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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 29 7:57 am)



Subject: Welding props


jamminwolf ( ) posted Wed, 20 January 2016 at 4:42 PM · edited Sat, 30 November 2024 at 8:01 AM

Are there any way of welding 2 or more props and save them as 1? I have Poser9 (yes, still lol)

...wolfie


Jules53757 ( ) posted Wed, 20 January 2016 at 4:54 PM

Easiest way would be to export them as one object, reload it and save it as a prop or you parent all props, except the master, to the master but if you move then an other part than the master the rest will not follow.


Ulli


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LaurieA ( ) posted Wed, 20 January 2016 at 5:01 PM

You can't do that with dynamic hair props tho :).

Laurie



EldritchCellar ( ) posted Wed, 20 January 2016 at 5:01 PM

Welding? If they don't have vertices at identical coordinates, No. Not within Poser. You need a modeler for that. You can File: export wavefront obj and select both props and export. If you import that it will be a single obj. How this obj is grouped depends on your export setting choices. If you just export those 2 objects with 'include existing groups' unchecked it will result in a single .obj read as a single group.



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jamminwolf ( ) posted Wed, 20 January 2016 at 5:08 PM

EldritchCellar posted at 5:06PM Wed, 20 January 2016 - #4250402

Welding? If they don't have vertices at identical coordinates, No. Not within Poser. You need a modeler for that. You can File: export wavefront obj and select both props and export. If you import that it will be a single obj. How this obj is grouped depends on your export setting choices. If you just export those 2 objects with 'include existing groups' unchecked it will result in a single .obj read as a single group.

Ok, this one makes sense, and yes it's the dynamic hair I created. See, she looks bold with only one of them, and what I want to do is load 4 or 5, moving them slightly around to make her hair look full.

I'm gonna try that. Can you export the object after you edit them with magnets?

...wolfie


EldritchCellar ( ) posted Wed, 20 January 2016 at 5:12 PM

Yeah, as long as the resulting morphs are dialed in. They'll propagate as a default object state in the new object.



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jamminwolf ( ) posted Wed, 20 January 2016 at 5:17 PM · edited Wed, 20 January 2016 at 5:18 PM

EldritchCellar posted at 5:14PM Wed, 20 January 2016 - #4250405

Yeah, as long as the resulting morphs are dialed in. They'll propagate as a default object state in the new object.

Thank friend! Ok, I just exported and imported, it worked... now when I imported at first, I had "percent of standard figure size" checked, with was 100%. It came out huge and on the ground... when I unchecked it, it was a little big and I had to make adjustmente (xyz scale & X scale).

Can you tell me exactly what I should have checked when doing both export and import? Also, how do you save as a smart prop? (I do know it has to be parented to the head)

...wolfie


EldritchCellar ( ) posted Wed, 20 January 2016 at 5:26 PM · edited Wed, 20 January 2016 at 5:29 PM

For absolutely no changes to your object as it appears/positioned in the scene: export with all options unchecked (unless you want to consider groups, in that case 'include existing groups'). With all options unchecked no transformations will be applied during the process, what you see is what you get. Parent the prop, save to library, select yes: as smart prop.

Edit_Leave all options unchecked during import. You don't need any of that.



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EldritchCellar ( ) posted Wed, 20 January 2016 at 5:32 PM

Simplest terms: export all options unchecked, import all options unchecked, save to library: yes, as smart prop.



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EldritchCellar ( ) posted Wed, 20 January 2016 at 5:54 PM · edited Wed, 20 January 2016 at 5:59 PM

Maybe something to be aware of when duplicating and merging obj with poser. Poser will create a new material, numbered for each merged instance. So if you have a box prop with a material named box mat, you create 2 more copies of this and export/import all three props merging into one prop the resulting prop will now have 3 materials: box mat:1, box mat:2, and box mat:3. To fix this append the .obj file with .txt, open in a text editor, search/find all three usemtl lines box mat and delete the :1, :2, :3 numberings after the name. Upon reimport you will again have a single merged material named box mat. You'll have stacked uvs also (if mapped), which can only be fixed in a modeler. Sometimes stacked uvs might be desireable... depending.



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jamminwolf ( ) posted Wed, 20 January 2016 at 6:01 PM

Good tip on the material zone, thanks! The export/import worked as you stated.

Funny thing is, I forgot, the original wasn't casting shadows nor showing up in render, and now the new obj isn't casting shadows either nor showing up in renders, I have every settings checked as it should... ??????? Strange, never had that happen. The hair I did yesterday casted shadows just fine, wonder what's going on here.

...wolfie


EldritchCellar ( ) posted Wed, 20 January 2016 at 6:09 PM

Visible in raytracing/ properties?



