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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 26 2:05 pm)



Subject: Exploding Morph, Help!


DarksealStudios ( ) posted Tue, 28 July 2009 at 4:36 PM · edited Sat, 25 January 2025 at 8:33 PM

Hi,

I'm mkaing a simple morph for a shoe. I'm adding high heels. I opened the original geometry in Maya, moved the heels into place and saved just the portion of the shoe that is being adjusted (lFoot or rFoot). I then import each morph on the related shoe piece. i don't get any errors. I then move my dial to see the result and BOOM, a big mess.

I then imported the obj by itself to make sure nothing unexpected happend. No inverse normals, no resizing, nothing to indicate a problem.

Can you help?


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PhilC ( ) posted Tue, 28 July 2009 at 5:01 PM

The vertex order has got changed. Try selecting the "Attempt vertex order correction" option in the load morph target dialog.


DarksealStudios ( ) posted Tue, 28 July 2009 at 5:08 PM

I have. I've tried it with it and without it. Also, I looked up the "Morpher" utility that is supposed to help and i cant get the page to load http://www.renderosity.com/mod/freestuff/download.php?item_id=40399

I am out of ideas.


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ockham ( ) posted Tue, 28 July 2009 at 5:11 PM

If you exported the whole shoe from Poser, then that's the problem.  
You need to start a morphing process by exporting *only one body part 
*from Poser.   For instance, only rFoot, or only rToe.

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DarksealStudios ( ) posted Tue, 28 July 2009 at 5:18 PM

No, I opened the original obj file. Maya shows all of these pieces as being separate from the get-go. lFoot, lToe, etc, etc. I only changed one piece of the geo for each side ( lFoot, rFoot) and saved each one as an individual obj. I then loaded morph target for each Foot piece. If there had been a problem with the number of verts, it would have told me. I have not had this problem before in maya with it reordering verts.

So...

  1. original geo, from original file (no exporting from poser)
  2. saving and loading only the body part it corrisponds to.
  3. checking off the attempt vertext correction AND trying it off
  4. normals are ok when geo is imported as a prop (just to be sure)

ideas?


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PhilC ( ) posted Tue, 28 July 2009 at 5:24 PM

Do not use the original OBJ file even if you can select the part you want in your modeling application. Export out the individual body part from Poser and work on that. Export with the "As morph target" option selected.

There are other methods that will enable you to work on the full OBJ file but the method you are currently employing will frequently result in the exploding morph syndrome.


ockham ( ) posted Tue, 28 July 2009 at 5:27 PM

Well, that is probably the problem.  

When Poser deals with morph targets, it numbers the vertices from the start
of the body part.  So the "index" of each vertex in the whole OBJ won't agree
with the "index" of this vertex from the start of this one body part.

That's why you need to export only one body part, and then re-load the
morph for this one body part.

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DarksealStudios ( ) posted Tue, 28 July 2009 at 5:35 PM

I'll give it a try, thanks!


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DarksealStudios ( ) posted Tue, 28 July 2009 at 5:45 PM

No good, still exploding!?!!!?!!?
I exported the shoes from poser as an obj
import maya (scale stayed the same as any other figure)
adjusted and exported as obj on each seperate piece (lFoot, rFoot, etc...)

no error, loads fine, set dial to 1, Explodes............


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DarksealStudios ( ) posted Tue, 28 July 2009 at 7:28 PM

i have also tried exporting JUST the lFoot or rFoot, doing the morph and loading it back in.

Still no luck,

Geo keeps EXPLODING!


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DarksealStudios ( ) posted Tue, 28 July 2009 at 7:55 PM

file_435461.jpg

Ok,

Which export setting is the culprit?
I use include body part names in poly groups and
include existing groups in poly groups

This gives me awsome, no clean up work needed, objs for maya! Just one flaw, the exploding

I now used everything checked off to stop the exploding.

The only problem is I now need to export piece by piece so not to end up with one solid polygon and no clear way to resave my morphs body part by body part.

So good news is i fixed my current problem, bad new is no more maya for my morphing. Zbrush only :(


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DarksealStudios ( ) posted Tue, 28 July 2009 at 7:55 PM

ps, weld was just the screen shot, not used in my previous exporting.


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DarksealStudios ( ) posted Sat, 01 August 2009 at 10:58 AM

Nobody wants to take a crack at it?

Which selection while exporting from poser is reordering the verts?


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DarksealStudios ( ) posted Thu, 06 August 2009 at 4:12 AM

Me ahs a new problem now. I understand what your saying about more then one body part for the exploding meshes. I had not happended to me in my last experience so I didnt really understand at 1st. i used to export the whole thing morph it and load it in one group at a time. Oh well, moving on...

I did my 1st test in Poser 8. Exported Alysons head, morphed it and loaded it as target. When I exported I did as morph target, no world blah blah....

The head likes to move down (in the morph target) when the dial is applied. I am using Zbrush so I know I didnt move the head itself in 3d space.

Any ideas?


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vilters ( ) posted Thu, 06 August 2009 at 4:53 AM

Before exporting from Poser.(as for your Alysons head)

Import your figure.
Remove all IK, ( normaly right and left leg)
Goto Joint editor => Zero figure

Check:
select the body, it should be at x tran  0n ytran 0 and z tran 0

select the hip and check x at 0 y at 0 and z at 0
this is the "neutral" pose

Now go to export obj.
And select only the group you want to work on. the head.  minus the eyes and so on.

PS, I use anim8or, a free 3d program, and it works great.

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TrekkieGrrrl ( ) posted Thu, 06 August 2009 at 8:24 AM

 Usually when I use anything but Blacksmith3D for morphs, I import the WHOLE obj, then DELETE all other parts than the group I want to morph. That way I'm sure it is not moved or anything.

Many programs reorder the vertices compared to Poser's way.Some must have them reordered on import, others on export. And some doesn't mess them up. Hexagon is not messing them agout IIRC. 

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DarksealStudios ( ) posted Thu, 06 August 2009 at 11:01 PM

I used zbrushes pluging poser importer and it got rid if the slight movement on the mesh. I think cause the obj is so small in poser compaired to everyone elses world units that this happens.

Though I still dont really understand what is really re-ordering the verts once exported from poser. I know Ockham said the explanation, but I've exported the whole mesh so many times in the past. Why only in the last month has my morphs exploded. I cant do my morphs the way I could before in zbrush.


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