MrMnc opened this issue on Jul 12, 2015 · 12 posts
Morkonan posted Mon, 13 July 2015 at 10:36 PM
Wow, very nice and comprehensive reply. As for questions, I would like to learn to do this myself, in Hexagon. I like learning to do stuff myself. I dloaded a copy of your reply because nothing lasts forever on the internet, so just to be safe...
About 5 yrs ago I had started to get moderately decent in Hex, but various outside factors forced me to drop using it at the time. Just knowing this can be done for Poser in Hex will get me started reusing it.
Thank you for your generous offer of doing it for me, but there is no rush so I'm ok without it. Enjoy your trip, hope it's a vacation!
Thank you again.
You're very welcome! I looked around for some "using Hexagon to make morphs for Poser" tutorials and the ones that I found didn't promote sound judgement... Sure, they had valid instructions, but they often required that the user already know what's going on when they're doing things rather than just taking the time to explain things. There used to a lot of good quality ones, but it will take some digging to find, methinks.
I'll write up a tute on how to use Hexagon and UVMapper to make full and partial morphs for Poser figures like V4. It's not really difficult, but it does require a bit of explanation, since when something goes wrong, it's often necessary to know exactly what it was in order to fix it. But, once you do it a few times, it's very easy to do. It's the "artistic" part that's hard.
You can do a quick try by just loading up V4, selecting it, choose Edit->Restore-Figure to be sure all morphs and such get zero'd, then select her hip, go to Window-Joint Editor, then click "Zero Rotations" in the Joint Editor's menu. Close that menu, then, select her hip, in the Object menu, being sure not to move it, and be sure that all translations, xyz, are at zero. Then, select the entire figure and be sure that all its translations are set to zero.
For just a morph of a single group, like the chest, you can export that as a Wavefront object, which Hexagon natively supports. (And, just about every other 3D app supports, as well.) Choose File->Export->Wavefront Object, then choose Single Frame, then make sure everything is deselected except for the single group you're exporting. To do that quickly, click on "Universe" in the export window and that will deselect everything. Then, click the box next to V4's "chest" group and click "OK." Uncheck all the options except for "As morph target" (Which really just helps you ensure, at this point, no translations will be at non-zero values.)
Then, load up the object in Hexagon. You'll want to import it at 500. Later, when you export it back out, you will export it at .002. You need to do this because Poser's scales are miniscule and you won't be able to see the object in Hexagon, otherwise, since it'd be too small. It also keeps Hexagon from choking out, trying to render an extremely tiny or, if you imported it a lot larger, extremely large objects. Also, the ratios must add up to "1", for the morph to work correctly. Once you have it in, start moving stuff around. It's worth noting that Hexagon often forgets "symmetry" when you're moving individual vertices/faces/edges. But, it works just fine for the sculpting tools. So, when moving individual vertices/faces/edges, it's best just to use the mirror symmetry function to locate the corresponding spot on the other side and then select that bit as well. (ie: Select a vertice, CTRL Select its now highlighted mirror on the other side and then move them both together at the same time, rather than relying on Hexagon to "remember" symmetry, because it won't with these operations.. :) )
Don't move the object's center in Hexagon. IOW - Do not move the object, itself, along xyz coordinates and don't scale the object, as a whole. You can, of course, move and scale groups of vertices however you wish. (Don't use a scale effect on the entire object, though, since that will force it to recalc its center.) BUT, the important thing here is to be sure that you don't end up giving the object a "new center" position that is different from its location in the original figure.
Also, do not move the vertices around the edge of the group. Those need to match up with their original positions if they're going to flow nicely once the morph is loaded.
Once you're done moving verts, export the wavefront object from Hexagon. The only selection you need to have active is "export UVs" and set the export scale at .002, so when you're finally done exporting and import it into Poser, its scale will equal "1" as far as Poser is concerned.
With one group being morphed, it's not likely you will run into a vertex order correction problem. But, if you do, you'll notice it when you activate it in the figure. For instance, you will click on V4's chest group and then choose to Load Morph Target. Once loaded, everything seems find until you change it's setting to a value other than zero. IF you have a morph target vertice order problem, her chest will seem to explode and get very broken up. If this happens, run the python file I linked to you, above. Run it from within Poser by going to Window-Python Scripts, then click a blank button to search for it. When you find it, click on it and it will be loaded into the Python window. Then, click the button again to activate it. You will be prompted to choose "Original Object." For that, you need the original object and you'll probably need to export another clean chest object from V4. For this reason, it may be a good idea to go ahead a work on a copy of that chest object in Hexagon, instead of the one you exported. (I keep a dev directory of "original" group objects for figures, just for this purpose. ) Select the original object, then select your new morphed version, which has the vertex reorder issue. Then, you'll be prompted to save it as something. You can just save it over itself, if you wish, and the script won't balk. Once that it done, you can then load that object again as a Morph Target for V4's chest group and you shouldn't have any problems.