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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 28 2:24 pm)



Subject: Successful Failure


rokket ( ) posted Tue, 26 November 2013 at 4:09 AM · edited Sat, 23 November 2024 at 9:32 AM

file_499658.jpg

I have never been able to create a face morph. Each time I get something I like, it fails to load in Poser.

So I took a different route this time. I exported Sydney's whole mesh and then redid the face. I had to redo the UV map and make a separate texture map.

I put her back together and exported the mesh as a whole back into Poser.

Instead of injecting a morph, I just went into the setup room and put Sydney's rig back on her.

There are some problems. I didn't take enough time with the texture so there are issues with it.

And none of Sydney's face morphs took. I will have to figure that one out, but this is the coolest thing I have been able to do with her. It's a new figure, but not one I can take credit for, and not one I can redistribute, but I am having fun  with Wings and Sculptris again, so in a sense, even though the project is a failure, it was still a success.

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


ockham ( ) posted Tue, 26 November 2013 at 4:30 AM

Very fine face!  Looks Korean. 

Don't spend time trying to make the old morphs work... they won't work on a mesh with entirely different vertices.  You'll have to use your modeling app, or Poser's various deformers, to make new ones.

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EnglishBob ( ) posted Tue, 26 November 2013 at 4:41 AM

Quote - And none of Sydney's face morphs took. I will have to figure that one out...

As Ockham says, this is for the same reason that your earlier morph attempts don't work. Whatever your morph making process is, it's altering the mesh to the point where it's no longer 'morph compatible'.

If you give a few more details, someone who uses the same tools will probably be able to tell you the correct  procedure to use.  


rokket ( ) posted Tue, 26 November 2013 at 5:04 AM

Yeah, basically, it's all her morphs to make her smile, open her mouth, eyebrows, etc. I didn't think about the new mesh not working. I just assumed that since I loaded Sydney's rig and not the DEV rig things would work. Oh wel...

My process was lengthy, so I'll try to map it out:

  1. I exported Sydney's entire mesh out of Poser and into Wings 3D

  2. I separated the mesh, making separate pieces according to how she was grouped. I then selected the head and separated that, which made separate pieces of her eyes, eye lashes, inner mouth, tongue and teeth. From there I exported just the head as an .obj.

  3. I imported the head into Sculptris and made the changes. I think I overdid the eyes a bit, but oh well...

  4. I exported the finished product back into Wings and replaced Sydney's head with the new one. I then UV mapped the new head and assigned it a material group.

  5. I imported the new mesh back into Poser, applied Sydney's default texture maps and then replaced the old head with my new map. After I was mostly satisfied, I entered the setup room and applied Sydney's rig to the new mesh. I went back into the pose room and checked everything out.

  6. I loaded one of Sydney's conforming props and it worked. I did the same with her hair. It was when I attempted to give her face some life that I realized the morphs didn't work.

  7. I rendered out the pic you see, and then saved the pz3 so I could go back and make changes. I haven't save the figure to my library yet. I was going to wait to see if I could fix it and make everything work first...

And that's it.

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


EnglishBob ( ) posted Tue, 26 November 2013 at 5:18 AM

Right - the problem is somewhere in the Sculptris / Wings process, but I don't use either of those, so someone else will hopefully be able to help you. You might want to start a new thread, mentioning those programs in the subject, to catch the eye of the experts.

The important point that I was trying to get across is this: if you get your process right, then the new face that you make in Sculptris / Wings will work as a morph on the original Sydney, and that has to be a time-saver. :)

Three things commonly go wrong when making morphs in an external program.

  1. Vertices are added or taken away - if this happens, the resulting morph won't be accepted by Poser.

  2. The vertex order is changed - the morph will apply, but when it's dialled up, the body part 'explodes'. Nasty. :)

  3. The scaling and/or positioning is changed - the morph will apply, but when it's dialled up, the body part inflates, disappears or flies off into orbit. Also nasty!

