Director12 opened this issue on May 03, 2010 · 15 posts
Director12 posted Mon, 03 May 2010 at 1:45 PM
Hello Everyone,
I've finally decided to take a stab at Poser 2010 since most of what I've been doing has been in DAZ. I own Poser 8 and Poser Pro as well but never got into them until now. Anyway, I need help with saving poses to my library. I've created a character for V4 using her base plus Morphs and MR Morphs for her head and body. I am satisfied with the finale product but now I'm STUCK as to go about saving the poses. (Mat/Material files come later) That's whole different topic. I exported my characters head and imported it into ZBrush for further manipulations. Brought back the saved OBJ file and loaded onto my saved character and then saved her. That all worked fine but I'm having problems with saving what I've created for poses. Trial and error so far is working to a point but I'm getting confused as hell.
A feature in Poser 2010 I just discovered today is the Netherworks Pose tool or Poser Writer Premium that can save poses that's located in the script menu. Alright so my problem is I am not using it correctly so I think or I am not performing the right steps/workflow. I was able to save a pose in my library folder. After clearing the scene and reloading V4 plus Morphs I Injected my pose and didn't really notice anything until I scrolled her back and noticed that her body Morphs that I applied appeared but not the Morphed head I created. In using this Pose tool your given prompts to exclude/include body parts and etc. My first test was seeing if the head would change by selecting V4 head, reye, leye, jaws and so forth and then save the pose. It didn't work. I wasn't sure about the options; Rendered Thumbnail?, Write Body/Hip Trans? Write Morphs/FBMs? Write Scale Dials? Write Rotation Dials? so I cleared them all. Another test checking Write Morphs/FBMs? didn't change the head as well. So, this is where I am at and I need HELP. Anyone?
Thanks in advance
Director12
markschum posted Mon, 03 May 2010 at 2:12 PM
typically in poser you have the pose library open , have the figure selected and click the + button to save the pose. You get prompted to save morph settings , and body settings and I think you can save a subset of body parts.
I dont know if P8 does something different.
Mat poses can be done by saving a material collection and then editing it to be a pose file. Thats in these forums lots of times , try a search for mat pose .
Director12 posted Mon, 03 May 2010 at 2:24 PM
Thanks for the Info. So your saying that it's not necessary for me to go through the steps I've mentioned? If that's the case I've been banging my head all day. I'll try your suggestions.
Director12
Director12 posted Mon, 03 May 2010 at 2:52 PM
markschum,
Your suggestions worked partially and I THANK YOU, I was able to save my characters pose (Full Body) in the Pose Library. I reloaded V4 and injected my Pose into her and the Body Morphs were applied. I saved her head as a subset and was able to save that as well but Injecting her head didn't work. What I noticed when I applied the Head pose was that V4's feet went under the floor partially. I'm like what the hell. Anyway, when I am prompted to save any Morphs do I also check the other box that ask about "body transforming"? Please let me know if I've followed/correct or missing steps in the Morphing process prior to saving her. Something is missing.
Thanks
Director12
hborre posted Mon, 03 May 2010 at 3:26 PM
Are you applying your head morph as a morph target?
Director12 posted Mon, 03 May 2010 at 3:48 PM
Hello,
No I am not, Should I be? Just trying to find my way around Poser 2010. I could also use some good links for creating Mat files or Material completion files. I have no idea how to use the material room and how to save.
One thing I wanted to mention in two posts ago is I believe it's not working because she's already textured. Does that make a difference? which explain why the body morphs work but no texture applied....
Thanks for responding. I'll get this yet.
Director12
hborre posted Mon, 03 May 2010 at 7:35 PM
The standard workflow for creating morph targets in other 3D apps is to export the body part As Morph Target (No World Transformations) under the Export Options. Export your Wavefront OBJ, import into your app and deform the mesh to your specifcations. Make certain all vertices remain intact. Export again as a Wavefront OBJ, but this time, within Poser select the body part of your model, open the menu under Object in the taskbar and select Load Morph Target. The new window will ask for the new location of your modified mesh, then give it a recognizable name. A new dial will appear in your Parameters Palette, dial it to 1 and your morph will appear. This new character can be saved into your library. Using 3rd party software, you can generate an INJ/REM file for distribution.
Creating MAT Pose Files and Material collections (MT5, MC6) begin in the material room, and you should become very familiar with it's setup. MAT Pose Files is a convenient cheat to easily apply textures from the Pose Category of the Library. It was created several iterations ago and maybe on it's way out. More and more advanced users would rather use the material room for direct texture and shader application.
To create either MTL collection or MAT Pose, enter the material room, create your set up, select a folder in the Library under the Materials Category, and click the + icon at the bottom. We will be prompted if the material collection applies to one material zone or transcends several material zones. Again, you will be given a selection. Give it a recognizable name. This procedure will create either a MT5 or MC6 (MT5 for single zone, MC6 for multiple zones).
