Omadar opened this issue on Apr 22, 2003 ยท 10 posts
Omadar posted Tue, 22 April 2003 at 2:11 PM
Attached Link: http://members.rogers.com/hordes/images/orc_work_a.jpg
Hi Blackhearted/Experienced Poser users,The image above is an Orc made with Michael. (The textures are just stand-ins and no post has been applied to the image. This is just the start of the model.) This is about as far as I can take an Orc-Like head with Michael.
I'm working on a project that requires the creation of a large number of Orcs. I dabbled in Poser for a few weeks last year and stopped (so I'm a complete Noob). I just started a project that I think Poser would be perfect for; the project requires the creation a large amount Orcs whose faces and bodies must be noticeable different for one another. As I am still a Noob to the software I have a problem that I know Blackhearted (and perhaps many others have solved).
The simplest solution I can think of is to export the head as an .obj, make the appropriate deformations in another 3D package then bring it back into Poser (this way I can apply the new head as a morph and use all the existing Michael morphs thus creating a number of different looking heads. I am, however, experiencing a number of problems when trying this approach.
First, if Ive made deformational changes to the model and try to import the .obj as Morph Target (Michael Head) I am receive an error that 'Number of Vertices Do Not Match'. This is curious considering that I havent changed the amount vertices (or polygons for that matter). Secondly, if I take the standard head, open in Maya or Cinema 4D, export as an .obj without applying any deformations to the file, Poser will import as a Morph Target, but it's a bloody mess it looks as if the normals have been turned inside out and then some.
Blackhearted has created a new head for Victoria (Elowen?) that obviously must work just fine (it's in his Store). Does anyone have any ideas of what might be going Amok here? Also if you've has success with this in the past what software did you use to achieve the deformations; what was the exact process you used to deform the model and bring it back in as a Morph Target?
Best Regards,
Omadar