Forum: Poser - OFFICIAL


Subject: Poser Has a New Base Figure!!

stallion opened this issue on Jan 29, 2019 ยท 1258 posts


DCArt posted Mon, 25 February 2019 at 11:53 PM

phd posted at 12:36AM Tue, 26 February 2019 - #4346971

Deecey posted at 8:03AM Tue, 26 February 2019 - #4346965

You actually CAN use face chips and scales and such to create your character. However, there are two caveats. One is that when you zero the figure the settings are blown away. Two is that they will not be part of the morph when you spawn a full body morph.

There IS a way around it though. In brief, make sure your figure is in default T pose but all your morphs and scales are dialed in. Set subdivision to 0 before exporting. Export as an OBJ, and ONLY check "Include existing groups in polygon groups." This will export an UNWELDED OBJ that you can reimport into your figure as a full body morph with the Figure > Load Full Body Morph command in Poser Pro 11

When you zero your figure completely and then dial your imported morph in to 1, you SHOULD see the scales and the face chips and stuff baked in to the morph.

I've prepared a captioned tutorial (no audio) that shows all the steps. Not sure when it will be up, but I just finished it and passed it on for upload.

Thank you! This is exactly the process I was waiting for. But still need to wait for the tutorial - i'm doing something wrong as always get "wrong number of vertices" error.

Yes I actually did the tutorial as a result of your questions, as well as the thread going on here and another one asking in PM. They all hit at about the same time.

A little more detail:

  1. Zero the figure's pose before doing your character with a combination of morphs, face chips, and scales. NOTE: This is NOT the same as the pose that is loaded when you first load a Poser figure into the scene from the library. Legs on Poser characters often load in slightly bent (it's related to IK to give the model an idea of which direction legs should bend when you pull the hip down toward the floor). So before you do any character building choose Figure > Zero Figure. That will zero the figure's pose completely.

  2. Probably best not to have anything else in the scene but La Femme. Reason being, you'd have to go through and deselect everything when you export your morph. For example, I accidentally exported La Femme without deselecting a pair of shoes and a background prop. So when I imported it back in I got a "wrong number of vertices" message 3 times.

  3. Do your thing with morph dials, face chips, and scales.

  4. Before you export the figure, choose the Body actor of La Femme. Make sure that Preview subdivision is set to 0 in the Properties palette ... otherwise you will export a high resolution mesh, and external morph targets HAVE to be in base resolution.

  5. Choose FIle > Export > WaveFront OBJ. ONLY check "Include existing groups in polygon groups." Everything else is unchecked.

  6. When the Select Objects dialog appears, you'll see a list of everything in the scene. As noted, If you have any other stuff like hair, or props, or background props, or anything else, you will have to DESELECT those, including anything parented to La Femme. Also take note that by default, the selections for La Femme DO NOT include the control chips and the center of mass. You do not want to export those.

  7. Save the OBJ to a location that is easy to remember. The file size should be around 3.5 to 4 MB. If it's more like 17 MB you exported it in high res.

  8. Save your scene before doing what follows in case you have to redo it.

  9. Choose Figure > Zero Figure to return La Femme to default shape and zero pose.

  10. Figure > Load Full Body Morph

  11. Choose the morph you exported. Hopefully it will work. If not we will have to figure out what's going on for you.