Since you're using two external programs, the chances of error are approximately 4 times what they would be with one. You might want to do some experiments to find where the problems are occurring. Try running your body part mesh through Sculptris only, and through Wings only, to see which is causing the trouble. You don't even have to make a morph, just import and export again.


rokket ( ) posted Tue, 26 November 2013 at 6:17 AM

I tried all of that with both programs, and they do fine going back into Poser and applying as a morph. I think the vertex order gets changed in Sculptris. When I import anything I've made there back into Wings, it's all hard edges. Even organic things like heads and such. So that is where the problem lies. I have Blender, but I still don't have a clue how to sculpt in it. I can only do a few minor things with it. And I have yet to try the sculpt tools in Wings.

 

I'll keep plugging away. If anything, it'll force me to get off my butt and learn how to use magnets in Poser...

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


Teyon ( ) posted Tue, 26 November 2013 at 10:42 AM · edited Tue, 26 November 2013 at 10:48 AM

Instead of exporting her body from Poser, try importing the OBJ from the Runtime directory.

You'll have to run the script  Utility>UncompressPoserFiles  so that the obj's are no longer obz's.  

Once you've done that, take her into the free version of UVMapper (it's called UVMapper Classic) and delete all groups except the head.

 Now, here's where I'm not sure of the best method (my heart says don't use sculptris but I could be wrong):  import the head into either sculptris or Wings to make your morph.  For this example, let's say you chose sculptris.

Export the morph as an OBJ from whichever program you decided to use.

Import the morph via Object>Load morph target (if you are working on the whole body do it via Figure>Load Full Body Morph)

 

If the morph works, you're good to go. If it does not work, then instead of using sculptris to make your morphs, you should use Wings *or another program if you have one)  and then re-attempt importing the morph target.

 


EnglishBob ( ) posted Tue, 26 November 2013 at 11:25 AM

Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2849953&page=1#message_3933342

> Quote - ... take her into the free version of UVMapper (it's called UVMapper Classic) and delete all groups except the head.

Sorry to tell you that Classic can't delete mesh - only UVMapper Pro can do this.

However, exporting from Poser is fine as long as you check only the 'export as morph target' option. I checked - see link. ;)  

 


ironsoul ( ) posted Tue, 26 November 2013 at 12:41 PM · edited Tue, 26 November 2013 at 12:45 PM

Attached Link: Sculptris

Looking for something else but found this thread, maybe of help -see whole thread not just where link goes.



rokket ( ) posted Tue, 26 November 2013 at 3:17 PM

Thanks for all the replies and some serious food for thought.

I have a lot to do today and it's my birthday (it's Nov 27th already where I am in the world today), so I will work on something toward the weekend and post anything I get in here.

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


EnglishBob ( ) posted Tue, 26 November 2013 at 5:25 PM

Happy Birthday!

:woot:  


rokket ( ) posted Tue, 26 November 2013 at 7:06 PM

Thank you! I am at work, so nothing too spectacular to report.

Plan on a steak dinner and a couple of brews, but nothing too blown out. Of course, I never do plan on a huge blow out, they just seem to happen... :biggrin:

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


EnglishBob ( ) posted Wed, 27 November 2013 at 3:32 AM

Quote - I never do plan on a huge blow out, they just seem to happen... :biggrin:

:thumbupboth:  


dlfurman ( ) posted Wed, 27 November 2013 at 6:00 PM

Attached Link: http://www.renderosity.com/mod/forumpro/showthread.php?thread_id=2835512&page=2

Re: Sculptris: you have to work on half the mesh and mirror the morph over.

see links in the attached thread....

"Few are agreeable in conversation, because each thinks more of what he intends to say than that of what others are saying, and listens no more when he himself has a chance to speak." - Francois de la Rochefoucauld

Intel Core i7 920, 24GB RAM, GeForce GTX 1050 4GB video, 6TB HDD space
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rokket ( ) posted Thu, 28 November 2013 at 12:01 AM

I get it now. Using symmetry changes the vertex order, so the morph won't take.

