Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)
No.... but I've done similar manually in mudbox moving polys of the target to match basically coplanar with a sample mesh in scene and underlaying... with varying results of success. Usually good enough for my purposes. I used this method to fix broken expression dependencies in a figure by excluding certain actors from the projection. I've also cribbed some game character meshes faces into Poser morphs in this way. That's a bit more fiddly and the results have been... close enough for me. There's also a rather clunky method using a prop copy of the sample figure in scene with target and using Poser's tighten fit brush to project...
I'm curious if you can't use the ZWrap output prop as a morph target for target figure? Is the vertex count and order maintained? If so you should be able to apply that prop as a morph target or FBM ( big maybe on that one depending on groups being maintained on the output) and fix any adjoining body part seams differences via smoothing etc.
Otherwise, I'm afraid you'll have to wing it like I do. If it means that much of course.
Example. Export the GoZ prop result as wavefront obj (all options unchecked) and reimport via properties of actor load morph target (assuming single actor, head for instance) and see if that works. Eyes and mouth part actors will make things very tricky depending on output result and your methods. That would require a load as FBM assuming they were included, the vertex order was maintained, and groups existing. Very touchy. And would require post fiddling besides.
Also. Is the prop it's producing the full figure mesh?
Probably you won't get many responses because of the nature of the process. Copying other peoples morphs or character designs with an automation. It's a fuzzy area. Though I don't see anything sinister about it if it's for your own personal use. But others might disagree. At least if you sculpt your own version from scratch there's a bit more "art" to it.
Yes, the resulting prop is a full figure mesh. All that Zwrap does is move the vertices of the imported Poser base mesh in Zbrush to conform with the topology of the target; it does not add new topology any more than using Zbrush's move tools or brushes. I'm thinking that this may be a bug in Poser's implementation of GoZ. I may have to look into exporting the modified model as an obj file as you suggested earlier and do it the way Poser morphs were made with Zbrush before GoZ came around.
Yes, there's someone in the DAZ forums who is using this on game models to make Genesis versions of Star Trek characters. He posts in the Star Trek Builders Unite thread.
Dunno if he'd be able to help, since he uses DAZ Studio instead of Poser, but you could ask. His screen name is FleetAdmiral01. He says he's converted over 100 figures now and so has the workflow nailed down.
I searched his posts and it looks like he uses the standalone app Wrap3, made by the same makers of ZWrap. He also posted this tutorial video there.
How are you getting the mesh into ZBrush? Are you exporting from Poser using GoZ, or are you starting with the unified, default character OBJ?
If you use GoZ to export the OBJ into ZBrush, the issue you may be having when going back to Poser is that ZBrush may have automatically welded the vertices at the group boundaries. As a result, the vertex count is different than the version that was exported from Poser, and that may be why you are being prompted to save it as a prop in Poser.
Generally, you probably don't want to just morph the head, because then it may no longer match up with eye and mouth positions (which are separate groups).
After much experimentation today, I found that the only way to make it work for Poser is to
1. first export the figure base mesh as an obj file with As Morph Target, Include body part names in polygon groups, and Include figure names in polygon groups as the only options checked and then
2. import that as a tool into Zbrush. I mask out everything except the head mesh, taking care to also mask out the eyelashes and the inner mouth. I then add the target mesh as another subtool using the Subtool Master Zplugin, scale it as close as possible so that its head is more or less the same as the poser figure's head and align it as closely as possible with the eyes as a reference point.
3. Fire up ZWrap in the plugin, follow the instructions with regards to assigning corresponding points on the two meshes and then start wrapping.
4. Depending on how you mask the area between the head and neck, you will get varying degrees of separation between the two areas. You will have to then try to approximate their edges as best as you can using Zbrush's topological move brush and touch up some areas such as the eyelids.
5. Export the Zwrapped mesh as an obj file and import that into Poser with everything checked off.
6. Use the Grouping tool to select the head and neck and create props out of those areas.
7. Export the head and neck props as separate obj files and check only Morph targets.
8. Bring in the Poser figure that you want to receive the morphs. Select the head and load the head morph file using the Properties tab button. The new morph will be in the Propertes tab of the head at the bottom. Do the same for the neck.
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I've been experimenting with the awesome plugin Zwrap (http://www.russian3dscanner.com/zwrap/) in ZBrush to see if I could make facial morphs for Poser figures exported to ZBrush via GoZ. The plugin works as expected in modifying the Poser figure model to fit a pre-existing topology, such as a high resolution 3d scan of a person's face or even a Genesis figure imported as a tool in Zbrush, but when I try to send the Poser figure back to Poser 12 via GoZ, I get a dialog box that asks me if I want to import the geometry as a prop rather than as a morph. So far I've not been able to find a workaround solution to the problem. My question to the group is, has anyone used Zwrap to successfully create morphs for Poser figures via GoZ?