PhilC opened this issue on Jul 23, 2013 · 11 posts
BardicHeart posted Tue, 23 July 2013 at 4:20 PM
Heh, I must be naturally backwards. LOL I took to Blender rather easily, so much so I've had difficulty understanding all the "backward interface" complaints I hear from others.
And yes, Blender is very much becoming a rival to 3DS Max. The Cycles rendering engine, which I'm still learning is so much more powerful than Poser ever thought about being. I wish Poser had more of the node structure Cycles has. Once I get a better handle on it I may stop using Poser for renders completely and export to Blender for rendering (which would mean I would basically only be using Poser for... well... posing and morphs).
I will second Joe's remarks about a CR2 importer / exporter. There was one started by another fellow but apparently he stopped due to time demands. That's a project that really needs to be done.
I've never used Makehuman, heard of it and seen it in some tutorials. Maybe one of these days, right now I've got so much else I'm learning there's just no time yet.
Oh, just to save Phil some hair pulling. These are the settings I use to import and export OBJ meshes from and too Poser.
For importing to Blender, import the obj from the geometry file in Poser
Uncheck Ngons, Lines and Smooth Groups.
Switch to Keep Vertex Order and check Poly Groups
Then simply import. I've been able to import Vicky 4, do morphs, etc. and all the vertex groups are there and preserved.
For Exporting back to Poser as an OBJ
Check Selection Only, Include UVs, Write Materials, Polygroups and Keep Vertex Order, nothing else.
That preserves the figures as Poser expects them for morphs and such. All the vertex groups retain their names so rigging should be fairly simple.
Poser imports are small, scale them up in Object Mode when you first import, big as you like. Make your changes an when done, hit Alt+S and it will snap back to original size so its correct for export. Note, any scaling changes made in Edit Mode will NOT be affected. That is if you imported a figure, scaled it to say 4x size in Object mode, then in Edit Mode scaled it 2x, you now have a figure 8x its original size. Using Alt+S removes the 4x, but the figure would still be 2x size which would mesh things up. Something to keep in mind. Basically, scaling in Object mode is like a temporary modifier, while scaling in Edit mode is actually changing the vertice placement. That's the best way I know to explain that. If you get used to it early on will save you some headaches and speed up your workflow.