homyakchik opened this issue on Mar 16, 2022 ยท 7 posts
primorge posted Thu, 07 April 2022 at 11:17 PM
Yawn.
Hi.
Load TY2
Figure Menu: Zero Figure
Load each article of clothing and the hair. Don't bother conforming.
If there are heeled shoes apply the relevant heel pose to TY2...
You should now have a zeroed and clothed and coiffed TY2 in your scene.
File: Export Wavefront OBJ, Single frame
In the Hierarchy click the universe checkbox. This will deselect all actors in the scene. Or just click Select None Button.
Click the named checkbox for each item you want combined. this will select all actors of the named figure (clothes, hair, and TY2)
After all the actors are selected leave everything unchecked in the options pop up...
Save the export as TY2Combine or somesuch... Note that if you want to maintain the actor polygon groups just check the Include Existing Groups option. Preserve existing material names might be useful also.
Now File: Import Wavefront OBJ with the following option checked...
...Exports of Poser figures from in scene unwelds actors at their group seams. Checking this option will reweld the splits. Note that this will bork the vertex/winding order, thus rendering existing Poser morphs unusable, but seeing as your destination is max for rigging it's probably moot. You'll probably be setting up your own blendshapes or whatever there, I assume.
Once you click ok you'll have a new single OBJ in scene, a static welded combination of all actors. Note that this works for Posed figures also. UVs are maintained. Groups are maintained, if you chose that option. Also material definitions are maintained although the names may be appended by a number that Poser adds. For your purposes I don't think it matters but if it does you can open the OBJ in a text editor and edit the usemtl names.
...The mtl file generated by Poser often dumps maps such as bump and trans, you might notice that the hair looks different. It's ok, the maps will behave as expected when reapplied. In any case you'll probably be reloading all of the relevant maps in Max.
Now that you have the Static combined figure prop in scene just re-export as in step one and overwrite the OBJ file. If you are bringing the model into Max you'll probably want to scale up the model a few thousand fold.... Poser's native scale is infinitesimally tiny compared to Maya or Max scale. As far as deleting hidden polys, in the above example I would have unchecked TY2's feet, toes, and abdomen during the initial actor export before the weld re-import. Any other polys you want to omit can be selected in max and deleted as desired. Cutting polys will not ruin the UVs, they'll simply be missing from the related tiles. Maps will apply normally from my experience with Blender, 3DCoat, Mudbox, Poser, etc...
Hope this belated info is of use.