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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 03 8:59 am)



Subject: IMPORTANT: I figured out how to re-calculate a figures normals (Zbrush,GOZ)


trepleen ( ) posted Sat, 23 December 2017 at 1:08 PM ยท edited Sat, 30 November 2024 at 4:21 PM

This is very important for people who morph their figures heavily in Zbrush via GOZ from Poser. Thanks to Caisson for helping me out: https://forum.smithmicro.com/topic/2765/is-there-a-script-or-anyway-to-re-calculate-a-figures-normals/14

If you want to unify aka re-calculate the normals of your figure do this:

  • In Poser click Figure ---> Skinning Method ---> Switch to Poser UNIMESH

That forces the figure to re-calculate it's normals. I'm not sure if this will work for non-poser figures like V4. I'm using G2Jessi.

I'm going to explain this problem in depth for everyone.

Let's take G2Jessi. She's a human figure in poser. All human figures in poser are made up of separate geometry. This means the RightCollar is actually separate at the vertex level from RightShoulder. Those two meshes don't have their vertex welded. If you export the figure to Zbrush GOZ and modify the geometry where the two body parts are not welded too much, you'll get a problem with shading in regards to the normals, so they need to be re-calculated or unified which is what it's called in 3d studio max. This problem only happens when you morph the areas inbetween body parts TOO MUCH, but sometimes that's necessary.

If anyone knows ANY other way to force a figure to re-calculate it's normals please let me know. It would be ideal to just have a button or script I can run that does this.

I now know of two ways to re-calculate aka unify normals in poser.

  1. Export the figure as OBj and re-import it using the OBJ import option to re-calculate normals.
  2. Switch the figure's skinning from poser traditional to poser unimesh.

Ideally it would be best to just have a script that does this or a button I can push that just re-calculates normals. The functionality is already in poser, it just needs to be made into a feature for people who use a lot of Zbrushing to morph figures.


ironsoul ( ) posted Sun, 24 December 2017 at 2:45 AM

Possible related - there is a weld function in the API that recalculates the normals for overlapping vertices but that might only be for within the same mesh and not span parts. It would interesting to look at this from the ZB side too to see if the issue can be avoided in the first place.



-Timberwolf- ( ) posted Sun, 24 December 2017 at 4:30 AM

Quote: "Let's take G2Jessi. She's a human figure in poser. All human figures in poser are made up of separate geometry." Actually, it is not "made of", it is because Poser breaks the geometrie as soon you group a mesh with the group editor or use the set up room.


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