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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Custom Facial morphs using outside 3d app


bandolin ( ) posted Tue, 23 March 2010 at 12:23 PM · edited Tue, 30 July 2024 at 3:24 AM

Can anyone direct me to a tutorial or information that discusses how to export V4 into a 3rd party app to make a facial morph and then reimport it to customize V4's face?

I'm sure this has been asked many times, but I can find any thread here after a search.


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hborre ( ) posted Tue, 23 March 2010 at 2:19 PM

You can select her head and export it as an OBJ making sure that morph-target is selected for exporting. Then import into the 3rd party app of your choice for modifications. 


santicor ( ) posted Tue, 23 March 2010 at 2:39 PM

hborre is a lot smarter than  I;  and his answer is, of course, correct.  But just in  case you  are not familiar  with Poser..... here is a little detail ( I do  what  you  are describing all the time)

  1. load V4 into  a new Poser scene.
  2. just  as a good habit to  get into,  go : WINDOW- JOINT EDITOR-ZERO FIGURE
    3. go: FILE- EXPORT- ( choose the format you want - The best  choice is wavefront OBJ)
     
  3. single frame will  be checked ,click  to accept single frame
  4. you will  have now an "item list"  ....uncheck  EVERYTHING  except for the item "head" -click  OK
  5. you  will see "export options"-  these choices are someewhat  subjective,   but checking less options  is probably better...since you  are specifically morphing  only a head, I would uncheck  everything, you  might want to  leave the checkmark on "include body part names......."  because it is a head and you  can slect  lashes, lips, etc  easily in most modeling programs when the names of all of these things are intact.

7.name and save the head. Use this model  in your modeling program. You  cannot change the poly count, poly order.....   poser will not reorder well even though it has an option  to  try and fix the order.
....and what  is thew biggest  PAIN OF ALL, IMO, is you  cannot split the mesh in  half, model it, then  mirror the half.  That  will  mess up the polys  for Poser.

anyways,  when  you  are done you will want to save as wavefront OBJ.

  1. go  back  to  poser and in pose room, select the body  part head.
  2. on properties tab of  parameters window, click  load morph target. choose your saved OBJ from your modeling program.

a morph dial will appear , named the same as your OBJ,  in the parameters  tab, under "Morph"

10.  crank the morph dial; enjoy morph.




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santicor ( ) posted Tue, 23 March 2010 at 3:04 PM

BTW! 

this is the " export the head only"  method ,  and you  asked to  move all of V4 -

you  can  certainly  move  all of  V4 ...but then  there are  a few more considerations .

one of the biggest  considerations is -  you  can  move all of her parts out as one OBJ,  but you  will probably not want to  "weld seams" on the way  out of 
poser -  b/c  you  have to  save the parts OUT of your modeling program  SEPARATELY for poser to  accept  morph targets.

I would definitely export  and work  the head only -

just  remember  not to  move the posiion of  the botom most  edges of the head -  cuz  if you  do  you  will maybe get a messy  fit to the top of neck




______________________

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SHOOT.

Don't talk "

 

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nruddock ( ) posted Tue, 23 March 2010 at 3:20 PM

If you say which modelling app you're going to be using, it would be possible to point you to the known gotchas when making morphs for Poser with it.

Some other general points :-
Make sure you do a round trip (i.e. import something back into Poser) before spending a long time doing a morph only to find it gets mangled.

If you alter the eye sockets, you'll have to correct the eye postions, don't fall into the trap of trying to make this correction with a morph, look for  posts on how to do this with ERC (lesbentley / PhilC and perhaps others)

If you move on to morphing more than one body part, you may want to use the original OBJ (from the Geometries folder or where ever) rather than export from Poser.

Hunt down the scripts for import FBMs.


shuy ( ) posted Tue, 23 March 2010 at 4:25 PM
hborre ( ) posted Tue, 23 March 2010 at 4:52 PM

Thank you, santicor, for elaborating further on my short answer.  I was stepping out and pressed for time.  The workflow appearing on the other posts indeed point out the critical details how to correctly export and import for morphing V4's facial features.  Nruddock does caution that too much alteration of the mesh will cause problems later.  So carefully consider what you are altering and how to approach the project.  You can get very satisfactory results if you think it through.


geep ( ) posted Tue, 23 March 2010 at 5:46 PM · edited Tue, 23 March 2010 at 5:47 PM

Attached Link: http://www.drgeep.com/p4/morwings/morwings.htm

file_450035.gif

*(click image to view full size) (click the link above the image to view the complete tutorial)*

Here's a direct link for you that might help. ... See Page 10.

View it in good health. 😄

cheers,
dr geep
;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



bandolin ( ) posted Wed, 24 March 2010 at 5:07 AM

Thank you all. All very informative.

Sorry for not mentioning the outside app. Its Max. The clue would be at the bottom of my post. lol


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bandolin ( ) posted Wed, 24 March 2010 at 11:57 AM

So, am I to understand that figures with expressions such as smile and frown and such have dozens of head geometry somewhere. Or is that done differently?


<strong>bandolin</strong><br />
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geep ( ) posted Wed, 24 March 2010 at 12:39 PM

You can usually find the morph (numerical) data inside the *.cr2 (figure) file listed under "deltas."

cheers,
dr geep
;=]

Remember ... "With Poser, all things are possible, and poseable!"


cheers,

dr geep ... :o]

edited 10/5/2019



santicor ( ) posted Wed, 24 March 2010 at 2:41 PM

and to  follow up  on that thought - you  are creating a brand new set of  morph data  by  means of creating a model and so  in  the beginning stage you  want a phyiscal  vieable object to work with,  thus you  are creating an OBJ that  you  can work on...after you  have burned those morph coordinates in  somewhere ( there are  many  ways of doing this,.... Dr Geep  mentions that  morph coords are in  the deltas of  CR2)  the geometry  is no  longer really  needed as a morph target.

I use external  PMD  as a means to  make a psuedo  "injection morph" pose,  myself. 




______________________

"When you have to shoot ...

SHOOT.

Don't talk "

 

   - Tuco

 

Santicor's Gallery:

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santicor ( ) posted Wed, 24 March 2010 at 7:32 PM

....... and so  I have to  keep  the goemetries

(Wow this website crashed hard during my post)




______________________

"When you have to shoot ...

SHOOT.

Don't talk "

 

   - Tuco

 

Santicor's Gallery:

 http://www.renderosity.com/homepage.php?page=3&userid=580115

 


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