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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)



Subject: Easier Morphing?


ExprssnImg ( ) posted Wed, 10 October 2007 at 11:14 AM · edited Wed, 25 December 2024 at 7:24 AM

For the longest time I've been doing my morphs from the original geometries/.obj in Zbrush then importing into Poser then doing an export of each and every body morph only to import them again as the morph, then generate the full body morph.  Save the .cr2, then adapt to .pz2.  It's reliable. . .but oh so tedious!

Is there an easier way?


momodot ( ) posted Wed, 10 October 2007 at 11:47 AM

Attached Link: http://www.philc.net/PTB_page3.htm

Load Morphs From OBJ in Poser Tool Box by PhilC http://www.philc.net/PTB_page3.htm 

PTB will give you your FBM but to make an injection from that you might be able to use svld's Make Character Script from Freestuff here.



ExprssnImg ( ) posted Wed, 10 October 2007 at 11:52 AM

It looks like Daz's Morph Designer might do the trick.
http://www.daz3d.com/i.x/shop/itemdetails/-/?item=3354&spmeta=ab

from start to finish.  Even creates an Inj.
Import figure then import object and it seems like that is all.


richardson ( ) posted Wed, 10 October 2007 at 12:08 PM

svdl has a script to produce a FBM from a ZBruched bilWoman.obj. From there it's just an INJ process for you to make... Cannot speak to Daz's products..


Letterworks ( ) posted Wed, 10 October 2007 at 12:13 PM

Check out Dimension3D's poser tools... I've been using them for quite a while.

mike

http://www.renderosity.com/mod/bcs/index.php?ViewProduct=37406&Start=31&vendor=288865


richardson ( ) posted Wed, 10 October 2007 at 1:05 PM

Attached Link: http://svdlinden.xs4all.nl/poserstuff/downloads/morphfromobjp6.zip

I hope someone follows up if they purchase some of these utilities and say what works,, doesn't work (especially V4/ZB3).. 


ExprssnImg ( ) posted Wed, 10 October 2007 at 1:51 PM

Thanks for the plug-in Python script, the program I just purchased doesn't import the object file.  Grrrr. 
I keep getting this error with the morphfromobjp6 python script  
**poser.error: Figure has no actor by that nam

I get the object in there but it's really not saving any time at this point since it's just stacked objects on top of my figure.**


richardson ( ) posted Wed, 10 October 2007 at 2:52 PM

Sorry about that. I assume you are not using a Daz unimesh? The error you mention I think is related to Poser(4567) figures (unwelded). Too many variables..

I should have asked which figure, which ZBrush, which Poser prior to answering... all have a "fatal" error awaiting for those who part from the path.

IF you are using an Unimesh, P6, UVmapper and ZB2,,, I'll be happy to talk you through it in an IM. I do not wish to post misinformation anymore.

If you are using unwelded mesh,, I can't help


ExprssnImg ( ) posted Wed, 10 October 2007 at 3:03 PM

Thanks man.  The Daz Morph Designer doesn't work, doesn't import object.  I was trying to bypass the multiple morphing per part process from an object morphed in Zbrush 2.

I am morphing Apollo Max.  I have a separate pelvic morph apart from my FBM that I wish to add to it.  
Basically I'm making a second skin clothes on top of the nude texture I've done for him.  With one click I am going to hide genital 2-5, add the clothes texture for the whole body, and he'll have a matching morph for those clothes.
**I was just trying to simplify the process of importing the object, grouping it, then exporting each part, then importing each part for the morph target.
**I could have had it long since done by now but I'm trying to simplify this process for the future.

Zbrush 2
Poser 6
Apollo Max


Letterworks ( ) posted Wed, 10 October 2007 at 3:32 PM

My current work flow is to create the morph from the original object file in a seperate modelling program, (Carrara in my case). I then use the AddMorph ustility in the Tool Collection (linked above), this with this tool You don't need to make seperate body parts or morphs it can create either a local morph (single dial in group) or a FBM (dial in Body). This works as long as the morph object has the same number of verts as the orignal. Occationally you'll run accross a problem where the orignal object doesn;t have it's groups welded, this can cause a problem with creating the morph IF your modelling software welds the groups when it imports them, thus changing the  vertice count.

At this point I usually just save the new figure with the morphs imbeded, however the Tools Collection also includes routines to create injection morphs from pre-existing morposes or from morphed figures, but I'm not real familiar with this process. The couple of times I've used it they worked but i would need to re-read the manual to remember the work flow.

In addition this package also contains an numbe rof other utility routines that are very handy including a simple routine to make coforming clothing using s pregrouped model and a donor CR2. which removes the "extra" body parts from the new CR2, but leaves one "ghost" pass teh last group in the object file, and a routine to move embedded geometry from Props into the Geometries folder.

hope this gives some insite.

mike


vincebagna ( ) posted Wed, 10 October 2007 at 3:54 PM

I add another vote for Dimension3D's tools

My Store



SSAfam1 ( ) posted Wed, 10 October 2007 at 4:05 PM · edited Wed, 10 October 2007 at 4:06 PM

Using V3 in Poser6 

If I use the V3 head and morph morph to make a character, do I just save that character to my runtime library? And load it to the scene each time I wish to use her?


SSAfam1 ( ) posted Wed, 10 October 2007 at 4:30 PM

lqlqqlqoqooo


SSAfam1 ( ) posted Wed, 10 October 2007 at 4:30 PM

lqlqqlqoqooo


SSAfam1 ( ) posted Wed, 10 October 2007 at 4:55 PM · edited Wed, 10 October 2007 at 4:56 PM

^^^Can a mod please delete the two last posts (and this one). My 2 year old jumped on the computer when I went to get a drink.

Thanks.


Conniekat8 ( ) posted Wed, 10 October 2007 at 5:21 PM

I use Dimension3D's tools for this with no glitches on all kinds of geometries :)
Also, I use UV mapper to get around having to mess with groups (not sure if Zbrush takes care of that or not)

Hi, my namez: "NO, Bad Kitteh, NO!"  Whaz yurs?
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