe this can be usefulhttp://www.posetteforever.com/viewtopic.php?t=2870
Posette, and no else ! Posetteforever
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This is driving me crazy!!!
I thought I had figured away of fixing the vertice order issues using UVMapper Classic.
I swear when I did this a few weeks ago it worked, but my latest attempts failed.
Here is my work routine:
Export out the body parts one at a time with UVs
Load part into UVMapper and export out UVs with Mapper Regions selected
Import part into Blender with Morph Targets, Groups, and Clamp Scale=0; create a new Vertex Group. Continue til all parts I need are loaded.
Select All parts and Cntr-J to merge. Tab to Edit Mode Select All and Remove Doubles to weld seams.
Make changes
Use previous assigned Groups to separate back into parts
Export with settings Selection Only, Rotate X90, Morph Targets, UVs, Group
Load Targets into UVMapper and Import UVs. This is where things are going wrong.
Instead of importing I'm getting an error "Incompatible Facet Structure".
Has anyone been able to make morph tagets?