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



Subject: Problems in Zbrush 3.5 R3 and Poser


DarksealStudios ( ) posted Wed, 20 January 2010 at 9:51 AM · edited Fri, 10 January 2025 at 2:54 PM

Hi, I have a weird problem occuring that has never happened before. In Zbrush 3.5 r3 they have taken away the poser scaler cause they had "fixed" the problem. But what i am seeing now is that pieces of my mesh that I have not touched seems to move, and not always in the same direction as other pieces.

Example: I elongated some fingernails on a V4 figure. Touched only the tips of the nails to drag them out. When loaded as a morph target the nails did what they were supposed to do, BUT by the nuckle, the figer go skinnier.

Example 2: I made a head morph. Added some horns, elongated the nose, BUT i MASKED the eye sockets so to be sure I wouldn't have any weird gaps later. Low and behold, when loaded as a morph target the eye sockets actually go BIGGER to the point I had to increase the eye scale to fit. Everthing else in the morph that got moved fit the morph target.

Example 3: I made some alertations to the front of V4s legs. I did not touch the back of the leg. But again, once the morph came in I saw the rear end lift up. All seams and objs in the characters legs/waist lined up, but the buttocks lifted.

ANYONE else having issues with the new Zbrush 3.5 R3 and poser??


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sixus1 ( ) posted Wed, 20 January 2010 at 10:55 AM

It sounds like maybe the default scale settings on import are not right in some way. Granted, I haven't altered mine since installing it and haven't had any problems like this, but but it's a possibility that it could have picked up scale settings from a previous install... maybe. I just finished doing a full figure sculpt on M4 for a new package and didn't run into any problems at all, so that's where I would look.

Here's an interesting test, btw: import the v4 mesh into your zTool, then without doing anything, export it. Now in Poser, import the original v4 mesh and try applying that mesh you exported from zbrush as a morph target and see if there's any movement. If there is, then something is moving your mesh on import, possibly throwing the center point by some value, or the scaling might have to be looked into.  These are the place I would start looking to track down the problem, though. -Les


FrankT ( ) posted Wed, 20 January 2010 at 1:53 PM

I've also not come across that problem.  I was trying out some head morphs in ZB last night and flipping between ZB and Poser without any problems at all.  I'd echo what Les said to try, would be a good place to start.

Have you zeroed the figure before you export it and what options do you use on export ?

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DarksealStudios ( ) posted Fri, 22 January 2010 at 11:30 AM

Yes, I zero the figure out before export but did not use the no world trans because it was a a4 i was making adjustments to (i didnt check to see if she is really a pmd inject or a real obj file so i didnt know to check it or not)... I will export a piece with no adjustments and see if I still see an issue.

But, I would think, if there were real scaling issues I would see a much bigger alteration AND see body pieces really getting out of wack. What i am seeing is one piece increasing in scale x but not scaling in x the same way, even throughout the same body part. Hard to eplain but I will try the suggestion and see where the true issue is.


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pjz99 ( ) posted Fri, 22 January 2010 at 12:23 PM

Exporting indivudual bone scales is no good.  Even if you got the exact shape exported perfectly, when you re-import it, the bone scale from the rig is re-applied to the same geometry - so the deformation from scaling the bone is applied twice.

A4 is simply a morph of the base V4 OBJ.  Your problem is that, if you want to distribute your newly created morphs, you cannot include the A4 morph - which means, if you make some morphs in Zbrush, then once you have them where you want them (assuming you fix your scaling problem) you must subtract out the DAZ morph(s) used:

  • Bring your combined morph into Poser and load onto V4
  • Inject any DAZ morphs used
  • Dial them to -1 ... hope you weren't using any bone scales, because they'll cause a problem here too.

What is left should be just your own deltas, which you can then spawn new morph targets for, and redistribute (probably as INJ/REM files).

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mike1950 ( ) posted Fri, 22 January 2010 at 1:31 PM

I have always had problems like this with ZBrush and Poser. If it is the same as I encounter (may not be, and very well may be the one mentioned by pjz99) Zbrush has a problem with Posers small scalle. I use objaction scaler and scale the obj up by 500 befor I take it into ZBrush.  Then once I am done in ZBrush I scale it back down. Also use the geometry from the geometries folder if at all possible.




