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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 13 11:02 am)



Subject: Clothify Animation: How to export ?


VerlSnake ( ) posted Thu, 01 July 2010 at 8:11 PM · edited Wed, 13 November 2024 at 11:28 AM

Attached Link: http://www.verlsnake.eu

I know that I can save an animation made by clothifying a prop to the .pz3 format; and it will be read back correctly into Poser; but unfortunately not into DAZ Studio 3; is there a way to export 'Clothify Animation' from Poser to other 3D apps ? Or can it only be exported via a series of keyframe files ?


pjz99 ( ) posted Thu, 01 July 2010 at 8:32 PM

You can export it as point-level animation, and some applications can import such, but be warned that disk space required for this kind of thing can be VERY large.  Basically you export 1 OBJ file per frame.  Here's a thread that discusses the mechanics:
http://forums.cgsociety.org/archive/index.php/t-444692.html

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PhilC ( ) posted Thu, 01 July 2010 at 8:43 PM

Yes one OBJ per frame is about your only option. May I ask what do you want to do with it in DAZ that you can not already do with it in Poser?


VerlSnake ( ) posted Thu, 01 July 2010 at 9:03 PM

To me, one main attraction of DAZ Studio is its relatively new, integrated Decimator Plugin; it allows me to do Polygon Reduction on figures in a way that preserves animations, morphs, etc.; another workflow of mine is: Export .obj files from Poser for each keyframe of an animation; then do polygon reduction on these .obj files using standalone 3rd party polygon reducers; BUT: The polygon-reduced .obj files have very probably NOT the same vertex count and order; the DAZ Studio Decimator allows me to export polygon-reduced .obj files which have exactly the same vertex count and order ... That's why I'm so keen on importing Clothify Animation into DAZ Studio, too ... Maybe importing a series of Poser-exported .obj files could be a way to go ...


pjz99 ( ) posted Thu, 01 July 2010 at 9:44 PM

Quote - the DAZ Studio Decimator allows me to export polygon-reduced .obj files which have exactly the same vertex count and order...

This is impossible.  I suppose you could remove face information, but polygon reduction methods don't do this (and it wouldn't be very helpful to do this anyway, because it would only make a hole in your model where faces are removed).

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