CaptainMARC opened this issue on Jul 05, 2013 · 12 posts
CaptainMARC posted Sat, 06 July 2013 at 1:24 AM
Quote - what's the destination app? try working from the original .obj rather than an export. There's a lot of variables that can only be addressed once the destination app is known. For instance, if I import the v4 original .obj (not an export) into ZBrush from the geometries folder the groups will be intact but the mesh will not be unwelded. If on the other hand I import the same .obj into Wings, the mesh will appear unwelded and broken into body part groups (and nonsensical ones, at that). In Modo the mesh is of one piece...
Also, if morphing is your goal, don't weld the figure upon export from poser. There's a good likelyhood that this will change the vertex order. see this thread for some spot-on information and a UVMapper technique for re-establishing correct grouping on an ungrouped mesh_
http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2869544
Another for instance is the import settings and group handling of the destination app, if any. Carrara for example is very Poser friendly in this regard...
Thanks for having a go mate, but nah, that's not the problem, I can morph easily enough without any grief.
I want to take an animated sequence of obj files into c4d to render.
It's a weightmapped figure, so the usual suspects, InterPoser Pro and PoserFusion, don't work.
The following exporters are all broken in one way or another: collada, lwo, 3ds, wrl, dxf, and even bloody obj that is Poser's native format!
I realise the original figures in the geometries folder are ok, and I tried using one being driven from a mdd Point Level Animation file that I had created from Poser's exported obj sequence.
But no joy, because Poser also mucks up the vertex order.