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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 25 9:50 pm)



Subject: Help with morph targets


Theta ( ) posted Sun, 03 February 2013 at 5:05 AM · edited Sun, 26 January 2025 at 11:34 AM

Lately someone recommended Blender to create custom head morphs in another thread to me and I was quite curious how it works. Now I've been able to create a very simple custom face morph, brought it back to Poser and it works quite well. Now I've used the M4 Morphs++ to further adjust the head, and it still works fine.

Now I wish to get a single .obj shape of the head so I could further make adjustments to the head shape - one .obj file with all the information of my custom head morph and the dialed on Morphs++ combined. And here, everything goes wrong.
What I did was:

  • M4, some Morphs++ dialed on and my Custom head shape dialed on

  • Exported the head as an .obj out of Poser

  • Some works in Blender

  • Went to Poser, selected the head and "Load as Morph tagret", and it loads

  • I dial back all head morphs, and dial on the new created morph target, and weird things happen. It's not really the mesh exploding ... but the head mesh flies around in a way, or the eyes "poke through" the head mesh

What am I doing wrong? In my second attempt to export und re-import the .obj, I did exactly the same thing in my first attempt. In the first attempt it worked and in the second I get those weird things. I have the suspicion there is only one little detail I have missed since the first time it worked to wonderfully, but I really have no idea what it was.

Someone an idea?


Teyon ( ) posted Sun, 03 February 2013 at 5:14 AM

First off, if you exported a new morph of the head with all the dials you wanted turned on, don't turn them back on when using the new morph or you'll double the effect.  Also, make sure you don't move the head or scale it while working in Blender - this can cause the head to shoot off or behave oddly when applying the morph. 

 

Hope that helped.


Teyon ( ) posted Sun, 03 February 2013 at 5:16 AM

Oh and post images...those would help pin point what the situation is (doubled effect of a morph versus a moved object).


vilters ( ) posted Sun, 03 February 2013 at 5:46 AM

Did you ZERO out the figure before Exporting from Poser?

Do:
Remove all IK
Zero joints with the joint editor.
Select body, Set X,Y and Z trans at 0.000
Slect hip , Set X,Y,Z trans at 0.000
Select body again, Cross chack that X,Y,Z, trans are still at 0.000

Export head as morph target.

Do NOT:
Move the head around in Blender.
Onyl move the vertex you want to morph.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


Theta ( ) posted Sun, 03 February 2013 at 5:51 AM · edited Sun, 03 February 2013 at 6:05 AM

file_491288.jpg

> Quote - Oh and post images...those would help pin point what the situation is (doubled effect of a morph versus a moved object).

Yes, I totally forgot about that ... I went back to replicate my problem and here it is I've figured out why the head seems to "move around" in the air error. This happens when the pose is not zeroed while the head is being exported. That error I have corrected (thanks to vilters anyway!). The error I can't get rid of now is what you see in the image. On the right hand side, this is my custom morph turned on and some Morph++ dials turned on. Everything looks OK. I exported the head exactly the way it is on this picture. On the left hand side, you see the error. How I got this: I loaded a "clean" M4 into the scene with NO morph dials turned on. Exported the head from the right hand side as an .obj. I didn't touch it in Blender, and went to Head->Load Morph target and turned on the morph target (and no other dial). The eyes "poke through". I want the left hand side look like the right hand side. I think it's no Blender problem because in the steps between right and left, I did not open up Blender at all.


Theta ( ) posted Sun, 03 February 2013 at 7:11 AM

Oh and as I experimented further on my problem ... once you export an .obj out of Poser and tick on "As Morph target" in the dialog box, Poser exports the .obj without any morphs applied, is it true? I always thought the option "As Morph target" only gets rid of any poses applied to the figure, but it seems, it exports without any morphs as well.


JoePublic ( ) posted Sun, 03 February 2013 at 7:37 AM · edited Sun, 03 February 2013 at 7:39 AM

Some head morphs are actually combinations of several different morphs.

For example "eye-depth" will reshape the head mesh around the eyes but also automatically move the eyeballs along the z-axis.

If you combine that morph with others into a new morph, the auto-link to the eyeball movement gets lost.

Solution: Move and/or scale the eyeballs manually until they match the new headshape again, or create a new auto-link using the dependency editor.


vilters ( ) posted Sun, 03 February 2013 at 7:51 AM

Yes, when you click "As morph targert", it removes alle existing morphs.
Otherwise they would be baked in the object you want to morph from.

And all existing moprhs would be doubled, when you load it back in Poser.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


vilters ( ) posted Sun, 03 February 2013 at 7:53 AM

You accidently did not hve any morphs loaded that moved the eyse forward when you exported from Poser?

Check the eyes origins in the joint editor between the morphed and unmorphed heads.

Poser 1, 2, 3, 4, 5, 7, P8 and PPro2010, P9 and PP2012, P10 and PP2014 Game Dev
"Do not drive faster then your angel can fly"!


markschum ( ) posted Sun, 03 February 2013 at 11:18 AM

As a check you can import your morphed obj and compare it to the figure with the morph appled. They should look identical, if they dont you have some other morph active. 


Eric Walters ( ) posted Sun, 03 February 2013 at 12:51 PM

 Also do some searches on scripts that will allow you to move the eyes in the XYZ. I recall a script called "UnhideXYZ". Daz saw fit to disable those parameters for V4 and M4. I had created some extreme head morphs that required me to move and resize the eyes.



lesbentley ( ) posted Sun, 03 February 2013 at 1:56 PM

Quote - I always thought the option "As Morph target" only gets rid of any poses applied to the figure, but it seems, it exports without any morphs as well.

Yes, it works as you describe in the above quote. I can't for the life of me understand why vilters said otherwise. Quote:

Yes, when you click "As morph target", it removes all existing morphs.
Otherwise they would be baked in the object you want to morph from.

That's totally wrong. It does not remove the existing morphs, and they are baked in. Nor do I understand why he said. Quote:

And all existing morphs would be doubled, when you load it back in Poser.

Because if you leave the original morphs expressed, when you load the morph target, all existing morphs are doubled, and this is a common mistake that newbies make.


lesbentley ( ) posted Sun, 03 February 2013 at 2:15 PM · edited Sun, 03 February 2013 at 2:26 PM

Attached Link: Morph problem

 

JoePublic's explanation is almost certainly the correct one. The Morphs++ will be using ERC to translate (not morph) the eyes in responce to a face morph that changes the location of the eye sockets. See the thread linked above for some information on translation of the eyes via ERC.


Theta ( ) posted Sun, 03 February 2013 at 4:32 PM

Quote - Some head morphs are actually combinations of several different morphs.

For example "eye-depth" will reshape the head mesh around the eyes but also automatically move the eyeballs along the z-axis.

If you combine that morph with others into a new morph, the auto-link to the eyeball movement gets lost.

Solution: Move and/or scale the eyeballs manually until they match the new headshape again, or create a new auto-link using the dependency editor.

I think this is it ... I never thought about this. Thank you very much. I will try it out.


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