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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 18 2:22 am)
you guys are on the right track but I always remove IK and zero the figure -
i THINK what it is - and this is where V4.2 differs from SM figures - is that "drop to floor" will move V4.2 upwards from zero pose significantly - whereas SM figures do not move from zero position , they are already on the floor in zero position -
I will work on this without dropping V4.2 to floor and se if that's it.
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Quote - you guys are on the right track but I always remove IK and zero the figure -
i THINK what it is - and this is where V4.2 differs from SM figures - is that "drop to floor" will move V4.2 upwards from zero pose significantly - whereas SM figures do not move from zero position , they are already on the floor in zero position -
I will work on this without dropping V4.2 to floor and se if that's it.
I would think that applying "drop to floor" would make your figure non-zeroed again. When I do morphs, I zero everything and don't apply another thing to it. Dropping it to floor is essentially applying a translation, which would negate any zeroing of the figure you did previously.
Laurie
exactly
i had been dropping to floor before going to work
that was the problem
its a bad habit
especially bad to do on V, like you said !
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I get this problem when I reimport the obj in the wrong size. For example if I have hex expand to when importing 100 but only shrink by .02 when saving it back as an obj.
WARK!
Thus Spoketh Winterclaw: a blog about a Winterclaw who speaks from time to time.
(using Poser Pro 2014 SR3, on 64 bit Win 7, poser units are inches.)
I was hoping someone could help me with a problem that I am having making morphs for V4. here is my problem. I am using Poser 6 ,I am trying to make some morphs for the V4 body in Lightwave 9. I first tried this by loading the V4 obj file directly from the DAZ people folder/ geometries, I made the morph,saved it as an OBJ file by using the export OBJ /save in LW. This gave me an OBJ file containing the morph. But when I load V4 in poser and try to load the morph I get a message that " Target geometry has wrong number of vertices". So I tried it a different way. I load my V4 Character in a zero pose from my figure Library, and export her to create an OBJ file. I then load this V4 OBJ into Lightwave,make my morph and save. But when I try to load this new morph back into the V4 character I get the same message. "Wrong number of vertices". I know not add or delete and points from the model in Lightwave when I make the morph. I have made MANY props and morphs to props with Lightwave and have NEVER encountered this problem before. I am missing something here. Or is it possible that the process of importing and exporting V4 is altering the point number or arrangement of the points. Here is a clue. I checked the number of points on the V4 model that I loaded into Lightwave before I made the morph. And than I checked the same model after I made the morph and saved it and reloaded it back into Lightwave. The statistics panel in LW was the same for both models 70,200 points. Can someone give me some insight into this problem please. Thanks
If you're creating a full body morph, DO NOT export the full OBJ from Poser in the zeroed pose. Instead, use the OBJ file from the Geometries folder.
Then ... providing your morphed OBJ still has the original groups intact, you can then import the morphed OBJ into Poser and use the Group Editor to break it apart into the individual body parts, and export each body part that you need as an individual morph target. (There are utilities, such as Poser File Editor, that would make this latter part unnecessary as they allow you to import the full body OBJ file and automatically split the body parts out and create an FBM dial for you).
flyboy you are exporting/ importing only ONE V4 body part?
or more than 1 ????
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I thnk Deecey and I were thinking the same thing about what the problem might be.
BTW This process is simpler in W3d ( I am not familiar with Lightwave) - IN W3d you can in fact export as many body parts out of Poser as you want , as 1 OBJ .- do not weld on the way out of poser or while in W3d ! -
you can then morph 2, 3 body parts, whatever, at once, provided you do not fail to select all identical verticies when you are working at the seams. Then just export out of W3d as individual body part OBJs.
______________________
"When you have to shoot ...
SHOOT.
