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Poser Technical F.A.Q (Last Updated: 2024 Nov 13 12:50 am)

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Subject: Wandering Morph Target


lavender ( ) posted Fri, 11 July 2003 at 5:03 PM ยท edited Thu, 25 July 2024 at 2:38 AM

Thank you for the replies on the disapearing re-mapped figure. While I'm double-checking the group names, maybe you all can help me with a different problem. I created a head morph for the LoRes Child in a third party software (Meshwork - shareware tri-mesh modler). It doens't export to .obj, but it does export to three other formats that Poser imports, 3DS, 3DMF, and DXF. So I export it (into 3DS) import it into Poser, turn around and export it right back out as an .obj file. I click the "as morph target button" while doing so. But when I try turn the newly created .obj file into a head morph, the head descends towards the scene's center point. How can I fix this?


EnglishBob ( ) posted Fri, 11 July 2003 at 5:15 PM

When importing into Poser, uncheck all the tick boxes. If the import changes the position or scaling at all (and the default settings do) these changes will become part of your morph target.


lavender ( ) posted Sat, 12 July 2003 at 8:35 PM

Thanks EnglishBob, I did that, and it didn't fix my problem, but it fixed the part that was puzzling me. The other part of my problem was just stupidity on my part. I exported in 3DMF the first time, and when the alterations didn't import again properly, I went and exported the alterations of the original 3DMF file as a 3DS file, and the 3DS files do wierd thing with x/y switching, so I couldn't cross import like that. Once I had removed the upload changes, it was obvious what I had done. My head morph was lying on the ground exactly one person hieght from the figure's feet, and the morph instead of pulling the head down, also now pulled it sideways and back, and rotated it, and.... I tried fixing the wonky file by running it through UV mappers's switch z and y function, and that rotated it upside down. :/ I think I'm going to start again from scratch, unless anyone knows a mac utility that will switch axis and positive/negative co-ordinates on demand.


lavender ( ) posted Sat, 12 July 2003 at 8:37 PM

Oops, copy edit before posting, the 3DS files switch y and z axis, not x and y.


EnglishBob ( ) posted Sun, 13 July 2003 at 6:06 AM

Yes, I'm told that Poser's axes are non-standard - certainly a lot of 3DS imports have their axes switched as you say. It's possible to do stuff like that by editing the OBJ file in a text editor, since they're plain ASCII text. The vertex coordinates are lines starting with "v" like this: v 0.012556 -0.299758 0.001534 If you swap the second and third columns of figures, that will effectively swap the Y and Z axes. Don't edit any other lines! Whether you want to do this will depend on how difficult it would be to re-do the morph, and whether you have a text editor which can select columns (although you can do the same thing with a spreadsheet, but don't get me started on that :D).


lavender ( ) posted Sun, 13 July 2003 at 1:21 PM

After an exaustive exploration of combinations of formats on in and out, I have discovered that the way I did it WAS the only way to do it that Poser and Meshwork currently allow. 3DS in 3DS out-> "Error in Studio 3D plugin" 3MF in 3DS out-> Imports into the wrong orientation, (lying on back, looking up.) -> Morph succeeds but the head moves toward the rear and back when the dial is spun DFX in 3DS out -> Imports into wrong orientation, and bigger, and centered. -> Morph complains that I have the wrong number of vertices Poser won't take any 3DMF outs -> "This is post version 1.1 QD3D and may not inport correctly" "no geometry found". I found a 3DMF converter on the web that will allow me to get the files into Poser after warning "This is post version 1.1 QD3D and may not inport correctly", but it complains that they have the wrong number of vertices when exported as .obj and applied as morphs. 3DS in DXF out -> "3D facet data was found in the BLOCKs section" invisible object imported. (No vertices is definately the wrong number of vertices.) 3MF in DXF -> ditto DXF in DXF -> Got the "3D facet data was found in the block" again, but it appears to have imported fine. The .obj file, however once again has the wrong number of vertices. Hacking the .obj file may be the only way I can do morphs at all. My own figures aren't a problem, I import them as 3DS and it doesn't matter that they have their axis flipped.


AntoniaTiger ( ) posted Sat, 02 August 2003 at 2:27 PM

That vertical movement of a morph target happens in Poser 3 too... And there seems to be a distinct shortage of check boxes in that. Oh well, something else to try...


AntoniaTiger ( ) posted Sun, 03 August 2003 at 2:26 AM

Well, I think I managed to fix it, at least to a close-enough stage. I want to do some head morphs, so the first step was to make a .obj of just the figure's head. In Poser 3, make every other part of the figure invisible (and don't forget the eyeballs) and export as a .obj -- later versions are a lot easier. The rest was done with a mix of a good text editor and a spreadsheet. The section you need to work on is the vertext data -- all those lines starting "v ". Select and copy to a new file. Make sure that you remove multiple-space sequences. Import into the spreadsheet. Use the single space characters as the markers between columns. You should end up with four columns, one of just "v", and three of numbers. Column C is the y-coordinate, which is where I was seeing the problem. Here I did some guesswork, but you can probably do better by using a morphman.exe program. Use your original .obj file as a morph target, extract it with morphman as a .pmf file, and look at the deltas. What I did, by trial and error and a lucky guess, was to increase the y-coordinates by 0.005 -- this gives delta values in the 5th decimal place. Curiously, they're not consistent, and I suspect that Poser 3 has some sort of binary internal representation which creates rounding errors at this precision. Meanwhile, save back as a .txt file from the spreadsheet, and do a cut and paste to replace the original vertex lines in the .obj file. At least it is only a vertical displacement. I wonder if the notional floor isn't quite at y=0. Hope that's of some help...


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