To create the MAT Pose File, open MT5/MC6 in a text editor, change MTL Collection at the top to Figure. Save your change (don't overwrite the original file). Go the folder containing your new MT5/MC6 file and change it's extension to pz2. Transfer it to a new folder within your runtime/Pose folder and that's it. Be aware, MAT Pose files cannot be applied to props unless they are parented to an actual cr2 figure. This does not occur with actual material collections. And sometimes they can be a little troublesome.
BTW: Just a note of correction, when referring to particular versions of Poser, please call them by their proper names. The version you are using is PoserPro 2010, not Poser 2010. This terminology will only serve to confuse, and will only delay help if you have problems with the software.
Director12 posted Mon, 03 May 2010 at 9:28 PM
Thanks for the information and I will remember to say Poser Pro in the future. During export there are other options as well to chose from. In Poser Pro 2010 export options there are 6. I know about the "As Morph Target (no world transformations) should not be checked from your last reply. What should be checked for export if any?
I'm also now receiving an ERROR message upon launching Poser Pro 2010. Have any idea what this could mean;
POSER PRO 2010 ERROR
XML PARSING ERROR; 'NO ELEMENT FOUND ON LINE 1.
This has started today. I've done nothing that I know of and I don't understand why it is happening.
Thanks,
Director12
hborre posted Mon, 03 May 2010 at 11:20 PM
For morphing Wavefront OBJ you definitely need to check "As Morph Target (no world transformations). All other selections should be unchecked.
It may seem that this error might be associated with your browser, but I haven't seen this posted in the forum before. Try a reboot. Otherwise, post a new thread and perhaps someone can give a better solution.
Director12 posted Fri, 07 May 2010 at 7:07 AM
hborre,
Just getting back to working with my character after a few days off. I still need HELP. I've followed your suggestions in Exporting and Importing from Poser Pro 2010 to Zbrush and back to Poser Pro 2010. Importing back to PP 2010 I've used "Load Morph Target" to apply my OBJ file. In doing so, I got the message "Target Geometry has wrong number of vertices". This confused me since all I've done when I exported to Zbrush was use the smooth tool to smooth what appeared to be crow's feet around her eyes and that's it. So, in bringing back this new mesh, is the OBJ file applied to my original character's head or a fresh V4? What could be changing the Geometry? In applying it to my character I assumed that it would update the changes I've made in Zbrush.
Just to be sure about the EXPORT options. Everything is unchecked but V4; the Neck and Head and I wasn't sure about the "BODY MORPH" option so I unchecked that as well. "Apply Morph Target (World Transformations) was the ONLY option I left checked before exporting.
Thanks in advance
Director12
hborre posted Fri, 07 May 2010 at 8:52 AM
I think the problem might be exporting both neck and head. Those are clearly separate body parts in Poser and chances are that importing them into ZBrush may have welded the two meshes. This may explain Target Geometry error. I couldn't be sure, and someone else may need to verify this for me. Nevertheless, when importing target morphs back into Poser, you can only select and import one mesh at a time. For example, you smoothed wrinkles from around the eyes; in this case, select only the head in Poser, export as OBJ, create your morphs in the 3rd party app, then import the target morph to only your model's head in Poser. You should be able to apply the target morph to either fresh or old characters.
Director12 posted Fri, 07 May 2010 at 9:04 AM
Thanks,
I will do that. It's throwing me for a loop since all I did was a simple fix in ZBrush.
Also, just to make sure I was doing things correctly I've loaded V4 plus morphs and played around with her and saved her to my Pose folder. I reloaded V4 plus morphs and then went to the pose folder and applied the saved Pose. That seemed to work. When applying MR facial custom morphs without exporting and saving it as "Spawned Morph" target and then repeating the above steps NOTHING happens when I apply the pose to a fresh V4. The body morphs are applied but not the face I've created. What am I doing wrong here?
Thanks,
Director12
hborre posted Fri, 07 May 2010 at 9:09 AM
IIRC, Spawn Morph creates an extra dial in your Parameter palette (Need to verify that). Spin the dial to 1 to introduce your morph and save it with that value active.
Director12 posted Fri, 07 May 2010 at 1:50 PM
I'm able to see the dial after I've Spawned my character but when I set the dial at 1.000 it becomes really disfigured but when I set it to 0.1000 it's what I've created. Is that correct? Also, When I go to save her in the Pose Library a dial box appears asking about additional information I would like to include with my pose. 1. Morph Channels 2. Body transformation. Do I check them both? or just the Morph Channel? or None?
Thanks,
Director12
hborre posted Fri, 07 May 2010 at 3:24 PM
Morph Channels. Body transformation pertains to the scene location and it is more like a place holder. Strange, though, that your settings distorts at value=1. It shouldn't . I will need to look into this a little closer.