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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 31 9:45 am)



Subject: Making morphs in Blender


RedPhantom ( ) posted Wed, 23 October 2024 at 10:28 PM · edited Fri, 31 January 2025 at 3:57 PM
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I've made morphs in Blender before. I know to start with the original geometry file. My problem is the newer versions of Blender have changed the options for import and export and I either get a wrong vertices error or the morph seems to load but nothing happens no matter how I spin the dials.

What import and export settings should I use to make morphs?


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


primorge ( ) posted Thu, 24 October 2024 at 5:49 AM

A FBM dial that just spins to no effect upon loading usually means you dumped the group info somewhere along the import/export.

In Blender import make sure not to split the obj, make sure vertex groups is selected, and maintain vertex order. It's not a vertex order problem however, you'd end up with an exploding morph if that were the case, still you'll want to maintain vertex order in all import/export instances. Likewise it's not a wrong number of vertices error (which would be the result of splitting the mesh).

On export make sure Vertex Groups and Vertex order are selected in the export options, "typically" these are the only 2 options that need to be checked for Blender export of obj for FBM purposes...


primorge ( ) posted Thu, 24 October 2024 at 6:13 AM · edited Thu, 24 October 2024 at 6:14 AM

As an aside, if you are feeling precious about a FBM that you created on the mesh (from Geometries) but accidentally dumped the grouping info, you can still use that morph.

Import the figure mesh from Geometries into Poser as a prop.

Apply the grouping dumped FBM obj as morph target to the prop (properties Load Morph Target)

Dial the morph to 1 on the prop mesh

Export the prop mesh (which has grouping info intact) with morph applied and active as obj with only "include existing groups in polygon groups" checked.

Load FBM to figure using the new obj you just exported.

Result: resurrected FBM from obj that had lost it's group info.



RedPhantom ( ) posted Thu, 24 October 2024 at 7:22 AM
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Fortunately, because of the changes and I wasn't sure what settings to use, I didn't spend any time on making a decent morph. I just pushed his face around a little. Thanks for the suggestions. I'll give those a try.


Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


RedPhantom ( ) posted Thu, 24 October 2024 at 7:51 AM
Site Admin

I'm still getting this error on my test morphs. If I hit yes to continue, the morph loads and works. I'll have to do more tests.



Available on Amazon for the Kindle E-Reader Monster of the North and The Shimmering Mage

Today I break my own personal record for the number of days for being alive.
Check out my store here or my free stuff here
I use Poser 13 and win 10


primorge ( ) posted Thu, 24 October 2024 at 3:45 PM · edited Thu, 24 October 2024 at 4:40 PM

Content Advisory! This message contains nudity

RedPhantom posted at 7:51 AM Thu, 24 October 2024 - #4490721

I'm still getting this error on my test morphs. If I hit yes to continue, the morph loads and works. I'll have to do more tests.

LxOsWPM3epRpE4tkuJ0gV4sFZ7b0s750E9kBQuBt.png

Hm.

Let's see. I took the time, now that I'm not at work, to download the latest stable build of Blender ( 4.2 LTS)... I use an older version simply because I haven't needed the latest toolsets therein. I mostly use Blender for morphing with it's proportional falloff features in conjunction with its transform tools, I prefer to sculpt in Mudbox. Not that Blender isn't capable, just a feel preference. It looks like Blender now automatically maintains vertex order on import/export OBJ, so that's moot.

So... I'll be using my BJW toon figure for the morphing test. I import the mesh from Geometries into Blender, the only import setting I check is Vertex Groups...

4KSxulvCtAvU5VIZMsgO132ULVVraQiK0nxPDXg8.png

Once the mesh is in Blender I select it/right click shade smooth/numpad . key to frame selected/n key for view properties, change focal to 100 mm to make the perspective a bit more comfy. Object properties Wireframe if desired. There's no need to scale the mesh, you can frame a single vertex with . key...

uCDksxOqNn7XQ6GS8Ql3eQYZ06HoNpjlD478iLlO.png

I quick sculpt some ridges on the mesh head...

yZl15FcTcQUZnOpNWBmiY1OC4jLAAZQY2TR7kmoh.png

File: Export: Wavefront (.obj), I only check Vertex Groups in the export settings...

IlamAGNnmCyQiohe9v31Oocf59SjZYETHfEQUeSC.png

Back in Poser I have my BJW figure in the scene, Figure Menu: Load Full Body Morph... I choose my DemoMorph...

qIMwnoavZ81ZUawJuPHextvr7dfTIoNSK0Ms5OR1.png

It loads as expected, dialing the parm to 1 produces the expected result...

JzorMHSfOJ9DuFEfNHzx27FBULgKWavLC6YZrZuy.png

z8bTA7PHMQhASJzyTfNICeLm7nHuSVBanFP81K2x.png

Of course, there is a variable here in that I'm loading into Poser 11, I didn't bother trying in 13, though I seriously doubt the simple FBM import workflow in 13 has changed at all...

No wrong number of vertices warning in any event.



primorge ( ) posted Thu, 24 October 2024 at 4:44 PM

Oops. Forgot the nudity advisory, apologies and thanks for adding that. I've gotten so used to looking at this figure that unless I have her nipples and genitals turned on I forget the doll is nekkid! Lol.


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