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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)



Subject: A good morph program?


Lady Cherry ( ) posted Tue, 12 November 2002 at 12:25 PM ยท edited Sat, 11 January 2025 at 12:06 AM

Whats a good morph program to use? That i can select a bunch of points or vertices or area and move it to apply a morph? Also can morphs be done in 3d studio max? If i have a whole figure how do i just apply the morph to the head in max if this is possible any help would be appreciated! I dont usually make morphs.


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lesbentley ( ) posted Tue, 12 November 2002 at 12:46 PM

Attached Link: Travelers Morph World

I find Zbrush good for doing morphs, the morphs are easy to do once you understand the interface, but the interface its self is hard to understand, and not very intuitive.

A lot of people seem to like Rhino, seems it is very powerful, but again probably not the easiest to learn.

Anim8tor, is free and gets good reviews (but it dosnt seem to like my graphics card), this might be a good way to test the water before you jump in and spend a lot of money.

Some links to free and shairwhere modeling apps near the top of the the Modeling Forum page. Some tutorials on morphing at Travelers Morph World: http://www.morphworld30.com/tutor.html


ronmolina ( ) posted Tue, 12 November 2002 at 12:50 PM

LightWave is the best thing right now. You dont need to scale or go back and forth with others programs. Daz is using LightWave and has made some great scripts and plugins for free that work well with Poser. Ron


Jaager ( ) posted Tue, 12 November 2002 at 1:17 PM

You probably have an excellent vertex modeler in Max. You have all the tools you need. Your main problem will be the scaling issue. The mesh needs to be 50-100 times larger in Max than it is native to Poser. You must scale it up, do your morph, and scale it back by the exact reciprocal value. There is a utility to do this, and most any Max user can help you with it. Multigroups in your modeler is a good thing, often, for the body, if not the head. Most meaningful body morphs span several groups, so morphing the whole thing at once is about the only reasonable way to do this. The product is what will need to be FBM - for the morph to work the way you designed it, all the groups you altered must have the same value. Getting the morph out as a single group, so that you can apply it as a morph? Max must allow you you delete groups in the modeler. It must allow you to undo a delete. So what you do is - select the group you want, invert the selection, delete those groups (save before you do this - in case you mess up) - save your group, undo delete and repeat to get each of the next groups. You can also save the whole K&K out of Max - rescale back to Poser size - and use Compose 1.1 to extract each of your groups. If you are just doing the head: Take the mesh in, select the head, invert - delete. Now, save the head in a native Max format and you have future morph sock. Do not undo, just morph ahead and save the group - rescale and apply. The above is based on what I can do in RDS - but I cannot believe that a program that costs 10 times or so more than RDS/Carrara is any less able than these modelers.


ronmolina ( ) posted Tue, 12 November 2002 at 1:22 PM

You dont need to do all that stuff with LightWave. Have Max here also. Ron


Dave71 ( ) posted Tue, 12 November 2002 at 1:37 PM

ZBrush, by far the easiest, like pushing putty..fun too


Spit ( ) posted Tue, 12 November 2002 at 1:58 PM

Another vote for ZBrush.


ronmolina ( ) posted Tue, 12 November 2002 at 2:11 PM

Spit love Zbrush but dont like having to get a key every few months. Ron


DraX ( ) posted Tue, 12 November 2002 at 3:16 PM

Since you already have MAX, I'd try using a combination of that and Magnets inside of Poser. That's how I make all of mine.


rodzilla ( ) posted Tue, 12 November 2002 at 10:32 PM

max is very easy...the free habware plugins that allow you to import/export .obj's will do the scaling for you automatically,set them once and forget about it[import vertex scale=100/export vertex scale=.001]in the plugin dialogs you can also choose to import all or any of the body parts singly,or all as a unified mesh[no good for morphs]once you do it once or twice it's VERY easy.max's modeling tools are more than good enough to do whatever you want


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