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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 10 9:07 am)



Subject: Injection Morph from Hex OBJ


3doutlaw ( ) posted Wed, 12 March 2014 at 12:07 PM · edited Fri, 10 January 2025 at 9:56 AM

So I took A3, and exported and OBJ from DS, modified in Hex and now want to create a distributable morph from it.

I have run into dead-ends in DS, so I am looking if it is possible in Poser 9?

So I've got an OBJ of A3 with my morph, and was reading tutorials on making Morph Targets...but so far I get nothing but Target Geometry has wrong number of vertices".  All I did in Hex was to rearrange vertices.  No deletes, welds or the like....moved and smoothed only.

That being said, most tut's show using like just the "head", and in this case, I have the whole figure as an OBJ.

Is it possible?  Any tips, help or point me in the right direction?

Thanks!


jjroland ( ) posted Wed, 12 March 2014 at 1:47 PM

Yes it is possible.  Although fair warning I have no clue at all about DS.  Vilters was kind enough to write a tutorial on doing just this not too long ago for me.  

Here is the relevant part of that:

I use an import scale factor of 500.00 and export factor of 0.002

FULL BODY MORPH
Open Hexagon, yeah, you do not need Poser.

Open => Wavefront obj, and load the figure object from the Geometries folder.
In the Open window!!!
1.000
None
X
Y
Z
4 BLANKS
and select; Merge groups = put a X in the suare

Your obj will load as a singel group enabling you to morth over the group seams.

In the right window you will find only a single group.
Click on the little blue triangele in the left border as before, and all your material zoens will be there.

texture your object as before
Set color ans specualr to white using the sliders, and load the texture for each material group.

Voila, textured obj in Hex.

Morph, move the points, lines, poly's.
DO NOT DELETE or ADD any...

When ready?

Export => Waverfront obj., also with "merge groups" selected and the rest
1.000, NONE, X, Y, Z, and Blanks.

Now!!!!!
Open uvmapper free
load the morphed object. File => load model => load you morphed object.

File => Import UV's... => Open the ORIGIONAL UNMORPHED V4 object here...
Save model => Save and overwrite your morphed object... (or give a new name you can clearly find.

Open poser
Load V4

Figure=> load Full Body Morph=> point to your morphed object.
Voila, done.

SYMETRICAL PARTIAL BODY MORPH
Did you import V4 in Hex with the option " Merge groups selected"? As I stated in my tutorial?

If you did, Hex does not care if the feet are in different groups.
Hex made one group.
So yes, in that case you can put symetry ON.

But?
Maintain control.
Hex makes errors in symmetry sometimes.
I always X-Check
Sometimes I selct points, other times I select edges, sometimes I select poly's.
Just X-check that Hex did do its symm thing.

Then for your injections, dimension 3d has a couple utilities for sale here that you can do it with OR you can try to follow this tutorial:  http://nerd3d.com/modules.php?name=Content&pa=showpage&pid=13


I am:  aka Velocity3d 


RawArt ( ) posted Wed, 12 March 2014 at 1:48 PM

Did you model from base resolution?....that should be the first thing to check. You have to build morphs from base resolution.

hex is also well known for corrupting meshes.

You could try to open the object into uvmapper, and import the uv's from the original base figure, and hope that cleans things up.


3doutlaw ( ) posted Wed, 12 March 2014 at 1:56 PM

Yep, OK I will try these tips, thanks!  :)

(Unfortunately, no, I did not use the OBJ from the Geometries folder.  I exported from DS as OBJ, as that was the original "easy" way to get it back into DS...which was before I had headaches getting a distributable morph in DS)

I fear I am going to have to go back to square one, but I'll try the UV Mapper thing first and see if it clear up the issue.

Thanks again!  I'll report back.


3doutlaw ( ) posted Wed, 12 March 2014 at 2:20 PM

Well...it seems Poser 9 does not have:  "Figure=> load Full Body Morph=> ..."  :(

Any workarounds for that?


Ian Porter ( ) posted Wed, 12 March 2014 at 2:34 PM

If you exported from Studio check the export scale option. By default it will be in centimeters, but if you want to import as a Poser morph you need to export from Studio at Poser scale, otherwise, even if you get the morph to load, the Poser figure will change size when you apply the morph.

If this has happened you can fix the scale by importing your morphed obj into Studio at default cm and then exporting at Poser scale.

If you import the model into UVmapper as suggested above it will tell you the number of groups and vertices. These should match between the original obj and your morphed version.

I can't help with full body morph loading in Poser though.

Cheers

Ian


3doutlaw ( ) posted Wed, 12 March 2014 at 3:54 PM

I figured out how to do it (I had to re-export the head from poser, modify in Hex, load back in poser as a morph target, save CR2 then use this LINK to create a PZ2 from it)  I guess thats why the utilities to do this are not cheap, lol!  I used the info from JJroland above, thank you!

Thanks all for the help.  It worked, but I did it so quick, my Hex job was more like a Hack job, so I'll need to work on that some more to smooth it out.

 


jjroland ( ) posted Thu, 13 March 2014 at 10:43 AM

Glad you got it figured out!  It can be a real pain to find all the info anymore.  I know I had a heck of a time until Vilters wrote that out for me.


I am:  aka Velocity3d 


3doutlaw ( ) posted Thu, 13 March 2014 at 12:11 PM

Yea, thanks for following up!  I will be posting a freebie soon, and I'll drop a link here, as well.


3doutlaw ( ) posted Thu, 13 March 2014 at 12:35 PM · edited Thu, 13 March 2014 at 12:36 PM

My first Morph Freebie  :biggrin:

Aiko3 No Nostril morph:  LINK

...and don't tell me if one already existed, other than the Stylized morph.  :tongue1:  It was more of a learning exercise, anyway.


vilters ( ) posted Thu, 13 March 2014 at 1:06 PM · edited Thu, 13 March 2014 at 1:07 PM

Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2855050

Read this tutorial carefully.

http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2855050

I wrote this specifically for Hexagon.

YES, I know it says FBM, but using this technology and workflow, you can make a FBM for Poser versions that do not allow you to load FBMorphs directly.

This works in any Poser version, and certainly the Poser9 version you have.

Read and try. You will find out it is pretty ezasy once you have the workflow in hand.

Feel free to site mail if required.

Happy Posering, Tony

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"!


3doutlaw ( ) posted Thu, 13 March 2014 at 2:06 PM

Great!  Thanks Tony.  I was working on a head morph, so the other method worked, but I will keep this handy now that I am getting dangerous with Hex  ;-)


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