Forum Moderators: Lobo3433 Forum Coordinators: LuxXeon
Blender F.A.Q (Last Updated: 2024 Nov 03 9:26 pm)
I think this is something we should experiment with. I made a sculpted handle for a medieval gizmo and worked in Poser's scale. (I have Poser's basic manniquin model as a size reference). Sculpting seemed to work fine, and it exported to an obj then imported into Poser with no problems and looked as expected. I imported both the original messy mesh because I didn't know what I was doing then a better one after retopologizing.
I don't believe that it makes a difference in Blender as long as the exported obj is sized for Poser. I do know from experience that resizing in Poser can cause problems with geometry centers and positioning.
Because of having the same issue you have described EClark what I have done that seems to cuase me the least amount of headaches is using the ObjActionScaler in my workflow. I use it to scale up my working manikin up lets say to 100 times its normal size and then when I export out of Blender I export it normally and then run it thru the scaler again in the opisite direction so if when I did a 100 to make it bigger to make it right size for poser I scale it down by .01 and then import into poser. Yes Blender can resize it as well but have found that then I still have to do scale tweaks with in Poser using the ObjActionScaler tool has minimized having to do any scale adjusment in Poser. You can find the ObjActionScaler tool here it is free http://www.renderosity.com/mod/freestuff/?item_id=621
Hope it helps
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
However, I think I figured out why I was gettting much in the way of results. It was because i was going with the smooth shading instead of flat. I could see the sculpting better in the Flat shading mode than in Smooth. Also I had to go with another level or two of subdivision. I made a few subtle wrinkles in the dress above, but I still have a lot more to figure out on how to do this.
As I work, I keep saving versions (currently on version 13). When I get ready to export, I tack on an x to the name, so I know at which pont I exported. And at that point, things get scaled down. The scaling is important because I sometimes create clothing and find that doing fine work in Blender in Poser's scale is horrendously difficult. I sometimes wonder if the schmutz you see (ambient-occlusion gone wrong?) at edges and such would be lessened by using a larger-scale setup in Poser... dunno.
So far, the renders in Blender Cycles generally look better (depending on what I'm trying to achieve), but I have so much content in Poser and do like the cloth sim engine in it and posing figures is so much easier than in Blender that I keep finding myself going back to Poser and Windows.
Which is contrary to my direction at present, since 99% of what I do I do in Linux Mint - including building my own Blender program from git resource. Poser runs execrably in a Virtual Machine, so I'm stuck running Windows 7 on bare metal ... my last Windows holdout in this almost-exclusively Linux household. I wish Smith-Micro would consider Nevercenter's decision to create a Linux version of Silo (which is quite useful for certain things! particularly training in making clothing, since Fugazi's tutorials all use Silo) for Poser... then I would be Windows-free.
But anyway, one of the things I have to do in order to make the imports into Poser easier is not only scaling down the objects ( [S] .1 ) but to make sure they are scaled to 1 first ( [Ctrl-A] Scale ), that their location is near to 0 (X,Y and Z) that the origin is at 0 as well. It so make working in Poser so much easier!
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
First very nice model thus far RobynsVeil will look forward to seeing the finished item. I know the subject of scale comes up often and wish there was some more uniformity between software which of course is a bit of a pipe dream. But I came across this well written article where the author who is a long time member within the Poser community shares some insight info which might help when it comes to scaling for Poser or Even Daz.
http://www.morphography.uk.vu/scaleobj.html
Lobo3433
Blender Maya & 3D Forum Moderator
Renderosity Blender 3D Facebook Page
Quote - . But I came across this well written article where the author who is a long time member within the Poser community shares some insight info which might help when it comes to scaling for Poser or Even Daz. http://www.morphography.uk.vu/scaleobj.html
This is run by English Bob who I magine will pipe up soon.
Quote - The scaling is important because I sometimes create clothing and find that doing fine work in Blender in Poser's scale is horrendously difficult.
