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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 27 4:05 pm)



Subject: Creating Mophable Poser Props


GaryChildress ( ) posted Sat, 26 December 2009 at 11:53 AM · edited Wed, 27 November 2024 at 2:44 PM

How do I create a morph in Poser.

Above is a sample of my first attempt.  This is what I did:

  1. Using Wings3d I exported an object as an OBJ file (a helmet in this case). Next I enlarged the helmet chin strap a little and then exported the enlarged object as an OBJ file.

  2. I imported the first OBJ file into Poser.

  3. Next I went into the properties tab and chose Load Morph Target. I loaded the second OBJ file.

  4. Now when I turn the morph dial the object simply crumples into a heap of polygons. It doesn't enlarge.

What am I doing wrong? How do I create a helmet with a morphing chin strap in Poser from Wings3d? There must be a step I'm missing somehow.  :(

Many thanks for any help!

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GaryChildress ( ) posted Sat, 26 December 2009 at 11:54 AM

file_445350.PNG

Woops, I forgot to load the picture of what my "morph" looks like.

Please help!

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markschum ( ) posted Sat, 26 December 2009 at 12:04 PM

Your process is correct.
The morph loaded so vertex counts and order were correct.
Is there any setting on export for the number of decimals in the vertex positions ?  Poser uses very small values so if you use say 4 decinal places instead of 6 you may get some errors.


Adom ( ) posted Sat, 26 December 2009 at 12:08 PM

I would say that vertilcles order in the 2nd object is not the same as in the 1st one.

But it is quite strange since you only resaved your helmet after resizing the strap.


nruddock ( ) posted Sat, 26 December 2009 at 12:08 PM

Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?message_id=3026504&ebot_calc_page#message_3026504

Looks like your modelling progrma is changing the order of the vertices.

If there aren't any import/export options to stop it doing that, then you may be able to overcome the problem with the script I did for Hex 2.2

The other alternative is to replace the original OBJ with unmodified one saved from your modelling program, which should have the same vertex order as the morphed version.


GaryChildress ( ) posted Sat, 26 December 2009 at 12:16 PM

When I go to export the object in Wings3d as an OBJ file it just goes straight to the file save location. It doesn't prompt me for anything else. :(

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Adom ( ) posted Sat, 26 December 2009 at 12:26 PM

You can always adjust the strap inside the Poser.
That way both objects shoud be fine.

Just in case after importing 1st helmet into poser - export it back (so the poser will create obj file) and then delete original helmet and import the one you just saved to work with it (now you are on the save side).


markschum ( ) posted Sat, 26 December 2009 at 12:26 PM

If you load the obj into your modeller , and then export it without making any changes , you should see if the vertex order has been affected. 


GaryChildress ( ) posted Sat, 26 December 2009 at 12:46 PM

Thank you Adom!! I just tried your method and it seems to be working!!  :)

Basically I load the prop into Poser and save as an OBJ from Poser, then load the morph target into Poser and save it as an OBJ, then reload both items.

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nickedshield ( ) posted Sat, 26 December 2009 at 2:29 PM

file_445356.jpg

Here is where the options are for exporting an obj from wings... When you get ready to export, click on the little box to the right of Wavefront obj and you should get the following screen

I must remember to remember what it was I had to remember.


shuy ( ) posted Sat, 26 December 2009 at 3:18 PM

Quote - When I go to export the object in Wings3d as an OBJ file it just goes straight to the file save location. It doesn't prompt me for anything else. :(

On the right next to "export" you can see square. Click it and you have acess to properties.

Quote - Thank you Adom!! I just tried your method and it seems to be working!!  :)

Basically I load the prop into Poser and save as an OBJ from Poser, then load the morph target into Poser and save it as an OBJ, then reload both items.

I usually use wings for morph target.
First I save obj in Poser. Later I open saved obj in wings and create morph.
YOU CAN CHANGE ONLY VERTS POSITION. YOU CANNOT DELETE OR ADD ANY VERTEX. CONNECTING EDGE = ADD VERTEX - DO NOT DO IT.
If you deleted any vertex and later created it in the same position it means you must start again.
Export as an "morph.obj". Load to Poser from menu "load morph target".

I think in this case - helm and strap - you should use magnet. It is easier. First you must select strap as a group in "group window". Later add magnet, select mag zone and in properties you can see "groups". There you can choose what part of helmet will be changed by magnet.


nomuse ( ) posted Sat, 26 December 2009 at 6:27 PM

Seems like everyone else has covered the basics.  Your workflow was correct, but your modeler was changing vertex order -- one of the three major things that can go wrong when making morphs in an external modeler (the other biggie to watch out for is modelers that change the size on import or change the location in object space.  You will know when this happens, as the morph will cause the object to either inflate wildly or go shooting off in some direction or other).

For very simple morphs, it is often faster to apply a magnet inside Poser itself, and save that result (aka "spawn morph target.")  I use a combination of both, myself, for the things I build.


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