Forum: Poser - OFFICIAL


Subject: How to make separetaly parts in a poser figure

egalps1 opened this issue on Jun 03, 2010 · 8 posts


egalps1 posted Thu, 03 June 2010 at 5:03 PM

Hello guys

I need your help.
I had a 3d human  figure on 3d studio max.
I exported it as a wavefront object
Then i imported it on poser.
The problem is that in poser i see it as a united figure with no separetely parts
I need to bend his arm or his leg for example.
How can i do that?
When i click on the figure i can see something like a skeleton in it and i know that it has to do something about what i want to do i just don t know how.

Can you help me?
Thanks


lesbentley posted Thu, 03 June 2010 at 10:02 PM

Turning an obj file of a human into a Poser human figure that bends well is not an easy job. I know people who have spent years developing a figure to the stage where it works as well or better than the figures that ship with Poser. However, if near enough is good enough, it need not take years.

As a first step, each part that needs to rotate, toes, foot, shin, etc, needs to be a separate mesh group in the obj file. For a human figure the groups should follow the standard Poser naming convention, you can find this in the "StdHierarchy.txt", use your OS's search function to find it.

Once you have that sorted, you need to add bones to turn it into a figure, there are several ways you can proceed at that point. You can import the obj into Poser, then use the "Create New Figure" in the Hierarchy Editor, or you can copy the bones from an existing figure in the Setup Room, or there is also a PHI file method. I have never made a human figure, I will leave it to those who have to fill in more details.


egalps1 posted Fri, 04 June 2010 at 8:20 AM

What really makes me wonder is thatt in 3d studio max i can move him separately.I can move his leg or his arm just like as if he was a poser figure.Maybe i need to do something more


Intense3D posted Fri, 04 June 2010 at 8:29 AM

Although you may see something that looks like a skeleton inside, fhe functional rigging from 3DSmax does not export in an OBJ.  Poser cannot understand rigs from Biped Studio.  You will have to follow suggestions outlined by LesBentley above


mikegg posted Fri, 04 June 2010 at 11:40 AM

There's an intriguing program called Jimmy|RIG that automaticly rigs figures. Check it out at http://www.origamidigital.com/typolight/index.php/home.html.

It's meant for motion capture but looks like it also rigs and makes joints for any figure. I never used it, but it looks like a great program.

I don't know if applys to your problem, but it sounds like it might.

Mike


egalps1 posted Fri, 04 June 2010 at 3:40 PM

Thank you Mikegg.I checked that out.It really seems to be a great software and appropriate for what i want to do.However i i ll probably have to wait.It says that it s coming out on July.


FrankT posted Fri, 04 June 2010 at 5:23 PM

I don't think JimmyRig will be able to output Poser rigging though - nothing other than Poser or DAZ Studio can create Poser compatible rigging

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Intense3D posted Fri, 04 June 2010 at 5:23 PM

Quote - Thank you Mikegg.I checked that out.It really seems to be a great software and appropriate for what i want to do.However i i ll probably have to wait.It says that it s coming out on July.

Unfortunately, they do not say which July....
The site does not look like it has been updated for some time.
I checked the forums there and the last update about the Beta was in November 2009.
Appears the only working target is to Lightwave (version not mentioned).
If you want anything else you must use their SDK to write appropriate macro for target system.
To use in Poser, you would have to translate their macro to python script that would rig figure.
To do that, you would have to understand how to rig in the first place