Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)
Every combination?!? Hmm, seven tick boxes... that would be 128 OBJ exports. :blink:
If you check "weld", but also check to include body parts, Poser will break the parts back apart. Try ticking weld, but untick all include boxes.
Poser 12, in feet.
OSes: Win7Prox64, Win7Ultx64
Silo Pro 2.5.6 64bit, Vue Infinite 2014.7, Genetica 4.0 Studio, UV Mapper Pro, UV Layout Pro, PhotoImpact X3, GIF Animator 5
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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...
Quote - Every combination?!? Hmm, seven tick boxes... that would be 128 OBJ exports. :blink:
If you check "weld", but also check to include body parts, Poser will break the parts back apart. Try ticking weld, but untick all include boxes.
Tried it, no joy, and I ain't messing about mate, I tried every possible combination.
It's been mentioned elsewhere that others have had the same grief as I.
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.
That has been a longstanding issue with Poser, it even cuts the mesh for weightmapped figures (just verified that with V4_WM). The two work-arounds (in addition to just using the original mesh) are to export from POser and then weld the duplicated vertices/seams in another application (e.g. UVMapper or any modeling program) or to load it in Daz Studio instead and export from it. DS does not slice the mesh. The Poser export followed by a weld will change the vertex order, so that won't work for developing morphs (unless you can get a utility to reorder them), but it should work fine for a self-contained animation. All in all, if you need the mesh exported whole, DS is your best bet.
I've GoZed Rox's and Rex in to zBrush and the meshes are weldeld togeater.
Haven't messed with morphs ,can't say about vertice order.
Haven't messed with UVMaps ,can't say.
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I found a solution using collada export, this exports an unbroken mesh and animation. I have to export morphs separately one by one, which is a pain, but at least I have found a way out of Poser for weightmapped characters.
The other problem with collada is that conformers do not export correctly.
Maybe one day SM will fix some of their exporters, in fact, I consider their leaving the obj export in such a useless state as inexcusable.
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Exporting a rigged figure as an obj results in Poser splitting the mesh at joints - no matter what export options you choose. This results in unsightly seams in the textures.
This is easily demonstrated by exporting a character and then re-importing into Poser.
This also happens with 3ds and lwo export.
Anybody with any bright ideas for a workaround?