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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 1:41 pm)



Subject: Creating Morphs in 3ds max, then importing into Poser- position problem


derekhhh ( ) posted Sun, 24 February 2008 at 3:03 PM · edited Sat, 04 January 2025 at 3:35 AM

Hi,
When I wan to make a morph, I select a body part in Poser and export it alone as an obj.  Then I load this in 3DS max, morph it, then save it as an obj again.  Then I load this into Poser.

For some reason, when I use the morph in Poser, it moves the body part way out of position. 
For example, I load a head morph called Smile.  When I turn the new Smile dial  the figure smiles but the head shifts far to the right.

What must I do to make it all remain in one position upon export/import?  Or how could I center it properly in 3ds max?

THanks!


FrankT ( ) posted Sun, 24 February 2008 at 3:27 PM

are you scaling the obj before you import into 3DS ? Poser figures are tiny when compared to the scale of other apps.  I believe that can cause this problem (though don't ask me why)

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Conniekat8 ( ) posted Sun, 24 February 2008 at 3:42 PM

Import export alone should not cause shift without user doing something to cause it.
To safeguard from shifts, In max, don't use drag and drop import, but go throught the File>Import menu.  Use 6 decimals in your coordinates whenever possible.
I tend to have two objects in my scenes when morphing. One I use for morphing, another in a locked position and hidden, so I can get back to the original position if I accidentally shift things.

Make sure your figure is on ZERO position when exporting. It's even better to go in your geometries folders and grab a copy of the original OBJ. Then you don't have to worry about accidentally getting the Poser export wrong.

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Conniekat8 ( ) posted Sun, 24 February 2008 at 3:43 PM · edited Sun, 24 February 2008 at 3:43 PM

file_400647.jpg

Here are OBJ import settings I use in Max most of the time

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DarkEdge ( ) posted Sun, 24 February 2008 at 3:54 PM

Derekhhh,
You will need to scale the obj up before importing to Max and then rescale down when you are done, best to scale x1000.
If you are using Poser as an exporter you will need to zero the pose first. Poser is not a good exporter, it will work...but don't be surprised if you have problems.

Hope this helps.

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derekhhh ( ) posted Mon, 25 February 2008 at 2:16 AM · edited Mon, 25 February 2008 at 2:17 AM

I appreciate the help everyone. I have tried all of your methods listed here, but I have the same problem.  I trid this: Scaling the head to 1000 in Poser.  Then exporting the head (File->Export->Obj).  Then I loaded it into max, did the morph change (just changing the eyebrows), then exported it again as an Obj.
Then I go back into Poser. When I then load the morph target (with the head still scaled to 1000) for the head in Poser and turn the dial, the head scales even greater.
I don't know where I went wrong.

Am I exporting from 3ds wrong?  Perhaps someone can tell me the proper way to export the obj from 3ds max (I just use the defaults and press OK).


Conniekat8 ( ) posted Mon, 25 February 2008 at 12:06 PM

file_400715.gif

Above is the screenshot of export settings I use. If you're importing into max at 1000 scale, then you have to export at 0.001 vertex scale to bring it back to Poser scale.   If you imported at 100 scale, then you need to export at 0.01

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nyguy ( ) posted Mon, 25 February 2008 at 12:24 PM

If you are going to be using Max for morphs I would suggest getting  PMorphTools for 3dsmax. This way you don't have to worry about scaling.

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derekhhh ( ) posted Mon, 25 February 2008 at 6:17 PM

Thank you **Conniekat8.  I tried that as well, but no changes it seem.  I tried this:
Zero Figure
Export the head
Import the Head.obj into max
Export the Head.obj again
Load it as a morph target in Poser.  The same thing happened- as I turned the dial, the head's position moved drastically.

So my problem is merely importing and exporting, as I tried this experiment without doing any editing.
Any ideas?


**


Conniekat8 ( ) posted Mon, 25 February 2008 at 6:25 PM

What settings are you using on export from Poser?
Have you tried copying the original OBJ from geometries folders? Trying that will tell us if the problem is within poser or Max. If the original mesh imports and exports fine, then the issue is with Poser.

A you exporting an original figure, which one? or something that's already morphed with dials in poser?

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derekhhh ( ) posted Mon, 25 February 2008 at 8:55 PM

I'm exporting my own character which I rigged with a Poser 4 character skeleton.

To export, this it what I do.  Select File-> Export->Wavefront OBJ.  Then is gives me a list of all the groups in the room.  I deselect everything except for that one group, like Head, that I want to make a morph for.

Then it gives me Export options.  I have the following checked:
Weld Body Part seams
Include Body Part names in Polygon groups


Conniekat8 ( ) posted Mon, 25 February 2008 at 9:29 PM

I'm starting to doubt that import/export procedure is the issue.
Does the exported OBJ match part of the original mesh?  (The one that your cr2 calls for)

Almost seems like something got shifted during rigging, or that the zero pose that is being exported isn't the same as the actual mesh 'zero'.  I couldn't tell for sure without looking various things.

Did you try importing your morph as a normal OBJ, as opposed to a morph target? Does it fall in the right or wrong spot when you do that?

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derekhhh ( ) posted Tue, 26 February 2008 at 12:25 AM

hmm, I am not sure what you mean by that.  I am trying to create morphs of body parts for my own character. which is rigged.  If I import the obj as a normal obj, where should it appear- in the same position as the body part that I had exported?  Even if it did, I'm not sure if that would help me as I am sure the problem is with the exporting/importing, since, like I said, I hadn't done any editing to the obj after exporting (after I zero'd the figure) and importing into 3ds.  Then I exported it again, and imported it into Poser (I did this just as a test), and the positioning was still off.

Maybe if someone could point me to a step by step tutorial on using 3ds max to make a morph, I will find some little mistake I am making with my export/import, because other then that I can't think of what I could be doing wrong.


Conniekat8 ( ) posted Tue, 26 February 2008 at 10:33 AM

Quote - hmm, I am not sure what you mean by that. 

I was hoping you'd answer the questions I had for you, so I can try and pinpoint/troubleshoot where in the process the shift may have occured. Without the answers, I couldn't begin to figure out where in the process things went wrong. Without that, I can't be of much more help here, and the possible steps where things could go wrong are numerous.

I'm not aware of the kind of a tutorial you're looking for.

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pdblake ( ) posted Tue, 26 February 2008 at 10:38 AM

When originally exporting from Poser are you making sure you export as a morph target with no world transformations?

Also when creating your morph, be sure not to move the mesh at all.


pdblake ( ) posted Tue, 26 February 2008 at 10:41 AM · edited Tue, 26 February 2008 at 10:42 AM

**Then it gives me Export options.  I have the following checked:
Weld Body Part seams
Include Body Part names in Polygon groups

**This is where you are going wrong. Uncheck everything except for As Morph Target - no world transformations (or something to that effect), think it's the bottom one.

Then do what ConnieKat as shown in her screenshots. Don't resize the head in Poser.


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