electranaut opened this issue on Aug 07, 2002 ยท 30 posts
maclean posted Thu, 08 August 2002 at 3:24 PM
What bloodsong is suggesting is exactly what I do. I export from 3d max in 3DS format, (because I've had nothing but hassle with the habware obj plug-in), import to poser at 'percentage of...', export from poser and run the obj through uv mapper, then make a PHI file and open it in poser. This may seem a long, roundabout way of doing things, but since I started this way, I've had zero problems. I also keep all files; the 3DS, poser export (I just add a 'P' to the end of the name to differentiate from the uv mapper ones), the uv mapper files and, of course, the final obj, which goes into Geometries. This way, I can go back to any stage in the process and add or change things. Plus I keep 2 pz3 files; 1 of the assembled 3DS objects and 1 of the assembled obj objects. Initially, I mass-planar map everything, then once I've tested the figure and it's ok, I go back and map the Geometry obj properly. Often, I make a cr2 and then decide to add extra body parts. If so, I just open the pz3 file, add in the parts and remake the final obj and PHI. As I said, it may seem like overkill, but I'm working on a pack which currently has 20-odd posable figures, with up to 30 parts each (and I'm only halfway through it!), so I like to double-protect everything. I also 0,0,0 in max, so I don't use the 'floor/center' options, but I don't scale in max, because the difference is so ridiculous. Also, Sharen, I like to run stuff through uv mapper to split vertices (absolutely essential), and to get rid of the normals, which can knock 10 - 20% off the file sizes (plus DAZ doesn't want normals) electranaut....it would help to know what app you're using. mac