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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 26 1:43 pm)



Subject: Question on exporting a obj in poser.


albertdelfosse ( ) posted Fri, 30 April 2010 at 4:26 PM · edited Tue, 19 November 2024 at 3:47 PM

Got a question on exporting obj files from poser.

If I import into 3ds max the base m4 obj file, from the m4 geometries folder, etc. Then if I look at the file properties of the base m4 obj file it says:

Number of verts are     68,498
Number of faces are 133,660

Now, when I do the following:

  1. Load m4 cr2 into poser.

 2) Pose m4.

  1. Export out m4 as a obj file.
         A) With body, and all body parts selected, and nothing else (Universe, and Ground).
         B) All export morph options unselected.

  2. Import obj file back in to 3ds max.

I find the obj file has changed.

Number of verts are    70,638
Number of faces are 133,660

If I do steps 1 to 4 but, skip step 2 (pose m4) the obj file stays the same (same number of verts, and faces).

So, I was wondering what was going on.


PhilC ( ) posted Fri, 30 April 2010 at 4:42 PM · edited Fri, 30 April 2010 at 4:43 PM

Did you have the same export options selected in both instances?

My understanding is that irrespective of whether the figure's OBJ file is welded or unwelded when Poser loads a figure into the scene it splits the groups effectively unwelding them. This extra row of vertices at each group boundary will account for the difference.


albertdelfosse ( ) posted Fri, 30 April 2010 at 5:08 PM · edited Fri, 30 April 2010 at 5:09 PM

Philc:

Yeppers. What I'm trying to do is morph the new kids 4 into m4. They both have the same vert, and face counts. However, when you apply m4 as a full body morph to k4, you get all sorts of probs, due to the different rigging. So to get around it I was going to do the following:

  1. Load in m4 into poser, and pose. Then export out as a obj file.
  2. Load in k4 into poser, and apply the same pose. Then export out as a obj file.
  3. Load in the k4 obj file, apply the m4 obj file as a morph target.
  4. Then moprh k4 into m4 or anything in between.

However, posing both m4, and k4 alters the obj files. Thus making it impossible to apply the
morph target. I get the number of vertices not the same error. Which is why I went into max to
check the vert, and face counts. I have kept all the morph options the same, etc.

Interesting problem.


albertdelfosse ( ) posted Fri, 30 April 2010 at 6:07 PM · edited Fri, 30 April 2010 at 6:07 PM

Well I figured out how to fix the prob sort of.

1)  Load in m4, and then pose.
2)  Export each body part out as a separate obj file.
3)  Load in k4. Then pose like m4.
4)  Select a k4 body part, and then load in as a morph target the same m4 body part obj.
5)  Repete step 4 until all body parts have been done.

Only prob with this to morph k4 into m4, or anything in between you have to goto each body part, and turn the morph dial. Then there is the thing with exporting each body part.


TrekkieGrrrl ( ) posted Sat, 01 May 2010 at 4:01 AM

Quote -
Only prob with this to morph k4 into m4, or anything in between you have to goto each body part, and turn the morph dial. Then there is the thing with exporting each body part.

No. Once you're done, you create a Full Body Morph. Set all your new morphs (yes, on each and every bodypart) to 1.000, then in the Figure menu, select Create Full Body Morph.

BE SURE to call all the individual morphs the same or  this won't work. (for instance, they should all be called "GROW" - not GROW_Right_Hand or anything.

Then this will give you a Full Body Morph called GROW that'll trigger them all at once :) 

It's a little tedious to set up but once it's done, it can be saved along with the character and is there for good :) 

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albertdelfosse ( ) posted Sun, 02 May 2010 at 3:33 PM

Damm forgot a couple steps.
3a) Export out each k4 body part as a separate obj file
3b) Import in each K4 body part obj file.
Trekkie:  Thanks for the info.

Quote - Well I figured out how to fix the prob sort of.

1)  Load in m4, and then pose.
2)  Export each body part out as a separate obj file.
3)  Load in k4. Then pose like m4.
4)  Select a k4 body part, and then load in as a morph target the same m4 body part obj.
5)  Repete step 4 until all body parts have been done.

Only prob with this to morph k4 into m4, or anything in between you have to goto each body part, and turn the morph dial. Then there is the thing with exporting each body part.


albertdelfosse ( ) posted Sun, 02 May 2010 at 4:51 PM

Doing real good did not need steps 3a and 3b after all. D'OH!!!


albertdelfosse ( ) posted Fri, 07 May 2010 at 9:18 AM · edited Fri, 07 May 2010 at 9:21 AM

file_452472.jpg

Totally gave up on the whole thing. I decided to try figure mixer in Daz Studio. The docs say you can't mix generation 4 figures together cept for M4, and V4. I mixed together M4, and K4, then applied all of the morphs available for M4 (Base ,Creature ,Ethnic Faces, Hiro 4 ,M4 Morphs ++ ,Muscle ,Freak 4 ,Guy 4 , Vladimir , Freak Expansion , M4 Enhanced). Tried all the morphs out to see if the they worked, and they did. Here is a pic of the character I made with M4 mixed with K4 at setting of .5. I added beach hair, and a pair of shorts for M4 with little tweaking. Also buffed him up a bit. Oh, and added Koji texture for M4 to my new teen character. The character will not work in Poser. The mesh distorts when you try to pose, or morph. I am not going to try to fix the problem. Just have to get use to playing with Daz Studio a bit more.


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