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Poser Technical F.A.Q (Last Updated: 2024 Nov 13 12:50 am)

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Subject: Morph shreds mesh


pappy411 ( ) posted Fri, 28 September 2007 at 12:06 AM · edited Sat, 23 November 2024 at 4:40 PM

file_389284.jpg

I have a problem with morphs shreding the mesh after the morph is applied.

To make the morph, I  export the .obj after checking only Universe and object to morph.  The export settings were "As morph target and include body part names in polygon groups".  In Hexagon, I uncheck all merge options and 100 scale value.    When adjusting the geometry I only moved and rotated the eyelid.  I did not add any points or faces.

I exported the adjusted geometry with all boxes unchecked at 0.01 scale value.  I went back to Poser, loaded the object, selected the body part to modify and loaded the morph target from Hexagon in morph target loader.  when I turn the morph dials the object shreds.

This hapens in Poser 5-6 &7.  I don't think it is the geometry as it does this with different objects even stock poser objects.

I am doing something wrong

Pappy


PhilC ( ) posted Fri, 28 September 2007 at 6:19 AM

It looks like Hexagon is reordering the vertices. That is the vertices values are the same but the order is different. When you load the morph target try selecting the "Attempt vertex order correction" option. If that does not work try a different modeler.


pappy411 ( ) posted Fri, 28 September 2007 at 8:28 AM

Which program will I find vertex order correction?   Hexagon or Poser.  I can't find it in either program.


pappy411 ( ) posted Fri, 28 September 2007 at 8:52 AM

Hi Phil,
I also tried C4d as the modeler and got the same results.


EnglishBob ( ) posted Fri, 28 September 2007 at 9:10 AM

Vertex order correction is an option in the Poser 6 morph application dialogue (and in P7 also, I assume - I don't think 5 has that option). I dimly remember that someone posted a tutorial about this: something to do with a trick you need to do when importing or exporting from Hexagon. If I can find it again, I'll let you know.


pappy411 ( ) posted Fri, 28 September 2007 at 9:16 AM

Thanks Bob...I sure would appreciate it.  I will try it in P6 and see if that works.  I had been making morphs in P5.

Strange part of this recent shredding is that I had been morphing with no problem.  the shredding just started.  Gremlims at work I guess.


nruddock ( ) posted Fri, 28 September 2007 at 1:56 PM

Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2704761

The update from Hex2.1 to Hex2.2 broke making morph targets. See linked thread for a script (be sure to read and understand the conditions under which it will work).


Miss Nancy ( ) posted Fri, 28 September 2007 at 4:52 PM

what we useta do with apps like that was 1. import the obj file from poser into the modeller (inverts vertex order) 2. export the obj file from the modeller 3. reimport the exported obj back into the modeller (inverts vertex order back to original).



nruddock ( ) posted Fri, 28 September 2007 at 5:17 PM

Quote - what we useta do with apps like that was

  1. import the obj file from poser into the modeller (inverts vertex order)
  2. export the obj file from the modeller
  3. reimport the exported obj back into the modeller (inverts vertex order back to original).

If only it was that simple 😉
The order is only changing on the first round trip, if it wasn't necessary to keep the original order to preserve the existing morphs, you could just swap in the OBJ exported from the modelling program.


pappy411 ( ) posted Fri, 28 September 2007 at 5:28 PM

Thank you all for your input.  Guess I will re-install Hex v2.1 and use just for morphs.  

I hope DAZ will address this issue in the next update fo v2.2.  I think Hex is an outstanding modeler and my favorite.  Too bad it has this morph issue.

Pappy


FreeeSpirits ( ) posted Mon, 08 October 2007 at 4:20 PM

file_390178.jpg

After battling with the same problem for two days, I vaguely recalled reading something somewhere about fixing some error by simply loading an obj into UVMapper and resaving it, so I thought I'd give it a try, and got this error message:

"The model you have loaded contains out of range UV coordinate data.
Would you like to correct this?"

Closer examination revealed a single stray point that must have blended into the background outside Hex's uv-mapping area. How it got there in the first place I won't even bother to try and figure out. Anyhow, since deleting the rogue point, I've made several fun morphs for my Halloween ghostie in Hexagon 2.2 without any further hassles.

So, UVMapper saved the day by revealing my error, and Hexagon 2.2 seems to be innocent this time. I don't know if UVMapper can solve all similar problems, but it's worth a try...

