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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 01 9:10 pm)



Subject: Making morphs on 3DS


Trollzinho ( ) posted Thu, 18 November 2010 at 1:41 PM · edited Sun, 02 February 2025 at 12:46 AM

Hi all,

I'm currently able to make body morphs for Poser figures on 3D Studio, by importing the original OBJ file into 3D Studio, making the changes, and exporting to a new OBJ. No problem there.

But I'm only able to make morphs on the zeroed figure, which makes it very very hard to, for example, make morphs for arm pits, or to make a morph for specific poses, for example, to morph the area around and behind the knee for a figure knee'ing on the ground.

So, I'm trying to find a way to pose a figure on Poser, export it to 3D Studio, morph that posed figure there, and send those morphs back to Poser as morph targets.

Will PoserFusion allow me to do that? Or anyone knows a better way? Thanks in advance!


pjz99 ( ) posted Thu, 18 November 2010 at 1:48 PM

Depending on the figure, this is not safe to do - if the figure contains magnets that are controlled by joints (V4, and the Sydney/Simon figures for example), you don't want to export the magnet deformation, because when you import again it will end up being applied twice.  You also don't want to export joint-controlled morphs for the same reason (pretty much all figures use JCM so this is a big concern).  And you need to be careful to avoid exporting any bone scale changes.

Search for threads by Colorcurvature, I believe he had a script that figured out all that crap for you.

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bagginsbill ( ) posted Thu, 18 November 2010 at 1:53 PM


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Trollzinho ( ) posted Thu, 18 November 2010 at 1:55 PM

Bagginsbill... my hero...


Trollzinho ( ) posted Thu, 18 November 2010 at 2:30 PM

Actually, by just reading about how that program Baggins posted works, I found a very very simple way to do what that program does without spending one dime, and I want to share it:

1: On your Poser scene, pose your actor like you want to morph it. Once done, export it to OBJ without checking the "As morph target" box. Just export it.

2: Go on 3D Studio (or any other tool) and morph your exported OBJ. Once done, save it with a new name, leaving the original OBJ unchanged.

3: Back on Poser, get an empty frame on your timeline and zero your figure there. (Zero all morphs and all body transformations.) Keyframe it. Then load the first OBJ from step 1 above as a full body morph target, then load the second (morphed) OBJ from step 2 above also as a full body morph target. Now just go on the new dials and put the second morph as 1.000, and the first morph as -1.000. BAM! Export that as a new OBJ, control+Z those 2 imported full body morphs off your scene, and reimport the new OBJ as your morph.

Easy as 1,2,3...


bantha ( ) posted Thu, 18 November 2010 at 3:00 PM

I use Colorcurvature's script very often. Your workflow may work in some cases, but it needs the timeline, which I often use for different things, and it's far more complicated.

I'm pretty sure that your workflow will not work on posed figures with rotated body parts. If the figure was rotated, the morph would move the vertex in the wrong direction if I'm not mistaken. Your "subtraction" does not compensate for that, only for translations.


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


Trollzinho ( ) posted Thu, 18 November 2010 at 3:03 PM

I just did it with a figure that was rotated in all 3 axis, and it worked fine.


Trollzinho ( ) posted Thu, 18 November 2010 at 3:19 PM

By the way, what software you guys use to make morphs?

I'm using 3D Studio MAX, and I have to go thru an annoying exercise of merging body parts before I morph, and then un-merging them after I morph to export the new OBJ.


bantha ( ) posted Thu, 18 November 2010 at 4:49 PM

file_461801.jpg

Here an example with Andy - rotated Body 90 degrees. Chest exported and morphed in Silo. Here is my (pretty obvious) morph.


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


bantha ( ) posted Thu, 18 November 2010 at 4:50 PM · edited Thu, 18 November 2010 at 4:53 PM

file_461802.jpg

Here is what it looks like after your method - the morph is rotated by 90 degrees.

 

Should be easy to replicate. What am I doing wrong?


A ship in port is safe; but that is not what ships are built for.
Sail out to sea and do new things.
-"Amazing Grace" Hopper

Avatar image of me done by Chidori


Trollzinho ( ) posted Thu, 18 November 2010 at 5:02 PM

I don't know what to say, besides that I finished my project by using my method and it worked like a charm. But I only did full body morphs. Haven't done individual body parts. And also remember that you have to export your figure as it is on your scene (with all rotations and translations, morph it like that, and export it back like that). If you morph one zeroed body part and try to apply to a non-zeroed figure (and vice-versa), I'd foresee that problem happening.

I'll check out this Silo software you mentioned. Despite my deepest love for 3D Studio, I don't think it's the best option for modeling.


colorcurvature ( ) posted Fri, 19 November 2010 at 2:20 AM · edited Fri, 19 November 2010 at 2:32 AM

Unless poser 2010 changed its way of morph load I do not yet see how/why the method you mentioned works.

When you do not export as morph target, all bends will be included into the .OBJ. Even if you zero the figure, there will be influence from bends and JCMs. If you load this as a morph target and assign it a -1 value, you will bring your figure into the shape of its base .OBJ. That is kind of a fake zero.

Having this as a base you can load your morphed obj, no doubt, but I think what you get is a morph that brings your figure into a bended form again, but doing this as a morph not as a bend. If you change the pose on a figure that was deformed that way, I think your morph will explode.

One cannot replace bends with morphs, if one intends to change the pose later on.

The program was intended to remove this limitation. It does not use the -1 "trick" internally. It is directly working on the posed figure and computes the transformation required to change the shape so that it fits the morphed .OBJ.

Your -1 method seems to undo bending, but it only does it "for the moment". At least thats what I currently think.

The program btw has not many 3ds max users yet. I think someone made it run with 3dsmax9, but I have no experience on other versions.

 

 

 


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