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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 05 5:33 pm)
http://market.renderosity.com/mod/forumpro/showthread.php?thread_id=2709542
A “sticky” in the ZBrush forum has a few how-to’s.
Note: You will need UVMapper (the free version is fine) to save the UV’s before ZBrush and to reapply them before going back to Poser.
SWAMP
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You could use ZB3's layers function to make a fix morph, but it's quite tiresome.
(If you use ZB2, sorry, you're out of luck)
You have to upscale and import the unposed mesh, then do the same with the posed mesh.
Then create your fix morph.
Then downscale and export everything to a modeller to extract the morphed bodypart as a morph.
(Or use Posers grouping tool)
Then use a cr2 editing program to shift the morph to the exact place at the bottom of the bodypart's node so that Poser actually reads it BEFORE it reads the joint info. (Otherwise the joint deformations would destroy your morphed shape)
To make fix morphs for joints, there's nothing better than the P7 MorphBrush tool.
Not just because the figure stays completely moveable during the whole process, but also the MorphBrush automatically creates the new morph in the correct place of the figure's cr2 so that there will be no joint deformation that messes up your morph.
Load, pose, create the morph, spawn as a new morphtarget, and just save your figure with the the newly added morph for when you use a similar pose the next time.
I have to agree with joe public, the morph brush in Poser 7 will likely provide better results than you would get using ZBrush for this purpose. the biggest drawback with the morph brush though is if you want to do a morph that crosses between bodyparts as it doesnt handle the seams particularly well.
To make full body morphs across groups in P7, just import the figure's original object file from the geometry folder.
It is grouped but still welded so that it doesn't break apart when you use the MorphBrush.
Once you're done morphing, export the modified mesh and reimport it back into Poser. This makes the morph permanent.
Then use the SetUp room to turn the morphed mesh into a moveable figure again.
Then do the joint fix morphs if necessary.
After your finished morphing, just save your figure or create injection morphs for redistribution.
BTW, Z-brush can't work across groups unless the Poser mesh is properly welded, either.
Try to export a Poser mesh from the Poser viewport as an object, then load it into ZBrush and try to smooth it.
It will break apart.
Load the same object directly from the geometry folder and it will stick together.
The only real problem there is if you want to morph a figure that was already morphed inside Poser with it's default morphs because then you'll have to weld the mesh during export and Posers welding renumbers the meshes vertices and that renumbering makes all default morphs useless.
There are ways to circumvent this with a Python script (Cage and Spanki are HEROES ! ), but it's pretty complicated.
(But once you really learn the Morphbrush you don't really need the default morphs anyway. For my custom characters I pretty much only keep the vertices of the head in their original suquence so I can still use the expression morphs. But again, ZBrush has exactly the same problem.
If the mesh isn't welded, it breaks.
And if you re-weld it during export or in a modeller, say bye bye to the original morphs later)
As I said, there is a way to swap morphs between of the same geometry meshes but with different vertex numbering, but it isn't easy.
It would be indeed a big help if both the MorphBrush and ZBrush could reweld meshes "on the fly" without renumbering vertices.
@ninhalo5: You're welcome.
When you smooth, set the Magnitude value pretty high: 1500 to 2500 (Smoothing will also shrink the mesh so you can use it for sculpting, too. The buttock morph above was mostly done with the smoothing brush, not the deflate brush))
When you sculpt (shrink or inflate), set it very low: 0.030 to 0.100
When you move vertices around, set it slightly higher: 0.200 to 0.600
Dense meshes use more strenght than light meshes.
When the mesh crumples or turns "black", go back with the restore brush. (Set at low values)
It takes practise, but it gives you full control over your mesh.
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I still plan to regroup a few Unimeshes to make them more MorphBrush friendly and maybe add a waist group like Apollo and the G2 meshes have.
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Attached Link: http://www.renderosity.com/mod/gallery/index.php?image_id=1334190&member
I do not use P7 but that seems a good solution (JoePublic). Tweaking inside a scene can really help with realism.Another technique is to pose your figure and then export as a single obj out of Poser to UVmapper. Export the uvs, sculpt in Zbrush (welded), save, import to UVMapper,,, import same uvs, save. Then import this as a wavefront obj (Not an exact tutorial)
The more you study skin, the more you realise why it's such a challenge. No full body morph can cover 1% of human possibilities. You are left with custom one offs or, elaborate sub tissues and bones. Weightmapping and displacement maps to allow for creases,, swell, stretch, etc.
What I'm suggesting is to just do a static pose/obj (attached). See how far you can go..
Have fun. Poser tech issues can sometimes suck the joy out of it.
I deselect universe. Reselect your figure. On export, check 1st and 5th in options (P6). Be sure nothing parented or hidden gets exported... Afterward modeling, Import into P6 with nothing selected through Import/wavefront obj
Save your skin as a material collection (Before or after export) so you can click this onto your modeled object...
Hmm well I couldn't get that to work either. let me run my steps and see where I messed up
any ideas where i went wrong?
thanks
Quote - 11. set dial and watch leg explode.
any ideas where i went wrong?
By explode do you mean gets very big or goes all over the place in a spikey mess ?
If the body part is just getting big, it's a scaling problem.
If it's going spikey, it's a vertex ordering problem.
Both are fixable (scaling by getting the process right, vertex reordering by scripts/tools).
Quote -
By explode do you mean gets very big or goes all over the place in a spikey mess ?
yes a big spikey mess is what I have.... though I did try it with V4 I know she's a real PITA to import/export or she is sometimes
Quote - File>Export uvs in UVm ,,save .. Import saved obj into ZB.. save
import saved ZB obj into UVm,, Import uvs in UVm,, saveSorry to omit. I'm off my 3Dpc
Gets confusing
your right I'm confused I'm really not sure what to do with the uv files. I saved them as well as the new obj's however I can't figure out what to do with them. they are not importable as far as I can tell into Zb2 or poser.
Alright!
The more I hear the better. Believe me,,, this does work. So, I think you exported correctly. You have a file where you put it.. desktop or better,, easy to find (Program Files>my Zmods).
You exported Weld and name body parts (1st and 5th in P6) as Mypose.obj... (ex) Open UVmapper. Import Mypose.obj. Export Mypose.uvs to Program files>My Zmods. Save Mypose.obj back to itself (Save Over).
Import/export Mypose.obj in and out of Zbrush but after finished rename to Zpose.obj just this once (ex)..
Open UVmapper and import Zpose.obj. Import Mypose.uvs... SAVE OVER or save to Zpose.obj
Don't change anything in Zmapper export options
Now this should import to Poser. And should cost you 30 seconds once practiced
Quote -
Open UVmapper and import Zpose.obj. Import Mypose.uvs... SAVE OVER or save to Zpose.obj
/quote]so I can have both of these files in uvm at the same time? I tried that earlier but I wasn't sure if it did anything (the map looks the same) so I just closed it out and only used the obj file. perhaps that is where I went wrong.
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hey all, I was wondering has anyone figured out a way or if it is at all possible to modify a mesh in zbrush and bring it back into poser as a morph when the figure is posed first instead of a zeroed figure?
For example take V3 bend her at the hip now her butt is so big it has it's own zip code.
export v3 into zbrush mod her butt to look somewhat natural and import back into poser.
When I try this i get a blown apart mesh once i turn the added morph dial.
Or is this a fix that can only be acheived by creating a magnet which is impossible for me to use (after 8 yrs of this I still can't setup those darned magnets lol )
Thanks everyone