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pappy411 ( ) posted Mon, 08 October 2007 at 5:26 PM

I will give it a try in v2,2
Thanks
Pappy


kuroyume0161 ( ) posted Mon, 08 October 2007 at 7:01 PM

UV coordinates and morphs have absolutely nothing to do with each other whatsoever at all (clear enough?).

You found the stray point because you missed it in the modeling phase (that's where the order and number of vertices is critical for the morph to apply correctly in Poser) and caught it because it wasn't UV mapped properly.  This is not a catch-all fix.  The object has to import to the modeling program with proper vertex order and count and export similarly or no amount of UV mapper will help.

Trust me on this.

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


FreeeSpirits ( ) posted Tue, 09 October 2007 at 1:26 PM

Crystal clear, and I totally agree.

Thinking that UV-mapping could repair a broken mesh would be like trying to trying to fix a smashed car with a can of paint.

Thanks for pointing out my incorrect usage of the word "solve", Kuroyume.  In my mind, a problem is solved as soon as you know what caused it, because it's usually easy to fix once the mystery's gone. Although this way of thinking does lead to swifter solutions, I see now that it could cause misunderstandings if not properly explained.

So, to clarify further: in "The Riddle of the Exploding Mesh", the cause of the problem was identified by UVMapper, but the actual fixing of the 3D object was done in Hex.

The main point I was actually trying to make is that Hexagon2.2 is not the villain of the story after all. Maybe it was, as implied earlier in this thread, and maybe they fixed the bug before I downloaded the upgrade (about three months after it was released); I wouldn't know.

Bottom line #1: Hexagon2.2 CAN indeed be used to create perfect morphs that do not break in Poser.

Bottom line #2: UVMapper is a superb diagnostic tool, and from now on it will definitely be the first one I use when troubleshooting any 3D problems. Did a quick search just now for that elusive thread that I referred to earlier, and scanning through the results made me wonder if UVMapper might perhaps be a little closer to a catch-all fix than we thought? I'll continue research about its capabilities, haven't used it much.

Any UVM-experts who'd care to add an opinion? Is there a list of specific problems that can be diagnosed and/or solved by this nifty utility?

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EnglishBob ( ) posted Tue, 09 October 2007 at 1:37 PM

As I understand it, UVMapper reads a text file and does its best to make sense of it as an OBJ format mesh. Although you can only open a *.OBJ file from the file menu, you can drag-and-drop anything you like onto the program; any Poser file which has embedded geometry, such as PP2 and HR2 files will work this way for instance. So yes, it is an excellent tool for beautifying OBJ files. The Pro version also has a 3D preview, as well as a means of selecting various malformed facets which is very handy when trying to work out why your seemingly smooth mesh renders with horrible black splotches on it (to quote a recent experience of mine).


FreeeSpirits ( ) posted Tue, 09 October 2007 at 1:58 PM

Would that be the "Check for degenerate facets"-function? (In the Classic version)

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kuroyume0161 ( ) posted Tue, 09 October 2007 at 1:59 PM · edited Tue, 09 October 2007 at 2:01 PM

UV Mapper is indeed an excellent tool.  I'd be nowhere without.  Great for fixing and testing vertices and facets as well as the UV map(s).

Exploding morph syndrome would be a thing of the past if morphs could be done parametrically instead of as a byproduct of translating the vertices (call it a super magnet if you wish, maybe using a spline cage or something like an FFD).  You could apply any morph to any object or part thereof.  You could translate, rotate, scale the parametric envelope to better match a mismatched application.  I'll have to see if anything like this exists (in theory or practice).

C makes it easy to shoot yourself in the foot. C++ makes it harder, but when you do, you blow your whole leg off.

 -- Bjarne Stroustrup

Contact Me | Kuroyume's DevelopmentZone


nruddock ( ) posted Tue, 09 October 2007 at 2:21 PM · edited Tue, 09 October 2007 at 2:23 PM

Quote - I'll have to see if anything like this exists (in theory or practice).

PhilC's PoserToolbox has something along these lines.

Alos, ISTR dodger mentioning that he had a script that worked on this principle (not released to the public AFAIK).


MrGorf ( ) posted Wed, 07 November 2007 at 10:58 PM

file_392854.jpg

I was just going to inquire with the same problem! If only I knew all this before I spent so much time... Just for fun check out my shredded pic! That's the errant OBJ next to it, looking innocent. (I moved it so you can see it better.) I tried that script they mentioned in the other thread... Isn't quite working yet, but I'll give it another go. That is a real bummer about Hexagon!!


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