bandolin opened this issue on Mar 23, 2010 · 13 posts
bandolin posted Tue, 23 March 2010 at 12:23 PM
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.
<strong>bandolin</strong><br />
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hborre posted Tue, 23 March 2010 at 2:19 PM Online Now!
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)
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.
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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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
Look here:
http://www.drgeep.com/index.htm
hborre posted Tue, 23 March 2010 at 4:52 PM Online Now!
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
Attached Link: http://www.drgeep.com/p4/morwings/morwings.htm
*(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
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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
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