Tue, Feb 11, 6:10 AM CST

Renderosity Forums / Poser - OFFICIAL



Welcome to the Poser - OFFICIAL Forum

Forum Coordinators: RedPhantom

Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 11 3:50 am)



Subject: Poser & MAX - problem with scale.


Gracyanus ( ) posted Wed, 06 March 2002 at 12:28 AM ยท edited Tue, 11 February 2025 at 6:03 AM

When I exported model from MAX to Poser, it is to big or to small in Poser. What can I do? How I can make this same scale for both programs. (Sorry for my english)


geep ( ) posted Wed, 06 March 2002 at 12:52 AM

You probably can not "make the same scale" for both programs.

You need to find out what the number is that you need to use when going from one program to the other.

Maybe someone who has done this for MAX will respond.

Has anyone done an experiment with MAX to determine:
the multiplier (divider) factors for MAX <---> Poser?


I only have that data for Poser <---> Carrara.

from Poser ---> to Carrara ... import at 95.25 units
from Carrara ---> to Poser* ... import and then scale to 1.05%

*make sure that "Percent of Standard Figure Size" is UNchecked when importing.


cheers,
dr geep
;=|

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



markdc ( ) posted Wed, 06 March 2002 at 2:15 AM

If you're working with .obj files, use objaction scalar (in free stuff) to go/up and down by 100. Poser->Max up 100, Max->Poser down 100.


MikeJ ( ) posted Wed, 06 March 2002 at 2:40 AM

The easiest thing to do is to select (In Max) Zoom Extents. That will make the Poser geomeries appear at a workable size, but if you're using a perspective window, you'll want to use the focal length thingie to get that right, as well. There is no reason to resort to rescaling, and if you have max, it's not at all necessary.



OpticalSingenoid ( ) posted Wed, 06 March 2002 at 9:13 AM

Well, if you must know, Poser is about 9000x smaller then "Real World" units! That's how much you need to scale the figure in MAX(Which uses real world scale). But, if you use Harbware's excellent line of free Plug-ins to import the .obj in MAX. Then all you need is these 2 magic numbers: Import in MAX --> vertex scale = 100 Export from MAX -> vertex scale = 0.01 Another way to ensure that the scale remains intact specially for morphs, is to use a "Fbox" modifier(Now use the Scale tool on the "FBOX"). Just remove the modifier at the end prior to exporting. That's it!! Anik


MikeJ ( ) posted Wed, 06 March 2002 at 9:47 AM

I guess I misunderstood the question when I first read it. if you're making scenes, then you'll probably want to reascale, as Anik said. If you're using Max for Poser morph targets, the zoom extents is the better way to see them than rescaling.



jhostick ( ) posted Thu, 07 March 2002 at 12:50 AM

When I move figures from Poser to MAX I use the obj format. The obj import plug-in has a vertex scale option. I use this option (usually scaling from 86 - to 92 for female figures) to get the figures the proper scale in Max. John Hostick


Jim Burton ( ) posted Thu, 07 March 2002 at 7:43 AM

You know, I work in Max building stuff for Poser all the time, I never let the thought of exact scale ever bother me, as far as I'm concerned there is nothing fixed in any 3D program, everything is relative. After saying that, however, Poser sizes are right at the small end of what Max can use, I scale everything up 1000X to work on it, and .001X to export. I figure Vickie is 6' tall, and size everything based on a real item (like my cannon in Freestuff) from her. If you work Poser size a lot of things don't work correctly, and Max gets confused on the display at times. max also gets confused on how big a Max "unit" is at times, adding to the observation that it is all relative, anyway. Also, there is a bug in the Habaware OBJ export if you scale more than one group up on export- beware!


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.