Forum: Poser - OFFICIAL


Subject: Problems: Cinema to Poser

Compfox opened this issue on Aug 08, 2011 · 16 posts


Compfox posted Mon, 08 August 2011 at 1:33 PM

Hi !

Trying now for days, I cant find a solution to the following problem in exporting some objects from Cinema4D to Poser. Where on the object the polygons get to narrow Poser (and only Poser, no shadows i.e. in carrara) shows some ugly shadows. Tried the build in export function as well as Interposer. Better results I get when I load it into Carrara and use its function "detach polygons" on each single polygon in the infected area.


Afrodite-Ohki posted Mon, 08 August 2011 at 2:02 PM

Hm, never seen it do such with my sculpts.

Do you use the Riptide plugin when exporting (and importing) C4d objects that you made for Poser? Riptide handles .obj files MUCH better than C4d does natively.

As for Interposer, I don't have it sou I wouldn't know.

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Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

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FrankT posted Mon, 08 August 2011 at 2:12 PM

is that the result of a boolean by any chance ?  Poser isn't very happy when dealing with booleaned meshes

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Miss Nancy posted Mon, 08 August 2011 at 2:41 PM

it appears to have the long narrow triangles emanating from the lower left, indicating a boolean operation.  if those triangles are changed to quads and/or terminate at a very small multi-sided polygon (rather than a multi-polar point), then it should render correctly in poser.



markschum posted Mon, 08 August 2011 at 3:40 PM

Before you cut holes in a piece , divide it so each hole is in a seperate section, and if you can , manually divide it into triangles rather than take what the program gives.


Compfox posted Tue, 09 August 2011 at 9:19 AM

Thanks,

and yes, I used Riptide (and not Interposer, messed it up...)

and yes, it was done by boolean division.

O.K. so i have to construct it anew, this time using splines / extrude nurbs  and I think subdivisions will be also a good idea. 


Afrodite-Ohki posted Tue, 09 August 2011 at 11:19 AM

Mind posting a screenshot of your wire view? Maybe it can be fixed.

I've fixed the mess that boolean makes before, but it's only worth it if it's something simple...

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Compfox posted Wed, 10 August 2011 at 1:30 AM

Hello again...

Now I found the cause, but no cure for it.

 I build a box with a whole in it by extruding splines, as seen above. (So far it looks perfect in Poser). Now I try to expand this hole on the backside by moving some single points in the mesh, suddenly the reflecting angle of some surfaces on the frontside is disturbed. Not to be seen in Cinema, but when imported in Poser. The speculars of nearby polygons point in different directions ! These are the bright stripes to be seen in the illustration. Normals have still the same direction but the polygons seem to be horizontally mirrored.

A speciality of Cinema R12 ?


Afrodite-Ohki posted Wed, 10 August 2011 at 10:46 AM

The way your polygons are arranged must be a complete mess.

Poser smooths polygons. Because of this, it takes into account the way they are arranged, the way your wires point to, the ammount of polygons in a place as opposed to another place with less polygons. C4d is bad at handling how to create the polygons when you make a boolean operation. It creates a lot of thin and long triangles, and Poser hates those. Move vertices around, and things will get even worse.

- - - - - - 

Feel free to call me Ohki!

Poser Pro 11, Poser 12 and Poser 13, Windows 10, Superfly junkie. My units are milimeters.

Persephone (the computer): AMD Ryzen 9 5900x, RTX 3070 GPU, 96gb ram.


Compfox posted Thu, 11 August 2011 at 1:13 AM

Thats my experience too. On the other hand i got Carrara, which isn`t a good tool for modeling at all. Lets make the best out of it.


Netrunner posted Thu, 11 August 2011 at 3:43 PM

I'd say one very basic fix would be to check the polygon direction in C4d before exporting.

Therefore got to polygon mode and select all polys (ctrl+a).

Yellow polygons are pointing to you, blue ones away. To rearrange them go to Functions and "arrange normals" (I hope thats the exact name in the engl. version).

This can also be done by hitting [U] then [A].

If this solves the problem, so far so good. If not, it is necessary to get rid of those corner points with so many triangle-polys ending there. Therefore you can cut the outside edges of your model at as many points as you have on the inside hole. Then reconnect these points with the bridge-tool making quadrangles instead of triangles. This is a bit time consumting but gets way better results than these boolean mess. 


Spanki posted Wed, 21 September 2011 at 11:04 AM

Compfox,

If you care to post the .c4d file (either here or in a PM), I'll take a look at it.

Cheers.

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Khai-J-Bach posted Wed, 21 September 2011 at 11:10 AM

guys..

long thin triangles. poser don't like 'em remember... the fix is to re-do the topology to avoid them.



manoloz posted Wed, 21 September 2011 at 3:34 PM

Also check the crease angle when you import it in Poser.

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perilous7 posted Fri, 23 September 2011 at 5:48 AM

also something that might work for you is to go to the set point tool in c4d,select all your points and then set them to whatever is convenient to you  AND while youre at it,still having all your points selected is to optimize them and set the value as low as possible so it doesnt start eating up the points you actually need. some times c4d seems to throw in the odd point that isnt aligned on your plane for some reason.

as it stands its something thats faily easy to sort as you just have one plane,if constructing a more complex model ive tried to split my model up into groups of flat planes and curved surfaces and then use riptide to export the object to poser that way.

Hope that helps

 

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Compfox posted Wed, 05 October 2011 at 12:20 PM

Found the reason and a solution too: The polygon direction (normals) in Cinema shows nothing abnormal. But I then opened  different .obj files of the same object with a text comparing program. I recognised when I change the order of the points in a polygon (face)  like this: "f X Y Z" into "f Z X Y" the distortion was gone. For there where not too many of those polygons I managed to correct them by hand. Helpful was this link: http://paulbourke.net/dataformats/obj/

thanks again