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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 09 3:46 am)



Subject: Posing .obj mesh in Poser


laughinghyena ( ) posted Sun, 05 September 2010 at 10:58 PM · edited Sat, 02 November 2024 at 12:11 PM

Hey every1!

Ok this is my question;

I am trying to use poser as my animation program (along with Daz) however I am having issues of trying to pose an .obj model in poser. When I import the .obj, it imports as one mesh and none of parts are movable.

Any suggestions of what else I need to do or add to make em pose-able. I have enclosed an image.

I even try to put in bones before in 3ds to see if that would help things but it didnt.

So what should I do now?

thanks for any suggestions guys!

EDIT 1: also what would be the best way to import the poser file into DAZ and make sure that I can use DAZ with the Poser model as well perfectly.


ShawnDriscoll ( ) posted Sun, 05 September 2010 at 11:05 PM

OBJ format doesn't keep bone/rigging/pose information from most programs exported from.  I believe DAZ|Studio uses its own rigging compared to Poser's rigging standard.  The Collada format is supposed to remedy this between apps.

www.youtube.com/user/ShawnDriscollCG


PhilC ( ) posted Mon, 06 September 2010 at 2:28 AM

I have a number of on screen video tutorials explaining the process which may help you.

http://www.philc.net

Use the left had side menu.
Select Tutorials > Rigging.

Hope that helps.


laughinghyena ( ) posted Mon, 06 September 2010 at 1:28 PM

Quote - I have a number of on screen video tutorials explaining the process which may help you.

http://www.philc.net

Use the left had side menu.
Select Tutorials > Rigging.

Hope that helps.

THANK YOU SO MUCH!

I knew there was a way but I just couldnt wrap my head around it. I have to do is practice and make sure that I get it right every single time.

Question: once you name the bones, matching the names of the body parts, will Poser merge them together when you go back to pose mode?


PhilC ( ) posted Mon, 06 September 2010 at 1:44 PM

Yes, providing that the internal bone name exactly matches the group name Poser will do its thing automatically. Proximity of bone to mesh does not matter. Unless you use the auto group option, but that rarely works well so best to avoid it.

Poser uses an internal/external naming system. The rigging looks at the internal name, the user sees the external name in the GUI and drop down menus. In this way, for example, the collar can be externally referenced as "Right Collar" or even "Col Droite" if French, without affecting the rigging or grouping which will remain as "rCollar".


laughinghyena ( ) posted Mon, 06 September 2010 at 2:41 PM

ok this is going to sound dumb, but what if the mesh has combo parts? meaning what if the chest and arms are attached together. how would l name the bones then: L_chest_arm lol

I am going to attach the model so you can see for yourself what I mean.


laughinghyena ( ) posted Mon, 06 September 2010 at 2:42 PM · edited Mon, 06 September 2010 at 2:51 PM

file_458775.jpg

ok this is going to sound dumb, but what if the mesh has combo parts? meaning what if the chest and arms are attached together. how would l name the bones then: L_chest_arm lol

heres a screen shot of the parts and how the chest and arms are together

EDIT 1: I believe I know what I have to do. I have to group and ungroup sections of the mesh in Poser and then rename them so the bones can match up.


laughinghyena ( ) posted Tue, 07 September 2010 at 4:06 PM

I have another question, in which I am sure I already answered it myself (just havent tried it) with fingers, mouth, eyes; I would have to make bones for them as well and named them as I would with the other body parts.


PhilC ( ) posted Tue, 07 September 2010 at 4:11 PM

Yes, every part that you want to move will require its own group.

Now before someone can post... "but the toe does not need to be a separate group it can be part of the foot providing there is a toe bone." .... let me say, yes I know but lets keep this simple OK :))


laughinghyena ( ) posted Tue, 07 September 2010 at 4:31 PM

EDIT: I was able to get bones to match up with the mesh and did some test movements but when I move an arm all the way up, theres a gap where the are pit should be.

In 3ds the mesh is together with no gaps, is there a way in Poser that I can fix that hole?


PhilC ( ) posted Tue, 07 September 2010 at 4:39 PM

Consider the hierarchy Chest > Collar > Shoulder.

The Collar group must completely separate the Shoulder and the Chest. If the Shoulder abuts the Chest then it will split at that seam when bending.

I believe this is what is occurring in your model.


wdupre ( ) posted Tue, 07 September 2010 at 10:41 PM

Quote - I believe DAZ|Studio uses its own rigging compared to Poser's rigging standard.  The Collada format is supposed to remedy this between apps.

Nope Studio uses the same rigging system as Poser, so if you rig for poser you can import the resulting cr2 into studio no problem. and collada format is not really poser rigging friendly.



ShawnDriscoll ( ) posted Tue, 07 September 2010 at 11:27 PM

So a DAZ|Studio rigged figure can be imported into Poser and posed as if the figure was rigged in Poser?

www.youtube.com/user/ShawnDriscollCG


Teyon ( ) posted Wed, 08 September 2010 at 3:56 AM · edited Wed, 08 September 2010 at 3:57 AM

We do cover most of this stuff in our tutorial section:

http://poser.smithmicro.com/tutorials.html

  The Nathan tutorial is actually pretty detailed:

http://poser.smithmicro.com/tutorials/Characters_model_import.html

http://poser.smithmicro.com/tutorials/Characters_grouping.html

http://poser.smithmicro.com/tutorials/Characters_rigging.html

http://poser.smithmicro.com/tutorials/Characters_morphing.html

The tutorial says it's for Poser Pro but Poser 8 does pretty much everything character setup-wise that Poser Pro did.


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