Don't talk "
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Thank you all for your help. I am not making a full body morph. I am making something like a bulging bicep muscle on left and right arms only. And I am working with the full V4 character in Lightwave. Then I bulge the left and right arms, save this in Lightwave format then export the model with the morphed arms as an OBJ file. Then with my original V4 figure in my poser window I select V4 hip and in the parameters window I select "load morph target" I select the OBJ. file I made and hit load. Thats where I get the error message. I guess I assumed that poser would interpret the geometry and add the morphed geometry to the original figure since I did not add or subtract any points. As I said I don't have any experience with making CR2 figures from scratch. But I have made many props, and textures. I am getting some other replys to my original question , It would appear that I am not doing something correct in telling poser where to or what part to apply the morph to. Could you explain more to me about Poser file editor utility or how the process unfolds in making a morph for a CR2 figure. I also got a responce from Phil C. he sells a utility called Poser Toolbox that he said will help me to import the morphs. But I really would like to know more about how this works. If someone has time to tell me this or If you could direct me to a forum or tutorial I would be very grateful. KNOWLEDGE IS POWER
Ah so you are selecting the hip and trying to load the full body as a morph? That explains why you are getting the "wrong number of vertices" error.
Since you are only making a bulging bicep morph here's one approach you can use:
1) From Poser, export the desired arm parts out ONE AT A TIME.
2) Import each body part into LightWave, putting each part in a separate layer.
That should work.
.....and if you want to go simpler and you dont need the rest of the body as a reference when you make your bicep,, just export only one arm part from poser and work strictly with this one arm part in lightwave.
remember you are going to make your FBM later, after you have pointed to all separate body part morph targets in poser.
Once again i am not familiar too much with lightwave, but i assume if you work with just one arm part to make a bicep, you can then mirror the one arm part in LW and export that mirror as morph target for other arm.
______________________
"When you have to shoot ...
SHOOT.
Don't talk "
- Tuco
Santicor's Gallery:
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As I said in the DAZ forum thread, the only problem with LW and vertex order is when you come to export the OBJ - LW 9.6 doesn't keep grouping, for one thing, and I think it loses the vertex order (this was a change in 9.5 - before that LW was an excellent tool for making morphs, indeed some of its tools were purchased from DAZ) but there is a workaround - go into preferences and there should be an option to export OBJs for ZBrush (I can't recall the exact wording) and that will preserve everything that needs preserving.
I suggest Wings 3D as a modeling program that works well with Poser.
Its FREE.
You can in/ out OBJs with zero problems!
keep all import/ export sizing, location options unchecked and the OBJs go in and out perfectly.
at about 12 noon today i started up W3D and made: boobs, a rippled window curtain, and a table.
And this was done in about 1 hour total time as I am actually in my office and am supposed to be working.
But this shows how quickly and simply you can work Daz body parts in W3D
click for big boobs:
http://www.renderosity.com/mod/gallery/index.php?image_id=1985861§ion_id=&genre_id=&np
______________________
"When you have to shoot ...
SHOOT.
Don't talk "
- Tuco
Santicor's Gallery:
http://www.renderosity.com/homepage.php?page=3&userid=580115
NP man, good luck and may all of your edge loops be a full 360 !!!!
I just checked out V4s biceps - ouch.
______________________
"When you have to shoot ...
SHOOT.
Don't talk "
- Tuco
Santicor's Gallery:
http://www.renderosity.com/homepage.php?page=3&userid=580115
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HI
I don't work with DAZ figures very often .
Can someone please explain something that happens to DAZ figures in P7, and I have never seen this happen with a SM figure:
Using V4.2:
I altered the shape of chest body part - and exported as obj.
NOW if i import this back in as .obj, the chest part prop of mine is correctly positioned right along with her body part chest.
BUT here is the problem - I do not want to import my morphed chest part as a prop. I want to use it as morph target. so in the params window for her body part "chest" I am clicking "load morph target" and pointing to my altered chest body part .obj
but when i spin the resulting morph dial, her chest rises dramatically, right off her body, on Y axis.
That is odd because i know that the OBJ itself,( my altered chest part) is seated in space properly when i look at is as an OBJ.
why, when i point to it as morph target, does it have a Y trans value difference???
again, this dioes not happem with SM figs.
Thanks
______________________
"When you have to shoot ...
SHOOT.
Don't talk "
- Tuco
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