Forum: Poser Technical


Subject: How can Poser be prevented from "warping/smoothing" a mesh?

Franky opened this issue on Mar 19, 2002 ยท 9 posts


Franky posted Tue, 19 March 2002 at 3:04 PM

I am hoping this is just a simple stupid thing I am missing, but does anyone know how to stop Poser from doing this to a perfectly detailed .obj when imported? I have ensured "bend body part" and any other obvious smoothing options are unchecked and I can't see any import options that could prevent this from happening. Is this just a standard/default Poser feature?

SAMS3D posted Tue, 19 March 2002 at 4:15 PM

Poser has a smoothing engine and it takes nice straight surfaces and straightness and rounds it. You can go to UV mapper and click tools - split verticies and it will then be good to go, of course it will also increase your models KB 3 times the size. Sharen You could draw with bevels added to your drawing and that would stop it too.


Franky posted Tue, 19 March 2002 at 5:16 PM

Thanks a lot, will try that out! :)


webvogel posted Mon, 25 March 2002 at 8:18 AM

This is a problem with my room-modells too. Is there any other way then split vertices? I build with truespace and will try the options quad divide and triangulate ....will see


6Dprime posted Sat, 30 March 2002 at 3:45 AM

Sharen, You say, "of course it will also increase your models KB 3 times the size." Why the "of course?" 6D


Franky posted Sat, 30 March 2002 at 6:37 AM

Well, I tried the "split vertices" option and I wasn't too happy with the results (the whole object became too blocky), adding bevels at this point wasn't really an option, but I eventually found a work around. Once the .obj is UV mapped, I then convert it into a .3ds file ensuring the UV coordinates are retained (I used Explorer 3D for this). When this 3ds file is imported into Poser, the model looks like it is supposed to and the texture map fits it!! Thanks anyway for your help Sharen :)


Franky posted Sat, 30 March 2002 at 6:50 AM

Oops, I forgot to add, the only problem I can see with this method is, the whole mesh becomes one object (which can be a pain for the likes of windows/canopy's) but all it requires is to break up the mesh beforehand for any items that can't be satisfactorily textured, and import seperately. I suppose the other method would be to use texture masks and just alter the objects properties, though admittedly I am not too sure on this method. Anyway, hope this helps to point any others with the same problem in the right direction.


webvogel posted Sun, 31 March 2002 at 3:30 AM

I have tryed the splitting in UVmapper with a tudor-wallsection wich i had textured in truespace and converted to obj in 3dexploration. All textures wich i had scaled in truespace where on the splitted objekt but not scaled on the wall and frame- sections. If you use the 3dexploration you can oben the materials of the new objekt and scale the textures of each material again .Thereafter its perfekt !!!!


ToolmakerSteve posted Tue, 03 December 2002 at 6:20 PM

If the original OBJ did not have "vertex normals", then Poser creates them - perhaps Poser's algorithm was undesirable in this case. Therefore, use some external tool (e.g., UVMapper or 3DS Max) to create the normals. The "fix" in post #6 may have worked due to this.