Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)
As I sayed: Try another modeller :)
Posers morph brush has a lot of errors and isn't very precise. Other modellers comes with tons of tools to manipulate single or groups of vertexes/vertices in many ways. Sure, one may be able to do a lot with Posers morph tool. If time doesn't matter, quality doesn't count and if it is ok that results are more incidentally than planed.
ok, I guess I should go a bit more into the detail of what I want to do, I'm looking for a way to morph a character that Poser just can't do. I would use the morphbrush, but the problem is the brush can't go over seams of the mesh, for instance, the seam that attaches the toes to the foot. So, as I'm looking here now, it looks like a 3rd party is the only way to go
Quote - I've spent a few days searching, contacted people with no reply, and finaly decided to just ask here. I'm wondering how to do some major morphing work with my figures. One example would be like DAZ's alien head morphs, how exactly do they get the head to morph like that? Is it a set of maticulous placed magnets or something else? Or is this something that I would have to export my figure to another program and work on?
Well, you can do a surprising amount with magnets and the morph tool from within poser, but for truly "advanced" morphs I've found the easiest and simplest solution is to export the geometry as an obj file, import it into a 3d modelling program, make the changes I want and then load the same geometry back into poser as a morph target.
The big thing to remember is not to add or delete any vertices or change the scale while your in your 3d modelling program, as long as you don't it should load right back into poser as a morph target with no problems whatsoever.
Hope that helps!
Stepdad
"....but the problem is the brush can't go over seams of the mesh, for instance, the seam that attaches the toes to the foot."
Neither can ZBrush or any other modeller.
Not on a "life" Poser figure, because Poser will break up the figure into sub-objects when it loads it from the figure library.
If you need to work across groups, just import the original object file from the geometry folder.
Once you're finished morphing with the MorphBrush, export the object file and then re-import it.
(So the morph becomes permanent)
Then use the SetUp room to turn your morphed object into a figure.
(Takes 20sec and three mouseclicks)
Once you have turned your morphed mesh back into a working Poser figure in the SetUp room, use the MorphBrush again to do the detail work on the head, adjust expressions to the new headshape, and make fix-morphs to get accurate joints.
After that you can use your morphed figure "as is", or turn everything into a morph for the original figure it's based on so you can legally redistribute it.
I made several full body morphs with the morphbrush this way, and I can't think of a single time I rather would have used ZBrush instead, because it's so much more convenient to work directly in Poser with a fully articulated "life" mesh.
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Neither can ZBrush or any other modeller.
Wrong.
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Not on a "life" Poser figure, because Poser will break up the figure into sub-objects when it loads it from the figure library.
The geometry of a Poser figure (OBJ file) is made out of several parts (this is the standard way to do it - not only in Poser). Other modellers like my Cinema4D are able to work with several groups at once. These combined groups are seen as "pixel clouds" and I'm able to manipulate them precisely with all the many tools C4D has (this includes something similar to Posers morph brush, but more accurate and mutch faster). Other professional modellers are able to do the same.
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I made several full body morphs with the morphbrush this way, and I can't think of a single time I rather would have used ZBrush instead, because it's so much more convenient to work directly in Poser with a fully articulated "life" mesh.
Morphs made this way most often comes out with distorted geometries. Mixing those morphs with others (original DAZ morphs for example) will often result in a desaster. It is allmost not possible to manipulate a single or at least only a few points from a geometry. Exact control of how points are moved when you move the mouse is not possible at all. So results are unpredictable.
Poser seems to "jeopardize" with the normals while using the brush. Raytraced renders may come out with darkened or completly black areas.
Posers morphbrush is very nice if you feel a need to give your character a big, long nose. Or to do other things like that. And I'm very happy to have this tool to correct things a bit (cloth with stick throughs where hiding the underlaying bodypart isn't possible, for example). And yes, it is a wonderfull tool for beginners. But that isn't what was asked for in this thread.
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I've spent a few days searching, contacted people with no reply, and finaly decided to just ask here. I'm wondering how to do some major morphing work with my figures. One example would be like DAZ's alien head morphs, how exactly do they get the head to morph like that? Is it a set of maticulous placed magnets or something else? Or is this something that I would have to export my figure to another program and work on?