DarksealStudios ( ) posted Fri, 22 January 2010 at 6:03 PM · edited Fri, 22 January 2010 at 6:08 PM

Mike1950: They say they fixed that in 3.5 r3, I know what your talking about, but this isnt it...

PjZ: I hate that you are probably right. But I did see something interesting that may contradict, so keep reading. I have had the same issue with a magnet IN poser itself. I made a magnet, pull on the mesh, make the magent into a morph and BAM. Same type of issue right before my eyes. The new morph at 1 is MORE than and also pulling in a second direction than the magnet at 1. Very strange.

But, if it is what you sy Pjz,  I dont have to redo everthing right?
If i understand I..
Load v4
load my morph targets
inject aiko4 and dial her to -1.................?

And no, I dont scale bones, I learned that a few months ago trying to make something "new"...><

EDIT: had something here and deleted


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DarksealStudios ( ) posted Fri, 22 January 2010 at 6:19 PM

It looks like you may indeed be right pjz.

The only issue I am having now is that I do not see a difference in the Aiko 4 morph inject on Aiko's NECK...... I loaded the head and body, injecting to v4. The neck does not seem to change...

But, as I load each piece in, it looks more like what I made in zbrush. I guess I was loading aiko onto aiko (along with my changes) right?
I get it now.

THANKS!!!!
Now I just have to figure out the issue with the neck><


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Parthius ( ) posted Fri, 22 January 2010 at 6:43 PM

Having on the smt option when you subdivide can cause issues similar to what you describe. It smoothes the base mesh everywhere, which can cause gaps around the eyes and thinner fingers.


pjz99 ( ) posted Fri, 22 January 2010 at 7:27 PM

Wouldn't all this have been much less painful if DAZ hadn't done A4 et al. as separate base OBJ files, instead of just morph targets?

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FrankT ( ) posted Fri, 22 January 2010 at 7:37 PM

Much much much less painful.  Those morphs are a pain in the ar*e to do anything with

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DarksealStudios ( ) posted Sun, 24 January 2010 at 8:32 AM

I agree but they are on this Unimesh kick. I guess it makes things easier if you want to promote your injection as V4/A4/G4/M4/F4..........etc..................

Parthius: I dont even bother subdiving the mesh when doing morphs. If it doesnt look right at the base, then it's no good. In order to paint displacements, bumps, color, etc.. I have to Rip the mesh apart to seperate material groups anyway, with that base i can divide it to 4million a mat group.

Which brings me to the next question (and I know i asked it b4 but never found the answer): How do I export from poser BASED on Material groups? I remember seeing it in another thread but never found it again.
I would love not spending a hour or 2 breaking down the obj myself.


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pjz99 ( ) posted Mon, 25 January 2010 at 1:47 PM · edited Mon, 25 January 2010 at 1:47 PM

Hadn't seen this question earlier.  There is no built-in way to export geometry based on material.  The OBJ format will include material zones/polygon groups though, so it's a matter of getting Zbrush to interpret those polygon groups correctly and then you can figure out how to hide parts of a model in Zbrush based on those groups.

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sixus1 ( ) posted Mon, 25 January 2010 at 2:00 PM

It's actually not a matter of the export from Poser but the import into Zbrush.You can see some of this stuff in action in the video tutorial we just released last night. You can import an obj to Zbrush and have the program create groups based either on the preexisting groups or on the material zones. If you're making morphs, you want the obj there based on it's original groups; if you're doing textures, you definitely want it based on materials. If you're working on an original mesh, there are a number of ways we can actually combine techniques based on these two different import functions, but it's a bit more complicated than I have time for in this post at the moment... note to self: must come back to this one... -Les


DarksealStudios ( ) posted Mon, 25 January 2010 at 10:56 PM

Yah, I just realised in ZB now you can break up the groups based on UV shells....I guess this will be the best way to go!!


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sixus1 ( ) posted Tue, 26 January 2010 at 1:22 AM

It's a damn handy function. -Les


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