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EldritchCellar ( ) posted Wed, 20 January 2016 at 6:15 PM

I'll confess, I've never played with posers dynamic hair (well maybe years ago)... I'm just assuming it has standard prop/.obj behaviors. Can't see why after export/import anything other than 'visible in raytracing or render' would be the culprit.



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jamminwolf ( ) posted Wed, 20 January 2016 at 6:15 PM

EldritchCellar posted at 6:14PM Wed, 20 January 2016 - #4250414

Visible in raytracing/ properties?

yep, all checked. Strange heh


EldritchCellar ( ) posted Wed, 20 January 2016 at 6:18 PM

Stumped.



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EldritchCellar ( ) posted Wed, 20 January 2016 at 6:20 PM

Its showing in preview but not rendering? An object import? Are you looking at it in texture shaded mode?



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EldritchCellar ( ) posted Wed, 20 January 2016 at 6:41 PM

Ok. Good luck with that.



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jamminwolf ( ) posted Wed, 20 January 2016 at 6:43 PM

LOL thanks, you know what's stranger? The hair I rendered yesterday is doing the same thing. Maybe I can email you both hairs and you can test them?

Hair Visible Problem.jpg


EldritchCellar ( ) posted Wed, 20 January 2016 at 7:38 PM · edited Wed, 20 January 2016 at 7:40 PM

Yeah, if you want. upload them to a Google drive or some such and sitemail me the link. I'll check them out later tonight and see what I come up with. She's a cute little thing btw. I think with a wee bit more body that hair prop will be rather nice.



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EldritchCellar ( ) posted Wed, 20 January 2016 at 8:09 PM · edited Wed, 20 January 2016 at 8:10 PM

Did I mention I don't use dynamic hair? Lol. There might be more to this than meets the eye... you might have to convert your hair in some way. Just something I'm seeing mentioned alot in relation to dynamic hair with a little research. Apparently dynamic hair is lines and not polys and requires a conversion. There's a free utility at sharecg...

http://www.sharecg.com/v/27296/browse/10/Software-and-Tools/Dynamic-hair-converter

Not sure if your merging and regrouping via export import has messed anything up though. (???).



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jamminwolf ( ) posted Wed, 20 January 2016 at 8:12 PM

Ok, I searched around wondering why it rendered yesterday & not today. The original hairs show up and cast shadows, and when I add them as prop, load the prop, they're still the original version (I see "recalculate" on them). It's when I export them that they don't work.

Later tonight or tomorrow I'll load both the originals (made two hairs) and you can have a play with them. Maybe you can find out why exporting them messes them up.

Right now here's the image of the hair I was playing with (this hair actually is two parts, top/sides and back)

...wolfie

Dynamic Hair Test04.jpg


jamminwolf ( ) posted Wed, 20 January 2016 at 8:22 PM · edited Wed, 20 January 2016 at 8:22 PM

Hey friend, you have a site mail :D Gotta go somewhere for a few.

...wolfie


EldritchCellar ( ) posted Wed, 20 January 2016 at 10:46 PM · edited Wed, 20 January 2016 at 10:47 PM

They'll need to be converted via the utility I mentioned I imagine. Not much use in me trying to solve a problem for you with a windows only utility being that I use a mac. Well gotta go... hope you get that all sorted. Nice prop though.



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jamminwolf ( ) posted Fri, 22 January 2016 at 3:20 PM

Sorry I had to be out of town for a couple days, but I'm back. Got the utility, WORKS GREAT!! And thanks EldritchCellar! I guess that the dynamic hair is a known issue for exporting as obj.

So now, the utility made the hair fuller, so I don't need to multiply it as much. Gonna play around with the original (single) hair, load it a couple times and see what it looks like. For now, here's what it looks like with 4 of them (already exported together as obj) converted. And since you said the girl was cute, I thought I'd give you a little nice picture of her lol. Just bought Crazy Belle III and converted them to dynamic, love this set! And I love the fact that you can unclothify them to edit the morphs, very handy indeed!

...wolfie

Dynamic Hair Convert01.jpg


EldritchCellar ( ) posted Fri, 22 January 2016 at 11:35 PM

Good job. Should have made her sneaking out of a window. Lol.



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jamminwolf ( ) posted Sat, 23 January 2016 at 10:02 AM

EldritchCellar posted at 10:00AM Sat, 23 January 2016 - #4250738

Good job. Should have made her sneaking out of a window. Lol.

lol that's a good idea, gonna have to do that, only thing is, there's no such 3D houses around here that has the ability to open a window. Gonna see what I can do :)

...wolfie


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