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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 02 10:01 am)



Subject: Anyone here use Daz3d/Poser models in conjunction with Modo?


chiefraven ( ) posted Tue, 22 April 2014 at 9:08 AM · edited Sun, 02 February 2025 at 2:46 PM

I plan on using character models from daz3d/poser, but would love to do everything else in modo (lighting, rendering.. even setting up the scene, modeling,etc)

Can I simply take the character model and model parts such as hair, accessories, clothing and port them into Modo and work on them as if i was using them in poser/daz3d? like fitting the clothes onto the character, adjusting them, applying the morph, applying the texture, etc. Or do i need to do all these in poser/daz3d and once everything has been applied to the character THEN port that finished character into Modo ?

Sorry for such a newbie question =D I have never really used multiple programs and don't know the limitations and the process.


FrankT ( ) posted Tue, 22 April 2014 at 1:25 PM · edited Tue, 22 April 2014 at 1:26 PM

if it's anything like Max then I set up the figures etc. in Poser then export as .obj and import into Max to set up the materials, lights etc. and render.

Poser morphs won't work in anything other than Poser (possibly in Studio but I don't use it so can't comment)

Poser has a handy "collect scene inventory" script which will place all the textures (and object files) into a folder you specify so that Modo should be able to import without any problems.  You will probably have to do quite a bit of work on the materials though - jpeg textures are ok but anything procedural will need work

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motchan ( ) posted Tue, 22 April 2014 at 10:41 PM

 

 Rigging system and Shader system is normally, completely different from software to software. Conforming clothing system is Poser orginal (perhaps). At least, MODO dosn't have this kind of capability. Many data in cr2 file can not import to MODO, such as morph, magnet, JCM, etc, as FrankT mentioned.

 You must rework most of these in MODO. There are some data formats including rigging, morph, animations, etc such as Collada, but from my experience, these formats are so compilicate and problematic. Simple wavefront OBJ format is more reliable.

 My Poser-MODO workflow is as follows.

  1. (MODO): create morph with modo modeling sculpting tools from base figure mesh. Also create morph for clothes.

2.(Poser): Import morph to figure and save it.

3.(MODO): create shader tree for figure, using jpg/png file from vendor's texture set which sold in rendero market. MODO's transparency is white is invisible. So you must invert transparency map. Also MODO's transparency channel reflect specular, so you must use disolv channel. Input gamma value should be set propery. Normally, you input gamma 1/2.2 in each texture map.

4.(MODO): Save shader tree as MODO's preset. You can save multiple material part as one preset.

5.(Poser): Load morphed figures, clothes,  comform it, and Pose.

6.(Poser):Export figure/clothes as OBJ format. I always export figure and cloth item separetelly.

7.(MODO):Import figure obj, cloth obj, hair obj into scene. Apply preset made in step 4.

8.(MODO):Correct poke throuth, create drape/wrinkle in clothes, repair broken joint mesh, adjust light, adjust shader tree for the light,  and render!

In luxology forum, there are some threads using Poser figure in MODO. By the way, modo is MODO (all upper case), from 701.

 

 

 



Meshbox ( ) posted Sat, 26 April 2014 at 12:30 PM

Isn't there a PoserFusion implementation for Modo?

Best regards,

chikako
Meshbox Design | 3D Models You Want





dberrbus ( ) posted Sun, 27 April 2014 at 5:04 PM

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