Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 08 9:27 am)
You know thinking along these lines, I have always thought there was a slight Y and X rotation to everything Poser imports or exports. I have thought this from time to time because it always seemed the figures were almost imperceptably twisted off center in Poser. Also every time I export from Poser and then into Zbrush, when I go to resymetry the model, Zbrush always shifts the vertices in the Y and X rotations (and alot of the times it is unable to get full symetry again.)
If this were in fact the case, that the model was slightly rotated but the rigging which is created in poser is not rotated, well it would throw off not only the symetry of the model but also the rig would not match the geometry from side to side regardless of wheather or not the JP's were numerically symetrical.
I'm going to try and test the idea.
Cheers,
Mike.
Well this is just great. I post a few comments and you all just run off, disappear. I think I have finally discovered my super power. :lol:
Maybe you are all in jail, that's it. You all went to a big party without me and got hauled off to jail. Should I come and post bail?
'Jemaine, did you hear that? Did you hear what Brid just said to me?'
'Yes, he said "thanks Murray".'
'Is there something you would like to say to me, Jemaine?'
'No!'
'I think you do.'
'No, I don't.'
'Wouldn't you like to say "thanks, Murray" like Brid here just did?'
'No, Murray.'
-- I'm not mad at you, just Westphalian.
It's called the curse of the Wavefront. Every 3d program reads and writes OBJ files, but no two of them can agree on how to interpret them. I don't have a working copy of ZBrush on my machine at the moment, so I can only guess. From what it looks like, ZBrush creates a new object whenever it sees a 'g' (group) statement (assuming that the file you're using is the original Runtime:geometries:Antonia.obj). There are various ways to fix that, for example using UVMapper, but you'd have to ask the ZBrush experts for specifics. Basically, you want to strip off the groups and materials, save them in an extra file and apply them back to the morphed version.
-- I'm not mad at you, just Westphalian.
UVmapper can do this I believe, the free version. Look around in the Zbrush forum, this gets complained about every couple of weeks. There's another alternative to stripping out the group information as well, if I remember correctly DarkEdge (search for him) has a tutorial on that.
...or DAZ Studio, maybe. I think their MorphLoader plugin is currently the easiest way to apply morphs to Poser figures, particularly partial and full body morphs. This tutorial looks like it might be helpful (but I haven't watched it yet, so no guarantees):
http://cellarstudio3d.com/tutorials/daz-studio-tutorials/85-daz-studio-to-zbrush-and-back.html
Edit: I hadn't read pjz99's post when I wrote this.Checking the ZBrush forum for this is definitely a good idea. I don't want to give the impression that I secretly work for DAZ. :biggrin:
-- I'm not mad at you, just Westphalian.
Quote - Well this is just great. I post a few comments and you all just run off, disappear. I think I have finally discovered my super power. :lol:
The figure export test was such a great idea, there was nothing to do but wait for the results... :laugh:
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The Wisdom of bagginsbill:
"Oh - the manual says that? I have never read the manual - this must be why."that zbrush issue is due to unwelded bodyparts (groups)
easy solution:
open copy of figure in uvmapper. set all to one group. save. use that in zb
after you have done your morph, to break it back up into parts, import the uvs from the original and continue as usual
I use SYRinj or PoserFileEditor to insert full body obj morphs. Both are painfully easy
Lyrra
Quote - ...or DAZ Studio, maybe. I think their MorphLoader plugin is currently the easiest way to apply morphs to Poser figures, particularly partial and full body morphs. This tutorial looks like it might be helpful (but I haven't watched it yet, so no guarantees):
http://cellarstudio3d.com/tutorials/daz-studio-tutorials/85-daz-studio-to-zbrush-and-back.html
Oomph! Don't listen to me. Those videos won't help with your problem.
If memory doesn't fail me, most people I've talked to use some variation of Lyrra's suggestion.
-- I'm not mad at you, just Westphalian.
