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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)



Subject: zbrush morph question


zollster ( ) posted Mon, 10 November 2008 at 8:41 PM · edited Wed, 25 December 2024 at 11:58 AM

so i just got zbrush...and was playing around with it. i made an awesome morph(imo) for m4 and now i want to get it onto m4 in poser....but the problem i made myself was when i exported the m4 head as an object i also included his neck and when i try to load it as a morph target i get wrong number of vertices error...so what i want to know is there anyway i can get it onto m4's head in poser now i've messed it up or do i have to start again just usin his head as a obj?


markschum ( ) posted Mon, 10 November 2008 at 10:27 PM

did zbrush preserve the bodypart groups ?
look in the obj file for lines starting with g  , if it did you may be able to seperate the two body parts and preserve the morph .

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artposer ( ) posted Tue, 11 November 2008 at 12:34 AM

If push comes to shove.  You could always import it a a prop and replace it,  load the textures and inherit the bends.  If you are not going to animate it then you should be okay? Do you have Hexagon? or 3ds.    You could go back and regroup the model and reimport it that way? I have Zbrush but I am not sure hot to regroup it there?   Okay Go back into Zbrush, Go down about half way on the right there is the frame button. Click on that frame button it will show you the different groups by color.  Eliminate the neck that way by deleting the neck polygons. And then try to import it again that way. Now remember since you had the neck attached when you where in Zbrush if you streched the lower jaw or the neck muscles your model may or may not line up? One more thing is to make sure that when you where in Zbrush that you did not divided your model, Other wize when you go to import it,  It would not work any way because you changed the number of vertices that way. If you did that,  then I think there only two ways to save your model .  One way is to import it as a prop,  the other is to import the displacement map. Maybe some one out there has a better solution.. Good luck.....  


pitklad ( ) posted Tue, 11 November 2008 at 1:04 AM · edited Tue, 11 November 2008 at 1:07 AM

I think that this one works,haven't done it for a while, so not sure :

[1]
Load original figure from the Geometries folder, uncheck everything except "make polygon normals consistent"
Grouping tool
Spawn Props
Export head and neck with all object export options without "save as morph target"name this something like Head&NeckGrouped
New document
Load Head&NeckGrouped, uncheck everything except "make polygon normals consistent"
Now load in this "prop" your custom Zbrush morph
Grouping tool
Spawn Props
Export Head as morph target
Export Neck as different morph target

[2]
Also if you exported with groups at first place
Load your custom Zbrush morph, uncheck everything except "make polygon normals consistent"
Grouping tool
Spawn Props
Export Head as morph target
Export Neck as different morph target


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zollster ( ) posted Tue, 11 November 2008 at 7:18 AM

thanks....i'll have a play


FrankT ( ) posted Tue, 11 November 2008 at 7:30 AM

One thing to try is CTRL+Shift+click on the neck to select it,
CTRL+Shift+click again which should hide the neck and show the head then under Geometry (I think) delete hidden which will delete the neck bit.  Set the subdivision back to 1 (very important that bit) and export as .obj

You might well find that unless you scaled the object up before you imported it into ZBrush is that the position of the head might change when you import the morph target.  See if you can get hold of either the poserscaler plugin for ZBrush or use something like objaction scaler to scale the exported whateveritis up by 100 then don't forget to scale the ZBrush export back down by the same amount

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Anniebel ( ) posted Tue, 11 November 2008 at 7:41 AM · edited Tue, 11 November 2008 at 7:43 AM

You need this plugin to be able to import properly - Poser Scaler Plugin

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zollster ( ) posted Tue, 11 November 2008 at 7:51 AM

oooo! another new toy to play with :D


FrankT ( ) posted Tue, 11 November 2008 at 7:52 AM

you don't need it, it just means you can do the scaling within ZBrush but it's extremely slow for dense meshes.  Objaction scaler works much faster

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artposer ( ) posted Tue, 11 November 2008 at 8:03 AM

What Scaling? I haven't needed anything at all I have exported my mesh done my morph and loaded it right back in without any scaling? Try it.


Anniebel ( ) posted Tue, 11 November 2008 at 9:05 AM

Quote - What Scaling? I haven't needed anything at all I have exported my mesh done my morph and loaded it right back in without any scaling? Try it.

I have - didn't work. When the morph was loaded into poser made the head larger than the original. The only thing that worked for me was to use the plugin I linked to.

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FrankT ( ) posted Tue, 11 November 2008 at 10:00 AM

If you don't scale it, you might get away with it but because poser uses a ridiculously small scale, it can cause problems with rounding errors in other apps which then cause problems when you re-import the mesh into Poser

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zollster ( ) posted Tue, 11 November 2008 at 7:05 PM

well i had a quick fiddle and just exported the head which is what i'd changed in zbrush anyway, hit a couple buttons then exported it back to poser and it worked fine. so i'll just redo what i wanted to do in the 1st place :)


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