corblet opened this issue on Jan 05, 2002 ยท 14 posts
rodzilla posted Sun, 06 January 2002 at 4:02 PM
ok here's how mine is set... OBJ2MAX IMPORT SETTINGS["yes" means check the box,"no" means leave it unchecked] IMPORT OPTIONS- multiple[select the part you want] helper....no group....no GEOMETRY SETTINGS- rotate model....yes texture coordinates....yes normals....yes obj smooth groups....yes unify....no vertex scale....100 center pivot....no MATERIALS- use materials....no that will get your future morph target into max at a workable scale and turned right side up. [you can make it bigger if you want,you just need to take that into consideration when you export] MAX2OBJ EXPORT SETTINGS GROUP AND MATERIAL- group by....object use materials....yes create material library....no GEOMETRY- rotate model....yes[if you did on import then you need to rotate it back now] faces....quads texture coordinates....yes normals....yes smooth groups....yes vertex scale.... 0.01 [again this is directly proportionate to what you increased it by in the import plugin,if you set your import scale at 1000 set the export too 0.001 etc etc] FILE- # of digits....10 compress numbers....no relative vertex numbers....no this is how i do it and i've not yet noticed any scale problems with morphs done this way. you can skip the poser import plugin settings all together btw...when you get done playing with your vertices in max export your part[head,chest whatever]as an obj using the settings above,I usually export my MT obj's to a seperate folder[call it whatever you like,i usually create it in poser's geometry folder and name it similar to whatever the figure they are destined for is called...ex;p4 woman MT's] start poser load the figure you made the morph target for select the part of the body the morph is for[ex; head] go to the "object" menu and select "load morph target" a box will pop up click on "locate file" and go find and select the morph obj you just made in max,then after thats done type a name for your morph in the second box where it sez "shape1".press ok and if all is well,a second later you will have a new dial to twiddle with at the top of all the others. now if you don't want to have to load the new morphs everytime you want to use that character save it your figures library and your new morph[s] will load everytime you select that figure.... and that FINALLY is how i make morphs in 3dsmax :)I wish i could just post some screen grabs like you did,it would have been easier and clearer,but i have nowhere to host em.i could wite an even longer response about things to do and how to do them in max but that's a lot of typing, and kind of outside the subject :)