Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 26 2:05 pm)
Wouldn't Objaction Scaler - Maz's program in Free Stuff utilities do this? It is usually used to scale up going into Max and scale back to Poser size coming out. If you Import into Poser with any scaling change done then, it messes up any morphs. If you uncheck scaling and bring it in as is, and then scale, you usually wind up at the 2% level, which makes fine tuning difficult. It is usually best to try to get something to Poser scale before import - either in the modeler itself or a utility.
Attached Link: http://www.renderosity.com/~syyd/tuts/impexmax/impexmax.htm
What format are you exporting as? 3DS or obj? If obj, are you using the Habware plug-in? If you are, are you using it correctly? See the link for the correct setting from max to poser. If it's not that....yell again. macSo, it is 3DS and you are trying to take it into Poser with 3DS texturing. Poser will covert 3DS to OBJ and somehow keep the texturing that comes with, but if you mess up and do not have the textures where Poser can find them right off, well, trying to apply them by hand can be a bear. The names from Max have been known to be a bit obsure and difficult to figure out. When you export as OBJ, you need to stop off at UVMapper first, develop a UV map and do your texturing using it. Assign as many materials as you like. This method is more what Poser likes. i.e. make it in Max but do not bother the texture it there. Take it out as OBJ and map it.
Well, I gave you the obj link, but I never export from max as obj. I always use 3ds, although I seem to be in the minority. Also, I never texture in max, only in uv mapper. What I do is this. 1. Export from max as 3ds with the object centered, but not scaled. 2. Import to poser using 'percentage of figure size' only. All other options unchecked. (You'll have to experiment to find the correct size) 3. Export from poser as obj. 4. Map in uv mapper. 5. Re-import to poser. I admit, it's a bit roundabout, but I had horrible problems with obj format from max, so I'm happier doing it this way. At least it works. mac
mac With your method, you are using Poser as a utility to convert and scale the mesh. And I agree it is an excellent method. The - be careful's about your way. Do not do any morphs on the geometry using the initial max export. Always use what you re-import into Poser. Make sure that the scale box in Poser is unchecked when you do re-import from UVM. If you do this, you can use the geometry saved from UVMapper as morph stock , and you can park it in Geometries and after you save the prop file, make it an external call, and point to the obj in geometries - it will be identical to what is saved as embedded geometry.
Yes, jaager, You're right. I am using poser as a utility, in that sense. It's quite a useful little app. LOL. Once I have my 3ds in poser and sized correctly, then I export and re-import with ALL options unchecked. I never did trust that 'export as morph target' box. That way everything stays in exactly the position I had it. No need to adjust anything. And then, of course, I use the obj as external geometry. Well... never for the free props I put up.... only for stuff I sell. Almost everything I'm making now is in the form of multi-part figures (non-human), and sizing things can be quite complicated, but I have it down to a fine art now. As far as morphs go, I now have 2 systems, depending on the type of morph. 1. I import the obj to anim8or and do it there. 2. I make the morphs in max and export them exactly the way I exported the original body part, as 3ds, then to obj. At first, I couldn't figure out morphs in max at all, but now I've discovered a lot of tricks and it works ok. I've found a lot of great ways to morph using splines/lofts. As long as you don't touch the number of vertices, it's fine. mac
mac, I can see where splines/lofts would be very handy for inanimate objects. Nice tool to have figured out. About external call for what you do, If you had a table and four chairs, with external call, you would just have one table and one chair and five calls. If you do the same thing as an embedded geometry, the entire mesh for the chair would be replicated four times in the PP2? For efficiency alone, external seems like the way to go. A little tougher for beginners to setup, but then, there are those who agree with the motto of the French Foreign Legion. Export as morph target is an eleven footer for me too. I either take what I need straight from geometries, or use MM4 export to geometries if it is a spawned morph target that I want to get at. Compose will convert deltas to obj too. I am still happy enough with RDS' MFM for morphing. I still prefer to model morphs - rather than sculpt or mold them. I was recently made aware that there is this difference in technique. I had the damnest time getting what Konan's tool was all about, until I got the difference. I guess coming in from 3D CAD and liking precision affected my view.
Yeah, I'm like you jaager. I like to 'model', not sculpt. Max suits me fine for a lot of things and my first attempts (ie. all the free props I put out) were just for fun and to learn. Now I've settled down into a style of modelling, which is really more like building than anything else. The thing is, anything really good I've done, using this new 'style', I haven't released yet, since it's all going to be in one mega-pack up for sale soon. But in the last 6 months, I've learned a ton of new stuff and it's really improved the whole process for me. It helps when you no longer have to fight with the software! mac PS If I had 4 chairs, yes, definitely one external obj.
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.