Thu, Nov 28, 7:12 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 27 5:12 pm)



Subject: Can you import/export FBMs? (P7)


heiro5 ( ) posted Wed, 12 August 2009 at 5:27 PM · edited Thu, 28 November 2024 at 6:19 AM

I don't know why, but Full Body Morphs have long been a hurdle for me...  Anyway, made some face/head mods to M3 and finally managed to convert them to a Full Body Morph.  I know, it was totally straight forward...

What I want to be able to do is export that morph and then bring it back in to a baseline M3 in a new file -- so that I can work on different morphs in different files and then bring them together in a later figure/document.

Is that a possibility in Poser (7) or have I not been able to figure out how to do that because it cannot be done?


fls13 ( ) posted Wed, 12 August 2009 at 5:50 PM

Not exactly sure what you're trying here but you could always create a new character, save the .obj file and change the .obj reference in the .cr2 file. I've done it many times, more often for cutting down the number of materials in a character than morphing, works well.


heiro5 ( ) posted Wed, 12 August 2009 at 5:54 PM

Hmm... I wish this made sense to me.  Sounds like it's pointing towards interesting territory.

I'm not completely backwards -- as far as figuring programs out -- but I find the Poser manual a bit under-informative.


fls13 ( ) posted Wed, 12 August 2009 at 6:23 PM

I'l try to give a quick workflow runthrough.

Your goal is to make Vicki 9.9's breasts look less realistic. You take the base figure into a modeling program and do a great job of it. Save your work as a new .obj with a readily identifiable name back to the same folder. Then open the .cr2 file in a text editor and change the two references to which .obj file/geometry file is used by the character to the new name.

The two key files to making a character go are the .obj and .cr2 file. If you save the morphs to an external file, you also have the .pmd file, but just leave that alone.


lesbentley ( ) posted Wed, 12 August 2009 at 7:04 PM

Check out svdl's "SpawnCharacterP6 update", it can do what you want.


heiro5 ( ) posted Wed, 12 August 2009 at 8:50 PM

Quote - I'l try to give a quick workflow runthrough.

Your goal is to make Vicki 9.9's breasts look less realistic. You take the base figure into a modeling program and do a great job of it. Save your work as a new .obj with a readily identifiable name back to the same folder. Then open the .cr2 file in a text editor and change the two references to which .obj file/geometry file is used by the character to the new name.

The two key files to making a character go are the .obj and .cr2 file. If you save the morphs to an external file, you also have the .pmd file, but just leave that alone.

Extremely helpful.  Thank you for breaking this down for me.

And thank you lesbentley, I'll look at that, too...


steveshanks ( ) posted Thu, 13 August 2009 at 7:09 AM

You can export a full body and then use tool collection (in the MPlace here) to add that to your figure, it will also batch add morphs......A huge time saving little app, Steve


heiro5 ( ) posted Fri, 14 August 2009 at 9:07 PM

Hmm... I'm a bit daunted trying to identify anything in the cr2.  Found a freeware cr2 editor but still couldn't make out how to make it plug (in this instance) M3's head to the head obj which I modified.  Also couldn't find any online documentation or discussion of what one is looking at...

Then I tried to do this in Poser's Properties tab.  But I'm assuming I have a vertex numbering problem because it came out looking like pinhead.  I'd post a hilarious (but predictable) image but no longer see "upload image" option.

So I'm assuming that Poser exports the obj without changing the vertex numbering and that  somewhere between importing and then exporting the obj to/from Maya 7 is where the renumbering is taking place.

Has anyone dealt with Maya 7's vertex numbering... situation?


fls13 ( ) posted Sat, 15 August 2009 at 12:14 AM

Here's the very top of a .cr2 file:

version
    {
    number 6
    }
morphBinaryFile :Runtime:libraries:character:!Frank'sPlace:Female:Victoria 4.pmd
figureResFile :Runtime:Geometries:DAZPeople:blMilWom_v4LowMat.obj

What I did with this file was combine a lot of the materials into a significantly fewer number of them and saved the .obj file under a different name, then had to change the name of the figureResFile. There's one other spot in the cr2 where you have to make the same change down below, but use the find feature to get there.

You could also import the newly morphed character into Poser and create a new character in the setup room quick and easy. If you morphed M3, just apply the M3 rig in the setup room. Takes a few seconds.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.