Lady Cherry opened this issue on Nov 12, 2002 ยท 10 posts
Jaager posted Tue, 12 November 2002 at 1:17 PM
You probably have an excellent vertex modeler in Max. You have all the tools you need. Your main problem will be the scaling issue. The mesh needs to be 50-100 times larger in Max than it is native to Poser. You must scale it up, do your morph, and scale it back by the exact reciprocal value. There is a utility to do this, and most any Max user can help you with it. Multigroups in your modeler is a good thing, often, for the body, if not the head. Most meaningful body morphs span several groups, so morphing the whole thing at once is about the only reasonable way to do this. The product is what will need to be FBM - for the morph to work the way you designed it, all the groups you altered must have the same value. Getting the morph out as a single group, so that you can apply it as a morph? Max must allow you you delete groups in the modeler. It must allow you to undo a delete. So what you do is - select the group you want, invert the selection, delete those groups (save before you do this - in case you mess up) - save your group, undo delete and repeat to get each of the next groups. You can also save the whole K&K out of Max - rescale back to Poser size - and use Compose 1.1 to extract each of your groups. If you are just doing the head: Take the mesh in, select the head, invert - delete. Now, save the head in a native Max format and you have future morph sock. Do not undo, just morph ahead and save the group - rescale and apply. The above is based on what I can do in RDS - but I cannot believe that a program that costs 10 times or so more than RDS/Carrara is any less able than these modelers.