Fri, Jan 24, 5:47 PM CST

Renderosity Forums / Poser 11 / Poser Pro 11 OFFICIAL Technical



Welcome to the Poser 11 / Poser Pro 11 OFFICIAL Technical Forum

Forum Moderators: nerd

Poser 11 / Poser Pro 11 OFFICIAL Technical F.A.Q (Last Updated: 2025 Jan 21 6:51 am)

banner

Welcome to the Poser Forums! Need help with these versions, advice on upgrading? Etc...you've arrived at the right place!


Looking for Poser Tutorials? Find those HERE



Subject: Blender Rig not working properly in Poser 11, please help


Necromuncher ( ) posted Wed, 12 August 2020 at 3:23 PM · edited Tue, 21 January 2025 at 2:49 AM

hi there, I hope I'm posting this in the correct part of this forum.

short introduction: I've started working with 3D art a few years ago. I'm currently working with Poser 11 pro and blender 2.81 I've learned how to model, UV map and texture 3D assets and wanted to learn how to create some rigs in blender. So far, I've managed to rig a few simple items to use in poser, like a rope, a swing, a crocodile like tail and a sci-fi rifle, so I can say I do know the basics about rigging and weightmapping, but that's basically it. I don't know much about remeshing and whenever I think I finally got it, a month later I learn that my last mesh was far from optimal to rig ^^'

my problem: I want to learn how to model and rig more complex stuff like faces and whole characters, but everytime i sculpt for example a face and port it over to poser, it doesn't work properly. I set the Skinning method to "poser unimesh" in order to be able to add subdivision levels, but in some areas, the mesh just breaks appart and i have no idea why.

here's a picture of a sort of swamp imp. the fins on the top of the head as well as the tongue and the lower jaw have all bones (plus the head of course). when I move the tongue, everything works fine. moving the fins is fine in some areas, in some not. closing the jaw though breaks the mesh in two halves... problem mesh.png

what am i doing wrong ? thanks for any advice

PS: I'm exporting from Blender as FBX (I don't change any options besides activating "selected objects" so only my selection is being exported. i select the rig and the mesh, nothing more)


bwldrd ( ) posted Wed, 12 August 2020 at 7:24 PM · edited Wed, 12 August 2020 at 7:29 PM

make sure you have bend checked in the properties of the actors. It needs to be set 1 level above/below, in the hierarchy, of each actor you want affected. So for head you would need to have it enabled for neck/head/jaw. And so forth. Of course you will also have to adjust joint parameters to affect how far each actor is affected. You do not want it turned on for the eyes though, as it would warp the head when you try to turn them.

--------------------------------------------------------------------------------

Consider me insane if you wish, but is your reality any better?


nerd ( ) posted Wed, 12 August 2020 at 9:12 PM · edited Wed, 12 August 2020 at 9:14 PM
Forum Moderator

Poser has different hierarchy rules than Blender. It appears the jaw is a child of the neck and the head. Poser doesn't do that. A body part in Poser can normally only have one parent. If the head had a row or two of polygons that when all the way to the neck and the jaw only touched the head, it's parent it would work. Sibling body parts can not touch.

P.S. There are hacks to get around this but that's not recommended.


Necromuncher ( ) posted Thu, 13 August 2020 at 12:37 PM · edited Thu, 13 August 2020 at 12:38 PM

thanks for the quick reply!

though I'm not entirely sure if I understand correctly. So it appears to be a problem with the hirarchy, but I didn't intentionally parent the bones to two other bones. I only extruded a jaw-bone from the head-bone by pressing E. Here are screenshots of the hirarchy inside poser and the bone arrangement inside blender. the weird thing is, that the mesh only breaks appart when i set the skinning method to poser unimesh, on "simple bones single skin - interoperable" it works fine...

problem mesh 2.png

the "bend" option in the properties is checked on all bones. the eyes are seperate spheres and only parented to the head, they're not part of the rig.


Necromuncher ( ) posted Tue, 18 August 2020 at 1:19 AM

bump (?)

so did i misunderstand something or is the hirarchy not the problem after all? am i perhaps missing something ? do you guys need more / other information from me?

i can also provide the .blend file so anybody can try and see if they can find a solution on their computer.


Necromuncher ( ) posted Thu, 27 August 2020 at 9:59 AM

this is the last time i'm bumping up the thread. if nobody can answer the questions after this point, i'll give up on trying to use poser's unimesh skinning method. not being able to subdivide isn't too tragic, but i've noticed a bunch of figures i've bought on turbosquid have the same problem.


ghostman ( ) posted Fri, 28 August 2020 at 1:04 AM

Looks like the Jaw group is connected to both the Head and the Neck group. That's probably why you have this breaking. If it's connected to Head group only then this break would likely dissapear.

"Dream like you'll live forever. Live like you'll die tomorrow."

Join PoserLounge Chat


EldritchCellar ( ) posted Fri, 28 August 2020 at 10:24 AM

As above.

Also, for the inevitable headaches when and if you decide to rig the eyes...

https://www.renderosity.com/mod/forumpro/?thread_id=2865446#msg4053276



W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD

Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5


My Freestuff and Gallery at ShareCG




EldritchCellar ( ) posted Fri, 28 August 2020 at 12:25 PM · edited Fri, 28 August 2020 at 12:31 PM

Head is child of Neck, Jaw is child of Head. Not included but Tongue should be child of Jaw, Ear Fins children of Head, as too the Eyes. You'll probably need to create temporary anchor bones to stop the parent from being dragged out of whack when you draw out children bones... least that's what I've done in the past.

dhr.png



W10 Pro, HP Envy X360 Laptop, Intel Core i7-10510U, NVIDIA GeForce MX250, Intel UHD, 16 GB DDR4-2400 SDRAM, 1 TB PCIe NVMe M.2 SSD

Mudbox 2022, Adobe PS CC, Poser Pro 11.3, Blender 2.9, Wings3D 2.2.5


My Freestuff and Gallery at ShareCG




Necromuncher ( ) posted Sat, 29 August 2020 at 10:33 AM

thanks for the replies! i'll look into it and change the weight maps and bones to fit better into the head.


Privacy Notice

This site uses cookies to deliver the best experience. Our own cookies make user accounts and other features possible. Third-party cookies are used to display relevant ads and to analyze how Renderosity is used. By using our site, you acknowledge that you have read and understood our Terms of Service, including our Cookie Policy and our Privacy Policy.