I don't understand this. A 3D file is the same as a vector graphics file in that it has no 'size' as compared to a bitmap which is a certain number of pixels tall by a certain number wide. Moving in (increasing magnification) just makes the pixels appear then get bigger. A vector image (or 3D file) can scale infinitely with no loss of fidelity since it's just a matter of the formulas that deleniate each point/line/plane using different numbers. When you resize it for export the formulas don't change, just the numbers.
Or have I got it wrong? Is there something else going on that I'm not aware of? I use vector graphics often in my work (Illustrator) and am completely familiar with how they work and the theory behind them. What I've read tells me that 3D files work the same way, just with another dimension plugged in.
I work in Blender at Posers scale using an exported manniquin as a reference and in my limited experience have not noticed any problems relating to size.
Quote - Or is size irrelevant for the amount of detail included in a model?
I'm pretty sure (99.999%) that that's correct. 'Size' makes no matter with regard to detail. I'm hoping that English Bob will pipe in with his advanced degree of knowledge about this stuff. I just had another look through the tutorials on his site in case I missed something. I also read through the Wiki on the obj format but found nothing to do with size or scale. I'm assuming that size is designated in each program.
I'm also waiting for someone to make a penis reference. Surely there's always room for a little base humour.
no pen15 jokes lol
but the biggest problem can be rounding errors ;-)
poser loves really tiny numbers and if I scale up by 10 in blender I get a "doll" (Sidney lol think vix is taller) about 1.8 metres tall
this seems to work well for mods like solidlify or cloth sims when making clothes
but if I make furniture for example I make it "RL" size then export at 0.1 sometimes needs a tweak in poser ;-) but not a lot
so much depends on your programs / working method just find what you like and stick to it
opps
DETAIL if you use displacment maps poser does it better then most :-) lol it does the cheaper stuff to shame (even my beloved blender)
it does some fancy subD at rendertime
so if you bake your maps in blender
add a multires crank it up 2 or more (your comp your risk)
bake maps
delete multires then export model
save maps as high quality (png targa dont you dare use jpg lol )
Quote - no pen15 jokes lol
but the biggest problem can be rounding errors ;-)
That's it, exactly, Hedd... well-spotted. When you're working on stuff like dynamic cloth, for example, rounding-error issues crop up almost immediately. The distance you sometimes want to move a face, an edge or a point can be quite small, but makes a huge difference in the final figure.
Monterey/Mint21.x/Win10 - Blender3.x - PP11.3(cm) - Musescore3.6.2
Wir sind gewohnt, daß die Menschen verhöhnen was sie nicht verstehen
[it is clear that humans have contempt for that which they do not understand]
All what I read is correct so far.
a 3D mesh is defined by vertex, edges and polygons.
But neither of those has a size nor a thickness. They are indefinetly small and thin.
The "points" and "lines" are visualised depending on screen resolution, but actually, they "have" no size at all.
The only issue is with the numbers. Most sensitive thing is symmetry, weld and mirror.
How "large" an area to considder that the opposite vertex is either symmetrical or not?
Or how "close" is the next vertex to be seen as a "double".
Also the "distance" for automatic welding, for the knife tool.
Most issues I have had are when cicking on Edit => Mesh => Symmetry
Sometimes it moves vertex that should not be moved. (or the other way around)
Have a nice day all.
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"!
This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.
Okay, so when I'm working in Blender, I try to work at the same size I work with in Poser. Generally everything is made to Poser scale so when I export it's already in Poser's native size.
So here's the thing. When I first start up Blender, the size of the cube is at least 10 times bigger than Poser's. At least. I usually end up shrinking it down. As I've said in other posts, I'm trying to do more details and that also means adding wrinkles into the clothing, but when I try to use the brushes, even when I reduce the size and strength, it never looks quite right. So the question is should I leave everything 10 times to big and just shrink everything down in Poser, or can I reduce the size units in Blender along with the mesh objects?