I ran the script to uncompress all my obz files and tried a direct export from the runtime. I think Wings might be doing something to the files, because I imported the obj into Wings, and exported the head. When I attempted to import it into Sculptris, I got the error: "Too many points attached to a vertex (max 24)." So I am going to try to export from Poser as a morph target and see what happens there. I won't use symmetry in Sculptris, and just do a careful sculpt.

I will post my results.

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


rokket ( ) posted Thu, 28 November 2013 at 1:52 AM

"Target geometry has the wrong number of vertices".

What did I do wrong this time?

Think I am going to give up this face morph thing and leave it to those who know what they are doing...

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


JoePublic ( ) posted Thu, 28 November 2013 at 2:09 AM · edited Thu, 28 November 2013 at 2:15 AM

file_499725.JPG

 

You can't use the original geometry files from the geometry folder in Wings3D, as these don't have the grouping info that Wings needs to maintain vertex order.

To make Poser morphs in Wings3D:

  1. Load and ZERO the figure. EVERYTHING must be 100% ZEROED, not just restored to default.

  2. Only export the bodypart(s) you want to morph with the settings shown in the attached picture.

  3. Import the object into wings (Import scale 20.0 / Export scale 0.05)

  4. Do not move the object.

  5. Do not scale the object.

  6. Do not separate the object.

  7. Do not combine the object.

  8. Do not weld the object

  9. Do not add vertices or edges.

  10. Do not delete vertices or edges.

  11. Do not alter the geometry otherwise in any way, shape or form.

  12. ONLY move vertices around !!!

 

Once you're finished, export as an object file and import this to your figure as a morph target.

 


rokket ( ) posted Thu, 28 November 2013 at 3:06 AM

Ok, I will try that. The problem is that I am exporting the head, and her eyelashes, teeth, tongue and inner mouth are all exported with it.

So I have to leave them alone? Won't that duplicate everything when I import it again into Poser?

I am lost on the whole process...

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


rokket ( ) posted Thu, 28 November 2013 at 3:08 AM

Also, I don't have the 'preserve existing material groups' as an option on export. I am using Poser 9 SR3.

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


JoePublic ( ) posted Thu, 28 November 2013 at 3:21 AM · edited Thu, 28 November 2013 at 3:23 AM

You can ignore the "material groups" if you are using Poser 9.

Sydney's "head" is actually a composite of head, teeth, inner mouth, tounge and other objects.

But this head- "composite" must not be separated or regrouped as this will change vertex order.

You can make the parts you don't want to morph invisible in Wings.

Select all faces of the skin material, inverse, then "hide".

But don't forget to unhide them once you're finished with morphing, as that group must stay intact to work as a morph in Poser.


JoePublic ( ) posted Thu, 28 November 2013 at 3:30 AM

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

Maybe it's time for THE DOCTOR !

This is a little outdated, but the basics should still be the same.

:-)


rokket ( ) posted Thu, 28 November 2013 at 4:09 AM

Thanks. I tried a simple morph is Wings and it worked on her. I tried something in Blender and it exploded.

I wish I could delete the teeth, at least. They have a lot of ngons in them and Sculptris doesn't like them. If I could get her head in there, I can do a lot more than I can in Wings or Blender.

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


JoePublic ( ) posted Thu, 28 November 2013 at 4:18 AM

Glad it worked.   :-)

And, nope, you can't modify the mesh.

You'll notice over time that some meshes are much easier to work with than others, and that the native Poser meshes are not among them.


rokket ( ) posted Thu, 28 November 2013 at 4:27 AM · edited Thu, 28 November 2013 at 4:37 AM

I guess that's why V4 is so popular. I don't own her, and even if I did, there are literally thousands of morphs out there for her. I want to do a morph on someone who doesn't have a lot. Trekkiegirl has done a few morphs for Sydney, but I like my little Asian girl in the first post. I would like to recreate that into a workable morph, but I can't do that in Wings or Blender.

Oh well, I got it to work, now I just have to figure out how to use the sculpt tool in Wings more effectively.

If I had a nickle for ever time a woman told me to get lost, I could buy Manhattan.


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