Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 30 2:17 pm)
Hmm, it looks like I found a solution! Splitting the collars by their vertex groups in blender and then exporting/loading each collar individually as a morph target. I was surprised that this needed a work-around, but it works just fine. I would still appreciate advice on this issue if anyone has any!
Are the left and right collars in your morph named exactly the same as in L'Homme? That's the only reason I can think of why they wouldn't work.
Click the Properties tab, and make sure that the INTERNAL name of the collars are lCollar and rCollar. Casing is important. They both start with a small letter and then followed by a capital C
Yes, the internal names in Poser and the vertex group names in my obj are both correct.Are the left and right collars in your morph named exactly the same as in L'Homme? That's the only reason I can think of why they wouldn't work.
Click the Properties tab, and make sure that the INTERNAL name of the collars are lCollar and rCollar. Casing is important. They both start with a small letter and then followed by a capital C
I checked the PMD and PZ2 files you sent me, and there is no data for the left and right collars in either of those files. That explains why the morph injection is not working on the collars.
If you still have the OBJ file that you used to create the full body morph, you'll probably need to load it in again. Delete the first version. Then choose FIgure > Load Full Body Morph. Select the OBJ file for the morph and choose OK. You may also want to name it something other than Body 1 to avoid any issues with the existing BODY actor.
Unfortunately, removing body from the name has the same results. I don't believe I have the license to share it on its own, but my obj file does contain proper collar groups. The best way I can think of to show it is by importing the morph obj as a prop into Poser and showing it off in the group editor.
Load L'Homme into the scene from the library.
Select L'Homme and choose Figure > Load Full Body Morph
When the Load Morph Target dialog appears, click the top button and select your OBJ morph target.
Enter a new name (other than Body 1) in the Label field.
Click OK to load the full body morph.
After it appears in the parameters palette, dial the morph to 1 to make sure it all loaded properly.
We had issues during his creation time with Blender too. Believe me, it pulled our hairs out, we had to re-do the rigging several times until we figured out that, somehow, it was BLENDER that was changing the vertex orders of one of the collars on export.
Nerd3d and I ran way too many tests about this, and never were able to figure out what was happening. It wasn't something we did wrong, and LH2 has the same vertex count and order as LF2 and she never had these issues. The whole thing remained a mystery.
The only thing we could figure out was testing back a bunch of Blender versions. We found out that Blender 3.0 exports it correctly, so we used that version for all the work for LH2 creation.
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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.
We had issues during his creation time with Blender too. Believe me, it pulled our hairs out, we had to re-do the rigging several times until we figured out that, somehow, it was BLENDER that was changing the vertex orders of one of the collars on export.
Thanks for sharing that! I'd been working under the assumption that the recent Blender versions don't mess up the vertex order anymore. Better keep this possibility in mind then for the future and run my fix-up script whenever morphs behave weirdly upon loading. :-)
-- I'm not mad at you, just Westphalian.
Afrodite-Ohki posted at 4:22 PM Sat, 25 January 2025 - #4493206
How wierd!We had issues during his creation time with Blender too. Believe me, it pulled our hairs out, we had to re-do the rigging several times until we figured out that, somehow, it was BLENDER that was changing the vertex orders of one of the collars on export.
Nerd3d and I ran way too many tests about this, and never were able to figure out what was happening. It wasn't something we did wrong, and LH2 has the same vertex count and order as LF2 and she never had these issues. The whole thing remained a mystery.
The only thing we could figure out was testing back a bunch of Blender versions. We found out that Blender 3.0 exports it correctly, so we used that version for all the work for LH2 creation.
That also explains why I couldn't reproduce it. I use Modo.
odf posted at 6:57 PM Sat, 25 January 2025 - #4493207
I've never had it mess up anything OTHER THAN LH2's obj. It's weird as all heck. We tried turning him upside down and never figured out what could cause an issue.Thanks for sharing that! I'd been working under the assumption that the recent Blender versions don't mess up the vertex order anymore. Better keep this possibility in mind then for the future and run my fix-up script whenever morphs behave weirdly upon loading. :-)
That ate up some WEEKS of his development too. Because I'd tweak his shape in Blender, then back to Poser, his collar rigging exploded. Then I fixed that, and realized that AFTER fixing that, all the morphs were broken, and back and forth until we decided to just open his obj in Blender, export without doing anything and BOOM! broken morphs.
- - - - - -
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.
I see, thank you for the insight! Like odf mentioned here, I've been using the latest versions of Blender because they haven't posed any problems with vertex order until LH2. I'll stick to exporting from 3.0.odf posted at 6:57 PM Sat, 25 January 2025 - #4493207
I've never had it mess up anything OTHER THAN LH2's obj. It's weird as all heck. We tried turning him upside down and never figured out what could cause an issue.Thanks for sharing that! I'd been working under the assumption that the recent Blender versions don't mess up the vertex order anymore. Better keep this possibility in mind then for the future and run my fix-up script whenever morphs behave weirdly upon loading. :-)
That ate up some WEEKS of his development too. Because I'd tweak his shape in Blender, then back to Poser, his collar rigging exploded. Then I fixed that, and realized that AFTER fixing that, all the morphs were broken, and back and forth until we decided to just open his obj in Blender, export without doing anything and BOOM! broken morphs.
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Good evening!
I tried loading a morph that I sculpted in Blender, it works perfectly except for the left and right collar. Those body parts seem to ignore the morph entirely and the 2nd screenshot shows that they don't have a morph category at all. I'm using the version of L'Homme 2 that is included with Poser 13. If anyone has any guidance, I would appreciate it!