Yes Zbrush is a nutty little app but great for morphs. A_ : Lyrra is correct, Your body part seams are not welded, if you exported from Poser you forgot to weld the seams, weld the seams. Then when you are ready to import your morph back into Poser use kaweki's morpher tool (free in the freebies here) to reorder your vertices back to the original obj. A better idea, if you can, is to use a copy of the original obj located in the geometries folder to do your morphs on, it is already welded.
kaweki's morpher is a geat little tool to have, and it's free. But for ease of use and better work flow, investing in the Daz setup tools is the way to go.
You see, Poser cuts the obj up into parts corresponding to each body part.
WandW: I'm afraid I made no great discoveries. Only this: If you import and export an obj that is not turned into a figure yet (no bones) there is no problem at all the obj stays perfectly symetrical. But as soon as you add a few bones and turn the obj into a figure it becomes asymetrical. And yes it is definitely very slightly rotated. Why or how this happens I have no explanation. I suspect it has something to do with how Poser cuts the obj up into parts and stores that info.
So, how did you guys get out of jail? :lol:
Quote - Well this is just great. I post a few comments and you all just run off, disappear. I think I have finally discovered my super power. :lol:
Maybe you are all in jail, that's it. You all went to a big party without me and got hauled off to jail. Should I come and post bail?
(GRINNING BROADLY!)
Phantom...oh, I'm here I just don't understand most of the stuff being discussed of late. It feels good though all that breeze created as it flies over my head...it's hot here in Virginia! :)
HI Fisty, and shante,
I missed you. :wub:
Now where's that Joel at? I hope BluEcho is feeling better.
Infections are like that - do what you can to bolster your immune system, hun. Lots of water and sunlight (if available in your area)...
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
thanks for trying to help.
unfortunately, i couldn't get it to work.
i opened Antonia obj in Maya, and remapped her so that all the uv's sit on one image - so that i can texture in zbrush. and now i can't get the new mesh to work without breaking in zbrush. i tried welding the points, i even tried importing the new mesh into poser and export with weld - but nothing works so far.
guess i'll have to skip texturing her in zbrush for now.
Quote - opened Antonia obj in Maya, and remapped her so that all the uv's sit on one image
No no no. Leave the UVs alone. Strip out the GROUPING information. I don't even recommend importing/exporting from Poser at all, just make a copy of the base OBJ file.
im pretty sure this should work,just import her into zbrush and before subdividing her click crease from what i remembered this worked for me with another figure,dont know why this is happening to you since i can import Antonia and subdivide her without probs.
btw this is a great little tut i found some time ago really helped out with some probs i had with zbrush and poser figures
hope this helps:)
Corvas thanks, I was actually looking for just that tutorial. I'd seen it before but hadn't bookmarked it.
Nobody else will be able to make use of your textures unless you also gave them a copy of your redone UVmap (ethically you can't).
Attached Link: http://www.sharecg.com/v/20732/Texture/V4.1-Remap-system-for-ZBrush
no, because i'd split them back to the regular uv's. i didn't actually remap her, just put all the mapping into one image. like the v4 remap system for zbrush by Will Dupre. this is just so that zbrush can read it all as one texture.Rendo stopped giving me any notifications of this thread! Dammit! Also I been moving the past week and finally got an air-conditioner and have been catching up on my sleep. Not being to sleep in the heat was been killing me. Now I feel better. :laugh: Now I'm lost here about rigging and asymetery. Up to date, but lost.
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
I mean, if I remap your geometry, you wouldn't want me to redistribute the OBJ would you?
Quote - I mean, if I remap your geometry, you wouldn't want me to redistribute the OBJ would you?
- although A_ is talking about making a texture template, not the same thing
Yes, I realize this doesn't apply to what A_ is doing, but since we haven't talked licenses for some time, maybe it's a good opportunity to come back to that point:
Yes, I would absolutely encourage you to redistribute your modified OBJ. If you feel so inclined, you can even sell it. All I'm asking is that you wait until the original is officially released and that you give proper credit and clearly and prominently indicate where the original can be had.
Of course, any compatibility issues would be your problem, not mine.
-- I'm not mad at you, just Westphalian.
Quote - Yes, I would absolutely encourage you to redistribute your modified OBJ.
And now that you've given this permission, that's great. Your license actually states the opposite (and even if it didn't, the default assumption is that it's copyrighted and can't be redistributed).
