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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 09 3:46 am)



Subject: I really want to make morph. help me please.


smalll ( ) posted Mon, 12 May 2008 at 3:24 AM · edited Thu, 09 January 2025 at 3:31 PM

Hi.
I'm tring to make morph.
And I need your help.

my work
I made model by 3ds Max 8.
And I exported it obj file - girl.obj
And I made it to character in poser.
(You can download it. It has just head only.
http://www.bokgi.net/test/my_character_head.zip
There has max work too.)
And I made morph model using same model by max8.
It is girl-morph.obj
And I tryed morph.

But, error message appeared.

It was same model.
But why?

Can you help me?
Please.....
I want to make morph ...


FrankT ( ) posted Mon, 12 May 2008 at 3:45 AM

Looks to me like you have added or removed vertices from the base model.  When you make a morph, you can only move things around not add or delete.

(if I'm wrong then someone else will be along shortly to correct me but I'm pretty sure that's the problem)

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smalll ( ) posted Mon, 12 May 2008 at 4:28 AM

Thank **FrankT.
But, I did not remove or add vervices.
I swear.
**


Gareee ( ) posted Mon, 12 May 2008 at 6:47 AM · edited Mon, 12 May 2008 at 6:50 AM

file_405973.jpg

Ok, looked at it, and here's what I found:

You are modelling with triangles... use quads whenever possible. you'll reduce poly count by 90%.

For some weird reason you put the eyes 10 heads below the head itself. Put them where they belong

When you named your groups, head is head, but you never named your eye groups leye and reye. Instead you named both eyes No_BONE and tried to fix that in the grouping room.

Group your parts properly, and then use phi builer,and import that phi file and create your base cr2.. then use the joint tool to correct things.

You need to name your materials properly. Not material 1,2,3 name them something recognisable, like skin, lips, teeth, ect.

And finally, you are trying to morph the WHOLE obj.. you have to use ONLY the group you are morphing on to create a morph.. it worked fine using lightwave.

Look at existing poser obj files to see how others have done them, and duplicate that in your work. For instance, you'll notice poser character have "ball" eyes. you have discs, and your head's eyes cannot look left, right, up, or down.

Way too many people take way too many things way too seriously.


smalll ( ) posted Mon, 12 May 2008 at 7:56 AM · edited Mon, 12 May 2008 at 8:02 AM

I offer you my heartfelt thanks for your favor.
Your message was a great help to me.
I learned a lot .
Excuse me a moment.
Can I make morph by Max 8?
I only know max.
I don't know lightwave.
My  final  purpose is using Mimic program.
So, I need morph like saying.
It is hard to me that modifying the model to say by lightwave.
Can you help me more?
Please...

 


Gareee ( ) posted Mon, 12 May 2008 at 9:48 AM

Yes, you can make it in max with no problems at all.

Remove the eye part from the mesh, manipulate the head ow you want for a morph, and then save it out. You have to save the chages out ONLY for the group you want to morph.

You were trying to apply a morph that included the head group AND the eye group.

But to really use this with mimic, you'll also want poseable eyes, and your eye design won't work with poser. Make two spheres for the eyes, name thier grouping properly, so you can rig them to work, and use any poser character as an example to base your work off of.

Way too many people take way too many things way too seriously.


smalll ( ) posted Mon, 12 May 2008 at 5:16 PM

Thank Gareee about your advise.
I did not know that you are a great poser user.
I tryed like your advise.
But, result is like above image - Target geometry has wrong number of vertices.

But, I did not remove or add vervices.
I swear.

Help me more please....


Conniekat8 ( ) posted Mon, 12 May 2008 at 6:10 PM

When When exporting OBJ's from Max, use 'quads' rather then triangles on export.
Is your model in Max an Editable Poly, or a Mesh?

I think your vertex issue stems from how the object is exported, or with whether your model is an Epoly or a mesh.

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pakled ( ) posted Mon, 12 May 2008 at 8:52 PM

and from the 'kiddie modelers'...;)

I've found that some polys don't want to move more than  a bit here and there.  I've tried to make morphs just moving various vertexes too much will give me the same message. But it could just be the way I'm modeling...;)

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anahl nathrak uth vas betude doth yel dyenvey..;)


smalll ( ) posted Tue, 13 May 2008 at 8:40 AM

Thank **Conniekat8.
I will use 'quard'. I'll promise.
And, I used editable poly in max.
And Thank pakled.
I will make model by the other way.
I´d like to express my heartfelt thanks to you
**


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