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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 18 2:22 am)



Subject: why are V4.2 morph targets trans'd up????


santicor ( ) posted Fri, 27 November 2009 at 8:24 AM · edited Sun, 09 February 2025 at 9:33 PM

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

 




______________________

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SHOOT.

Don't talk "

 

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RHaseltine ( ) posted Fri, 27 November 2009 at 8:27 AM

Was the figure zeroed when you exported?


DCArt ( ) posted Fri, 27 November 2009 at 8:47 AM · edited Fri, 27 November 2009 at 8:47 AM

I second what RHaseltine said ... and sometimes it's more than zeroing the morphs and the pose. Check the X, Y, and Z trans on the hip and on the Body to make sure they are all zeroed too before you export the part you want to morph.



LaurieA ( ) posted Fri, 27 November 2009 at 8:57 AM

Yep, the figure has to be absolutely zero when you make your morphs. I agree with everyone else...that's your problem right there :o).

Laurie



santicor ( ) posted Fri, 27 November 2009 at 9:16 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.




______________________

"When you have to shoot ...

SHOOT.

Don't talk "

 

   - Tuco

 

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LaurieA ( ) posted Fri, 27 November 2009 at 11:16 AM · edited Fri, 27 November 2009 at 11:17 AM

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



vholf ( ) posted Fri, 27 November 2009 at 11:48 AM

 I think you shouldn't drop to floor the figure, specifically for V4, her feet are not perpendicular to the floor in zero position as opposed to other figures, so when you drop her to floor, she actually moves up a little. 


santicor ( ) posted Fri, 27 November 2009 at 8:14 PM

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 !




______________________

"When you have to shoot ...

SHOOT.

Don't talk "

 

   - Tuco

 

Santicor's Gallery:

 http://www.renderosity.com/homepage.php?page=3&userid=580115

 


Winterclaw ( ) posted Fri, 27 November 2009 at 9:24 PM

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.)


flyboy ( ) posted Fri, 04 December 2009 at 9:12 AM

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


DCArt ( ) posted Fri, 04 December 2009 at 9:56 AM

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).



santicor ( ) posted Fri, 04 December 2009 at 9:58 AM

flyboy you  are exporting/ importing  only ONE  V4 body  part?

or  more than  1 ????




______________________

"When you have to shoot ...

SHOOT.

Don't talk "

 

   - Tuco

 

Santicor's Gallery:

 http://www.renderosity.com/homepage.php?page=3&userid=580115

 


santicor ( ) posted Fri, 04 December 2009 at 10:35 AM

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 "

 

   - Tuco

 

Santicor's Gallery:

 http://www.renderosity.com/homepage.php?page=3&userid=580115

 


DCArt ( ) posted Fri, 04 December 2009 at 10:40 AM

Yeah the problem is exporting more than one body part from Poser ... some 3D apps don't like groups and do something funky to the vertex order or change the index array or something like that. LightWave is one of the ones that it's best to use the original geometry with.



flyboy ( ) posted Fri, 04 December 2009 at 12:28 PM

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


DCArt ( ) posted Fri, 04 December 2009 at 12:36 PM

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.

  1. Select all the layers and make them active when you create your morph. BUT, do not touch any of the vertices that will attach to parts that you did not export from Poser. You want to make sure that your body parts still stay lined up.
    4) Export each body part out individually, and then import into Poser as individual body part morphs.

That should work.



santicor ( ) posted Fri, 04 December 2009 at 1:42 PM · edited Fri, 04 December 2009 at 1:43 PM

.....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:

 http://www.renderosity.com/homepage.php?page=3&userid=580115

 


DCArt ( ) posted Fri, 04 December 2009 at 1:45 PM

 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. <<

Not sure if that will work because it will probably change the vertex order.



RHaseltine ( ) posted Fri, 04 December 2009 at 2:00 PM

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.


santicor ( ) posted Fri, 04 December 2009 at 3:25 PM

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&section_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

 


flyboy ( ) posted Fri, 04 December 2009 at 5:13 PM

Thank you Santicor for the tip on wings . I have it somewhere on my computer but  I thought Lightwave was sooo much fancier. Bigger and more expensive is not always better. Except in the case of the post you so kindly shared with me. It gives a whole new meaning to the word "Hooters"


santicor ( ) posted Fri, 04 December 2009 at 5:33 PM

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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