Quote - > Quote - Yes, I would absolutely encourage you to redistribute your modified OBJ.
And now that you've given this permission, that's great. Your license actually states the opposite (and even if it didn't, the default assumption is that it's copyrighted and can't be redistributed).
Yes, the previews are restricted because I'd like to contain the chaos at this stage of development. I think I'm also saying there that the final version will be freely redistributable, but maybe I'm remembering wrong. Anyway, it will be.
-- I'm not mad at you, just Westphalian.
thought id make a little tut on how i do it without changing the uvs,since changeing the uvs is just going to make you have more work lol 1,Import Antonia
subdivide her to however many milllions of polys you want her lol
of course the higher the level the more detail
then click on disable UV
and make sure colorize is on
2,then turn off Zadd since you dont want to be sculpting you figure while your painting lol
then paint away or use photo reference to make you texture using projection master or ZAppLink
3,once you have finished painting or texturing lower the subdivides all the way to 1 do not delete the higher levels
4,then to get your UVs back you have to re import the same OBJ file you used,
5,know that the OBJ has be re imported you will notice that disable UV is not select anymore which basicallly tells you that you have your UVs back :)
then just subdivide the character back to whatever level of subdivisions you had
7,then make sure that RGB is set to 100 if you dont put it to 100 and if its at 20 or something it will fade the painting you just done.
8,now this bit is IMPORTANT lol since you should have antonia in seperate groups all head uv,all body uvs etc
just hold down shift and ctrl and click on her head,you will see just her head now,
now just click Col>Txr
9,you now have a texture YAY
and just do the same for her body
and export each texture from the texture tab
see no need to change her UVs to use her in Zbrush :)
hope this helps :)
btw take no note of my bad painting skills lol ahaha done it very quickly and really wasnt ment to be anything lol just some random colours :P
Just giving this a wee almost nonexistent bump :) ...
I'm also wondering when you next release the next version of Antonia - is it possible to minimize the trans part of each part of the figure i.e. legs/head etc (or moving the movement values i.e. bend/side/twist to the top) as I tend to dial it and usually get a wee shock when I see her head flying one way or the other instead of having her head to bend.
Or maybe its something we have to shut up get used to it? :D
This is something that is easy to fix permanently, although odf may want to wait until the end of the development process to lock it down.
For the moment, I have to stick with things that I can set from within D|S, because it seems to have a habit of not saving certain other parameters back into the CR2.
But I'm pretty sure I can set the minima and maxima for the body part translations to 0 and hide the dials.
-- I'm not mad at you, just Westphalian.
Okay, I've hidden, locked and clamped the translation channels on everything but the hip, hiphandle, body and feet. So this will go into the next preview release.
Since I do all my rigging in DAZ Studio these days, which has the option of showing me all the hidden channels, there's really no point in keeping channels visible that I don't think I will be supporting. With Poser, I would have been forced to go via a CR2 editor to unhide them, but that's no longer necessary.
-- I'm not mad at you, just Westphalian.
Very "Fifth Element" feeling outfit. Do leg-bands REALLY need to DO anything? Hold a knife, gun or spoon? Look cool? Looks cool to me. :laugh:
I cannot save the world. Only my little piece of it. If we all act
together, we can save the world.--Nelson Mandela
An inconsistent hobgoblin is
the fool of little minds
Taking "Just do it" to a whole new level!
aella: If no one else volunteers, I might get to rigging some things eventually, because I'd like to get a feeling for how easy or hard it is to make clothes conform to Antonia's rigging. But I might fix some small issues with the JCMs first before I start doing that.
I don't remember if you're on the developers site yet. If not, give me your email address so I can let you in.
-- I'm not mad at you, just Westphalian.
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I have been unable to figure it out either. Brad has it too, but then so do all the other figures. I have rerigged him several times and it always shows up in some form, more or less. You say V2 has the least problem? I will have to get V2 and try to follow, perhaps the reason why. Maybe I can at least minimize the problem, and file a ticket with SM.
I give up anyway, it has to be something in Poser itself, and I'm no programmer.
Cheers,
Mike.
.
A HOMELAND FOR POSER FINALLY