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Poser 12 F.A.Q (Last Updated: 2025 Jan 26 3:18 pm)



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Subject: About model recognition method for each frame


Tekitoumen ( ) posted Tue, 26 July 2022 at 10:03 PM · edited Thu, 30 January 2025 at 8:50 AM

Hello,


I would like to animate a human model and edit the human model with a script for each frame of the body part.

And,  would like to export for obj files.

Thanks to you, I realized that I might need to set up a morph.


I think this is an easier way.


1. Animate the human model (frames are set automatically)

2. The human model of each frame is separated and recognized as a still image.

3. Call the two images one by one and edit them with a script.

4. Export all edited images as obj file


My questions are the following three.


a. Is it possible for Poser to recognize the state of each frame of the animation model as separate model data?


b. Is it possible to provide information on body parts such as the head and chest when exporting an obj file with Poser? (This is to export the output model again, recognize the body part and edit it)


c. Is there a file format that can be exported with body part information? (Other than obj file)


Thank you for your cooperation.

Thank you very much.


primorge ( ) posted Wed, 27 July 2022 at 6:12 AM · edited Wed, 27 July 2022 at 6:15 AM

a: On each frame, that desired object capture, of the animation File: Export: Wavefront Object

b: all information provided by export Wavefront Object as chosen during export options will be stored with said OBJ file. Polygon Groups, Body Part Names, Material Names, UV data etc

I've already described this to you on the technical forum here 

https://www.renderosity.com/forums/comments/4441239/permalink

c: probably FBX. You'll need to test. See the manual.  Simple Bones Single Skin - Interoperable conversion might be something to look into also.

Note that welding might be an issue, depending. I've already explained this to you in the Poser technical forum.

https://www.renderosity.com/forums/comments/4441239/permalink



primorge ( ) posted Wed, 27 July 2022 at 6:30 AM

Additionally

In that other thread linked above

When you say "Reduce Number of Meshes" are you referring to model polygon count? If so you'll need to look into a decimation algorithm... I think Poser 12 no longer offers game dev options. It can be done in an external program, such as Blender, provided you arrive with a viable mesh via export from Poser.


parkdalegardener ( ) posted Thu, 28 July 2022 at 5:15 AM

Reduce polys still exists in P12.



Tekitoumen ( ) posted Thu, 04 August 2022 at 1:34 AM

Thanks for your answer.

Sorry for asking the same question over and over again.

I was disorganized.


I would like to solve the problem by outputting an obj file with part information using the method you taught me. Thank you very much.


that's right. I meant reducing the polygon count.

For this, I would like to compare the features of blender and poser and choose which one I think is better. Thank you again for your advice.


Thank you for your kindness.


DCArt ( ) posted Thu, 04 August 2022 at 8:42 AM

Changing the polygon count of a mesh will probably break the morphs, which are made based on the default geometry.



DCArt ( ) posted Thu, 04 August 2022 at 8:47 AM
parkdalegardener posted at 5:15 AM Thu, 28 July 2022 - #4441964

Reduce polys still exists in P12.

I see that in the Object menu, but it doesn't appear to be there for figures.



DCArt ( ) posted Thu, 04 August 2022 at 12:29 PM · edited Thu, 04 August 2022 at 12:33 PM

What exactly are you trying to accomplish in the animation, by changing the body part for every frame?  Is this still related to the breathing example you posted in another thread?

And I'm not quite exactly sure what you mean by this:

1. Animate the human model (frames are set automatically) - this is pretty straightforward. 

2. The human model of each frame is separated and recognized as a still image. --- Why are you converting the human model to a still image?

3. Call the two images one by one and edit them with a script.

4. Export all edited images as obj file --- Again, not sure what you mean here. You want to convert an image to an OBJ file? That isn't possible AFAIK. Definitely not possible in Poser.



DCArt ( ) posted Thu, 04 August 2022 at 5:26 PM · edited Thu, 04 August 2022 at 5:29 PM

OK. In reading the various threads you've posted they all seem to relate to varying a person's breathing over time.  I think you are making it more difficult than it needs to be.

First ... take the model's BASE MESH (the one in the Geometries folder) into your modeler. Create the morph that extends the chest out to the MAXIMUM that you want it to be when the breath is at its heaviest.  Save this morphed object as "Breathe" or something like that, and save the OBJ file to your desktop.  DO NOT overwrite the original OBJ in the Geometries folder. 

Now .. add the FIGURE to your scene (the one in the Character library).  Zero the figure to its default pose.

Select the figure and choose Figure > Load Full Body Morph.   Use the button with the three dots on it to locate the Breathe morph you created. The text in the Label field should automatically fill with Breathe (or whatever you named your morph). Choose OK.

Now you should have a Breathe dial in the BODY actor of your figure, and the dial will also appear in the parts that the morph affects.

Now ... when you animate, all you need to do is set the value of the Breathe morph in the BODY actor to various values in the animation. At 0, the morph will be fully off. At 1, the morph will be equal to the Breathe morph you created.  So, for smaller breaths, use values between 0 and 1. 

Say, for example, you have the Breathe morph in Frame 1 set to 0 (the model's default shape).  On frame 30, you set the Breathe morph to .2, which makes the chest come out 20 percent. On frame 60, you set the morph back to 0 (chest back to normal position).  On frame 90, set to .4, so now the breathing is a little heavier. On frame 120, set it back down. 

 That's all you need to do. Just vary the Breathe morph setting up and down to get the breathing you want. Trying to change out geometry with python scripts is far more complicated than you really need it to be. Just animate that morph to various values as needed to create the breathing. It's that simple. 8-)



Tekitoumen ( ) posted Thu, 04 August 2022 at 9:26 PM

Thank you very much.


You clearly explained what I wanted to do.

>2. The human model of each frame is separated and recognized as a still image. --- Why are you converting the human model to a still image?

>4. Export all edited images as obj file --- Again, not sure what you mean here. You want to convert an image to an OBJ file? 

The reason I do this is that I want a static sampled image (obj) of the breathing moving model.

I can't write purpose. sorry.


I've found the easiest and most accurate way to create morphs as you taught me, rather than editing the coordinates of the model.

I will try the method you taught me.


Richard60 ( ) posted Sat, 06 August 2022 at 12:15 PM

To further add after you get the breathing animation the way you want then go to each frame and export the figure as an object.  You have to make sure to export a single frame at a time.  This will make a series of objects that each are different and have your breathing movements.  

Poser 5, 6, 7, 8, Poser Pro 9 (2012), 10 (2014), 11, 12, 13


Tekitoumen ( ) posted Mon, 08 August 2022 at 12:42 AM

OK. If I can export them one by one, I can do what I want.


Thank you for your kindness.


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