Forum Moderators: Staff
Poser Technical F.A.Q (Last Updated: 2024 Nov 13 12:50 am)
Welcome to the Poser Technical Forum.
Where computer nerds can Pull out their slide rules and not get laughed at. Pocket protectors are not required. ;-)
This is the place you come to ask questions and share new ideas about using the internal file structure of Poser to push the program past it's normal limits.
New users are encouraged to read the FAQ sections here and on the Poser forum before asking questions.
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.
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).Quote - what we useta do with apps like that was
- import the obj file from poser into the modeller (inverts vertex order)
- export the obj file from the modeller
- 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.
"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...
Come and play with the ThingaMaJigMachine
Join the ArtStarters Club
Have you got all my freebies?
Want some Creative
Inspiration?
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
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?
Come and play with the ThingaMaJigMachine
Join the ArtStarters Club
Have you got all my freebies?
Want some Creative
Inspiration?
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).
Would that be the "Check for degenerate facets"-function? (In the Classic version)
Come and play with the ThingaMaJigMachine
Join the ArtStarters Club
Have you got all my freebies?
Want some Creative
Inspiration?
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
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.
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