wolfshade opened this issue on Oct 25, 2001 ยท 7 posts
wolfshade posted Thu, 25 October 2001 at 6:43 PM
bloodsong posted Thu, 25 October 2001 at 6:59 PM
heyas; the vertex order has somehow been changed. i dont know what a minnie is, or whose head you're replacing with who.... but okay, you took a head and somehow made it a prop. then you loaded the morph from the head that was still on the figure onto the prop. right? whatever you did to make the head a prop, you have to do the same to the head-with-the-morph-dial-on to make a morph for the head that is a prop. for example, if you exported the head from poser, then imported the obj and saved as prop... you need to load the head (on a figure), set the eye close dial to 1, and export that head from poser as a morph target to load onto your prop. why? well, cuz poser changed the vertex order, apparently. :/
wolfshade posted Thu, 25 October 2001 at 7:05 PM
well what i did was use a ready made figure....then i made the head and eyes invisible...now that i think about it i shoulda replaced body part with prop...ok anyway.....so i imported the prop....and placed it where the head goes on the figure......and created my lil cr2 thingy...then i edited the original prop in another program...imported it into poser...then exported it as a .obj file...and checked the box that says "eport as morph target"...and still this crap happens which is why i am so puzzled
nyar1ath0tep posted Thu, 25 October 2001 at 10:47 PM
I'm just a newbie, but would 'Another program" be Amorphium (Pro)? That would explain everything.
wolfshade posted Thu, 25 October 2001 at 10:52 PM
no the other program i used for the modeling was the rhino 2.0 demo...and for moving the eyelids i used anim8or....but i've noticed the problem with amorphium...seems it revereses the normals when you import to poser
nyar1ath0tep posted Fri, 26 October 2001 at 2:31 PM
You could try the Amorphium Pro trick that gets around the problem of changing vertex order. That is: import the prop to Rhino, then export and re-import it. That procedure just might get the vertex order right when you export the finished morph. p.s. reversing the normals is more of a texture problem.
bloodsong posted Fri, 26 October 2001 at 5:11 PM
heyas; i think that's your problem. maybe. instead of editing the original prop to make the morph for the head that you stuck in the cr2, export that head/prop/thing and use THAT to make your morphs. maybe. i don't think i'm following the description of your processes very well. :)