bagginsbill opened this issue on Apr 23, 2008 · 2832 posts
Spanki posted Sat, 31 May 2008 at 8:15 PM
Quote - Nope. I never use .3ds. I always use .obj. In fact I have a 3rd party plug in for Max that is able to optimize exports to Poser. If I go over 10 material zones. I get squat in Poser. Sometimes I'll get a piece of the mesh, but no more.
Hmm... the guruware plugin maybe? (if not, you might want to search for and try that). I don't have experience with Max, so I can't comment directly, but it sounds like the exporter is not actually giving you 'optimized' results for Poser :).
If you can post a simple example mesh/.obj file (just a cylinder or something) wih more than 10 materials on it, I'd be happy to take a look at it for you - if not, you can look at it yourself... just load the .obj file into any text-editor and do a search for "usemtl"... see how many different ones there are (or, more specifically, which ones are missing).
If the exporter outputs a .mtl file, that might be easier to look through (much smaller file)... look for "newmtl" in a text-editor.
Quote - I'm having a hard time understanding this. I know there is a prop involved. And it has to be there. But I'm not even going to pretend to know why its there or what it does. It gets rules, OK. What does that mean, I don't know.
So, how do I load the material/shaders to work with other things in my Poser scene? This is not a question I am able to answer yet....
Right... the system is still in test stages, so BB hasn't had a chance to finish documenting it yet, so that may come later. But basically, if you select the prop and look at it's materials in the Material Room, you'll see where all that stuff is stored.
The idea is that you'd create a new prop-of-templates for use on different types of models. Then you'd just load the correct prop, depending on what shader set you wanted.
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