Mon, Jan 27, 9:02 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 26 2:05 pm)



Subject: Setting up character materials for bones in Blender


NightRunner666 ( ) posted Wed, 12 May 2010 at 8:03 AM · edited Mon, 27 January 2025 at 8:56 AM

I've seen on this site some advice for using Blender to create multiple materials on a character that when imported into poser can then be linked to bones. but I can't remember the key words to search for it and there are loads of threads to read through to find.

If I remember correctly you import a obj file character into blender, then paint multiple materials onto the character objects, a new material for each body part. Then export the character as an obj file into Poser where you can use the materials to match the correct body parts to the bones.

I would really appreciate any help with this, any links, information.


ar3d ( ) posted Wed, 12 May 2010 at 9:21 AM

You need to create vertex groups, not materials.


Fugazi1968 ( ) posted Wed, 12 May 2010 at 10:03 AM

Quote - I've seen on this site some advice for using Blender to create multiple materials on a character that when imported into poser can then be linked to bones. but I can't remember the key words to search for it and there are loads of threads to read through to find.

If I remember correctly you import a obj file character into blender, then paint multiple materials onto the character objects, a new material for each body part. Then export the character as an obj file into Poser where you can use the materials to match the correct body parts to the bones.

I would really appreciate any help with this, any links, information.

A bt of a shortcut is the excellent AutoGroup Editor, you export your mesh from Blender and load it into AGE, load in the Figure you are going to conform the item to and hit the button.  It works out which bits of your mesh should belong to which Group and sorts it out.

it is not 100% perfect, but then nothing ever will be, but it gets it right for most of the mesh and you can then use its tools to manuall adjust a poly or two.

I wouldn't be without it :)

John.

Fugazi (without the aid of a safety net)

https://www.facebook.com/Fugazi3D


NightRunner666 ( ) posted Wed, 12 May 2010 at 2:00 PM

Quote -

A bt of a shortcut is the excellent AutoGroup Editor, you export your mesh from Blender and load it into AGE, load in the Figure you are going to conform the item to and hit the button.  It works out which bits of your mesh should belong to which Group and sorts it out.

A good looking program, but I don't really want to spend $25 when I can do it without


NightRunner666 ( ) posted Wed, 12 May 2010 at 2:01 PM

Quote - You need to create vertex groups, not materials.

Is there a tutorial around or a site with a few tips on that?


pakled ( ) posted Thu, 13 May 2010 at 9:19 AM

have you asked in the blender forum? they'd probably be more familiar with it.

I wish I'd said that.. The Staircase Wit

anahl nathrak uth vas betude doth yel dyenvey..;)


bob1965 ( ) posted Thu, 13 May 2010 at 2:30 PM

The dialog box immediately to the left of the material group box is the vertex group dialog.

Simply add a group, select the desired faces for the group in the 3d window and click assign.

Press the A key to deselect all and repeat the process for the next group.

Continue until all groups are created.

I find that naming the group the same in the Ma: , Ob: , and group name boxes ensures that the names do not have the Blender nomenclature appended on export.

When exporting select the polygroups option in the export dialog and the groups you created will be retained when the object is imported into Poser.

That should get you up and running if not PM me and I'll try to clarify any points that you are having problems getting to work as expected.

I'm working doubles at the moment so be patient if I don't reply immediately, it won't be because I'm ignoring you.


kobaltkween ( ) posted Fri, 14 May 2010 at 4:08 AM · edited Fri, 14 May 2010 at 4:08 AM

the only thing i'd change about those instructions is that it's vertices, not faces you should select.  vertex groups are collections of vertices.  selecting faces would mean that the vertices that make up borders between groups would belong to both adjacent groups.  in Blender, vertices can belong to multiple vertex groups. 



bob1965 ( ) posted Fri, 14 May 2010 at 4:29 AM

....and for all intents and purposes when you import the mesh into Poser it splits those vertices at the the group boundary so is a non issue.

Selecting faces is faster, selecting vertices works....do what you like, Blender allows quite a bit of latitude in the workflow.


kobaltkween ( ) posted Fri, 14 May 2010 at 4:31 AM · edited Fri, 14 May 2010 at 4:33 AM

Quote - ....and for all intents and purposes when you import the mesh into Poser it splits those vertices at the the group boundary so is a non issue.

i've never had that happen once, and i use vertex groups all the time in dynamic clothes.  maybe it's different for making figures, but counting on that seems like counting on a bug, since Poser understands groups as vertices, too.  and how is it faster? it would only matter if you were selecting by hand, and that seems awfully slow. 



bob1965 ( ) posted Fri, 14 May 2010 at 5:54 AM

LOL Seriously find someone else to harass.

I work with this stuff on an almost daily basis and consequently I have done everything I've mentioned numerous times and it works as stated every single time. I have no idea what your doing that causes things to not work for you...RTFM worked for me, YMMV.


kobaltkween ( ) posted Fri, 14 May 2010 at 6:45 AM

the manual says select faces for vertex groups?  i must have read it wrong then... nope, the whole bit on vertex groups talks about vertices, not faces or polygons.  for instance, "Use your mouse to ⇧ ShiftRMB File:Template-RMB.png select more vertices that you want in that group." i didn't think it was harassing you to make a minor point, and especially to say "maybe it's different for making figures," but if it's that important to you to be right about every single little thing... well, more power to you.  you must lead an interesting life.



bob1965 ( ) posted Fri, 14 May 2010 at 7:53 AM

No, the harassment lies in the continuous snide comments such as, "but counting on that seems like counting on a bug", after indicating that you don't make figures.

Arguing about which import/export scripts come with Blender when anyone can DL the app and see for themselves, etc.

Basic math dictates that selecting 4 verts at once for every face is faster than selecting single verts.

Your described method of selecting and creating groups works fine for making pinning groups for dynamics. However it is not effective for creating bone groups for export to Poser which is the subject matter of this thread.

Need I continue?


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.