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Poser 12 F.A.Q (Last Updated: 2024 Dec 22 9:02 pm)



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Subject: G8 hair into Poser 12 for V4


DocMatter ( ) posted Tue, 23 November 2021 at 8:49 AM · edited Mon, 23 December 2024 at 7:57 AM

I've been trying to import a hair designed for G3 and G8 into P12 to use with V4.  I know DSON doesn't work in P12 these days, but I just tried exporting the hair figure from Studio as a Cr2 file into Poser.  Yeah, that doesn't seem to work since the folder I tried putting it in is still empty.

I've read some posts about the workaround to try and get G8 into P12, but all that seems a little above my pay grade right now and all I want for the time being is the hair.

Any suggestions?


hborre ( ) posted Tue, 23 November 2021 at 9:52 AM
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If you still have P11 installed then you can still use all the techniques available to import it and resave it back into the Poser Library for P12 use.  There is the FBX import but I don't have too much confidence in that import method.  An issue I have observed is that not all morphs translate well through the DSON import method.  Simple hair seems to be no problem, the more complex, the more likely it will fail.


DocMatter ( ) posted Tue, 23 November 2021 at 11:50 AM

Unfortunately, it's been a long time since I tried importing anything over that way (if ever).  Do you have a link to the procedure anywhere?  


randym77 ( ) posted Tue, 23 November 2021 at 12:10 PM

I've been using Dimension3D's DSF Toolbox. (From the DAZ store. Wait for a sale if you buy it. Will probably be half off or more this week, for Black Friday.) You don't need to have DAZ Studio installed to use it. It's a standalone program for Windows. Among other things, it turns DSF files into OBJs, where they can be imported into Poser like any other OBJ.

It keeps the material zones, but you'll probably have to apply the textures manually. DS materials are different from Poser materials anyway.

Someone told me DSF Toolbox doesn't work with all hair, but so far it's worked with all the ones I've tried it with. Also works very well with dForce clothing, if you want to use it in the Poser cloth room.


DocMatter ( ) posted Tue, 23 November 2021 at 12:22 PM

That looks like it should work, since it's also available for Macs.  Can it also transfer the hair morphs as well?


randym77 ( ) posted Tue, 23 November 2021 at 12:37 PM

Someone in the main Poser forum there's an issue with Macs. The program is 32 bit and won't run in Catalina or higher.

Dimension3D passed away a few years ago, and can't update the program.


DocMatter ( ) posted Tue, 23 November 2021 at 12:55 PM

Ouch! Sorry to hear about D3D.  I've bought a lot from them in the past.

And I'm running Big Sur, so that's gonna be a problem.


randym77 ( ) posted Tue, 23 November 2021 at 1:10 PM

Sounds like DSON with Poser 11 is your best bet. If you have DSON. DAZ has removed it from their store, but it should still be in your purchase history if you had it before.


digi-b ( ) posted Tue, 23 November 2021 at 1:42 PM

This tutorial shows how to convert Genesis hair into Poser hair. You need Daz Studio but it's free.

https://www.youtube.com/watch?v=WtXQ5hfxJIM&list=PLHzsv1DYH956CJaU74GNZU0Z_XMmzNslQ&index=2&t=370s


DocMatter ( ) posted Tue, 23 November 2021 at 3:17 PM

That video did the trick!  Thanks so much for that!  Here's a test image of OOTs Claudia hair for G8 on V4 in Poser.  I only got about half the morphs in right now and only the one texture setup, but YES!

SFbobZPVmQqrOJy5cSsRueT3WWp8fGfrwg0vJDeO.jpg


NikKelly ( ) posted Wed, 24 November 2021 at 6:40 AM

I'm sorry we've lost D3D, did some real-neat stuff...

In my experience, DSF Toolkit's OBJ conversion is slow. Okay for props and basic scenes, though does not supply a companion MTL.

Downsides, is slow, chokes on high-poly meshes. Builds, exports OBJ at 1~~2 MB / minute. I usually give up on conversions after ~20 mins, left one run to ~60 MB before aborting it. And it will not convert a multi-object environment-- At least not for me...

The alternative, exporting from DS is screaming fast. Upwards of ~20 MB per minute, and you get an MTL, too.

Sadly, DS' UI gives me a prompt migraine. You cannot 'drag & drop' DUF from an external directory into DS without getting a slew of 'missing texture' warnings. Must create library, navigate thus. Work-flow is sorta-okay, but DS directory tree's teeny-tiny font defies my efforts to enlarge unto 'readily legible'.

In my experience, 'hair' usually converts to an eye-watering poly count. When I really, really needed one baroque 'up-do', I kept the multi-mega-OBJ for 'best', ran it through a 'simplifier' to give me a 'place holder' for scene set-up and posing. YMMV.


randym77 ( ) posted Wed, 24 November 2021 at 7:14 AM

I haven't found DSF Toolbox to be slow at all. Though I only use it to convert hair and dForce clothing. Still, some hair props are yuuuuuge, and I've never had it take two minutes, let alone 20.


RobZhena ( ) posted Wed, 24 November 2021 at 9:27 AM

Sadly, DSF Toolbox is Windows only because, as noted, it is 32 bit. I bought it. and learned the hard way If you have a Mac:  Convert by applying a material to the hair in DS (so that in Poser 11, which still has the incredibly useful simple tab in the material room, when you finish rigging the hair, the browse button will take you to the texture folder with all the textures for that hair), export the hair as an obj, and load it into Poser with a zeroed V4. Move the obj to fit the head. Find a comparable hair for V4, and use it to rig the obj in the fitting room. Transfer all rigging and morphs when you create the figure. Go to the material room and experiment with any trans maps provided for the hair. I find they are often usable at somewhat below 50 percent strength. Also load any bump maps. Save a MAT setting for that hair color (I use MAT Writer Panel 2014). Most hairs have a single texture for each hair and for the cap. Load a new color to any part of the hair other than the cap material zone. Click the arrow to make it the highlight texture, too. Go to the advanced tab. Right click and choose select all. Right click again and pick apply to all. You can then add the appropriate cap texture, though I often make the cap invisible if it serves no useful function in the render. 


RobZhena ( ) posted Wed, 24 November 2021 at 9:37 AM

One example.


GhcAkAmkL9wEnN8HRgQdJwRF8s35a0Q5fyxm9HS2.jpg


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