Forum: Poser - OFFICIAL


Subject: Pose Fix Morphs

Parthius opened this issue on Jan 22, 2010 · 32 posts


Parthius posted Sat, 23 January 2010 at 9:15 PM

"However noxiart is correct if you export the obj from Poser unwelded it does indeed have the correct vertex order"

At least in P6, all the groups are in separate (disconnected) pieces when exported without welding. V4 picks up 2040 additional vertices in the process. This is not the same vertex count/order as the original mesh and the result cannot be used as a morph target in another app (like Lightwave). Welding the duplicate vertices in LW or UVMapper results in the right number of vertices, but they are in the wrong order.

The vertex order for the individual groups may well be the same as it was in the original mesh, but a split mesh with extra vertices isn't very useful outside of poser. I don't know about Max, but in both Maya and LW it is useless as a morph target if it doesn't have the same vertex number and order.