Forum: Poser - OFFICIAL


Subject: V4 In 3DSMax --- Need some advice and tips.....

operaguy opened this issue on Aug 26, 2008 · 156 posts


devilsreject posted Sat, 30 August 2008 at 11:42 PM

Quote -
I've seen a lot of poser enthusiasts complain that high-enders don't take them seriously... Some of them actually think that poser does more then max???   :blink:   I think I need to go pinch myself!

I saw your comment about max and JCM type morphs. I have to preface this with a stement that most of my max experience is architectural and engineering modeling, and I never rigged a character. (I do poser clothing rigging when I have to because I like modeling clothes for Poser content)

Anyway, just conceptually, do max JCM's work similar as Poser? I always thought that the technique would be a lot more advanced then a JCM concept and that transfering a poser JCM which is created to correct poser's wonky rigging would be pretty useless in max, since the rigging would be different.  Am I totally off in thinking this?

Read the documentation on the Skin Morph Modifier in the Max User Guide for full details.  The skin morph modifier lets you use a bone's rotation (either standard bone or parametric biped bone) to drive a particular morph.  So, this lets you handle problem areas in animation like armpits, knees, groin, etc. with simple morphs.  So my point isn't that you can transfer the JCM's in Poser to Max (although you probably could), but simply that you don't need any special rigging magic to reproduce the same kind of bending that V4 has with all her magnets and JCM's.  You can do it yourself right in Max using similar tools.  The paint deformation tool on Editable Poly objects is a quick way to create your own morph fixes, and since there are no body part "groups" in a rigged Max figure, this process is much more streamlined than the clumsy morph brush Poser Pro has.