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 Subject: Scale for Exporting from 3DS Max into Poser?

Darchind opened this issue on Jan 12, 2013 · 34 posts

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  Darchind ()  ( posted at 3:21PM Sat, 12 January 2013 · edited on 3:22PM Sat, 12 January 2013

Can anyone tell me what the scale should be when exporting a geometry made in 3DS Max to Poser?

I imported the model I've built a clothing model for at a scale of 1.0...I think. I'm at a loss for what the scale should be when exporting the clothing model into Poser. I've tried searching for tutorials, but everyone seems to cover only importing from Poser into 3DS Max. I'm trying to export from 3DS Max back into Poser.


  libertycityanimation ()  ( posted at 6:42PM Sat, 12 January 2013 · edited on 6:50PM Sat, 12 January 2013

export your clothing as an Obj the problem with poser, the last time i used it was 5 years ago they did not have any units and display units. so when you export it the clothing mite come in small depends on what units you have setup i max 

why would you want too export into poser max is way better. i always ask this question and never get an answer lol

you can use this one http://www.ehow.com/how_5869034_convert-studio-max-objects-poser.html

update

side note not feeling myself today!!!!!!

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  LuxXeon ()  ( posted at 7:11PM Sat, 12 January 2013 · edited on 7:15PM Sat, 12 January 2013

Quote -

why would you want too export into poser max is way better. i always ask this question and never get an answer lol

My guess is he probably wants to sell it, or distribute it to Poser users?

To the OP: What kind of units does Poser use?  For instance, if it uses Meters as it's scene units, then the export scale from Centimeters (assuming you modeled in Centemeters) is 0.025.  If it uses Feet, then exporting from Centimeters would be 0.032.  Etc. Etc.  The OBJ Export Options Panel in 3dsmax 2012 and 2013, I believe,  has a Preset option, and one of those Presets is for Poser.  Try that.

PS:  Going forward, always know what units you have modeled in, and always model to scale, using Metric unit scale (centimeters, meters, etc), because the output to other applications is easier to figure out, and the results more reliable.

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  libertycityanimation ()  ( posted at 8:39PM Sat, 12 January 2013 

yeah but he/she still sell it but it the model is in 3ds max and the problem is if he/she textured it. From what i remember you cannot export the texture that he/she made max or appilied in max. he/she would need to have deep exploration by  Right Hemisphere. maybe smithmicro have updated poser?

http://owlarchitecturalengineer.com/

 


  Darchind ()  ( posted at 11:24PM Sat, 12 January 2013 

Quote -
Quote -

why would you want too export into poser max is way better. i always ask this question and never get an answer lol

My guess is he probably wants to sell it, or distribute it to Poser users?

To the OP: What kind of units does Poser use?  For instance, if it uses Meters as it's scene units, then the export scale from Centimeters (assuming you modeled in Centemeters) is 0.025.  If it uses Feet, then exporting from Centimeters would be 0.032.  Etc. Etc.  The OBJ Export Options Panel in 3dsmax 2012 and 2013, I believe,  has a Preset option, and one of those Presets is for Poser.  Try that.

PS:  Going forward, always know what units you have modeled in, and always model to scale, using Metric unit scale (centimeters, meters, etc), because the output to other applications is easier to figure out, and the results more reliable.



The information in red -- this, sir, I did not know. Thank you very, very much for pointing it out. I'll check for it right now.


  Darchind ()  ( posted at 11:25PM Sat, 12 January 2013 

Yeah, there's definitely presets. I didn't even notice them, lol. I don't think there were presets in any of the previous versions of 3DS Max. If you all must know, I just upgraded from 3D Studio Max 8, so I'm pretty new to these technicalities :)


  Darchind ()  ( posted at 4:00AM Sun, 13 January 2013 

For future reference, I've discovered on my own that importing the .obj from Poser into 3DS Studio Max at scale 100.0 and then exporting from 3DS Max to scale 0.1, then re-importing it into Poser with no scale value in Poser's import settings works very well for me.

At 100.0, the geometry is big enough to work with in 3DS Max.

Hopefully this information helps people who are confused about it as I was.


  libertycityanimation ()  ( posted at 4:13AM Sun, 13 January 2013 

if you had the answer then why ask how to export from max into poser? it's just a wast of our time. no one will find that information useful because we know max is more powerful then poser.

if your working for someone who wants you to create your own stuff like a charcter and he/she finds you did it in poser he/she is not gonna be too happy. because he/she would want to see your skills in max and what you can do.

& not ask a stupid question you already have the answer too

http://owlarchitecturalengineer.com/ 


  LuxXeon ()  ( posted at 7:21AM Sun, 13 January 2013 

Quote - For future reference, I've discovered on my own that importing the .obj from Poser into 3DS Studio Max at scale 100.0 and then exporting from 3DS Max to scale 0.1, then re-importing it into Poser with no scale value in Poser's import settings works very well for me.

At 100.0, the geometry is big enough to work with in 3DS Max.

Hopefully this information helps people who are confused about it as I was.

 

That's good, but the problem with doing it in such a generic way is that you still really don't know what the scale units are, so that might not work out in every situation.  For example; if your unit scale in 3dsmax gets changed from whatever it is now, which can easily happen if you open a scene file that works in different units.

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  exnem ()  ( posted at 2:29PM Mon, 18 March 2013 

Problem is Poser has no scaling units whatsoever! I work with both poser and max and I'm baffled how the guys that made poser thought it would be a good idea to not have any kind of unit measurement in poser. This makes it a nightmare to model things for it on max. You have to model like 1000 times bigger in max to be able to use soft selection, etc, but then when rescaling to poser, the object most of the time get deformed, because of poser has no units, it's a nightmare...


  wheatpenny ()  ( posted at 2:42PM Mon, 18 March 2013 

I never noticed those export presets either.

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  FrankT ()  ( posted at 2:55PM Mon, 18 March 2013 

I had a rant all ready to go but thought - why bother?  All I'll say is that Poser does what it was intended to do very very well, it's a lot easier to use for that purpose than Max or Maya or XSI and a damn sight more accessible

to the OP - have a look at some of the threads in the Poser forum

http://www.renderosity.com/mod/forumpro/search.php?query=PNU&forum_id=12356&sort=relevancy&use_age=yes&older_age=45&older_units=day&newer_age=500&newer_units=day&username=

Specifically the PNU and it's equivalent in inches etc.

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  wheatpenny ()  ( posted at 3:29PM Mon, 18 March 2013 · edited on 3:29PM Mon, 18 March 2013

I've used Poser since v.4. People sometimes ask me why I use Poser and Bryce when I have 3dsMax: well, I believe I should use whatever tools will yield the result I'm looking for. I can't do organic modeling, so if it weren't for Poser I wouldn't be able to use people or animals in my renders. Also, I find it easier to set up renders in Bryce and Poser so I usually render scenes in those.

Max is a very powerful modeler among other things and modeling is primarily what I use it for

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Bitte entschuldigen Sie die Fehler in meinem Deutsch als es ist nicht meine Muttersprache

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  FrankT ()  ( posted at 3:32PM Mon, 18 March 2013 

Interestingly, I prefer to render in Max - I find the materials and lighting much easier than Poser :)

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  airflamesred ()  ( posted at 4:58PM Mon, 18 March 2013 

Well the poser scale thing is well documented and goes back many years. They only need to be compaible with themselves. There is a recognised  conversion, as I'm sure you're aware, just scale up or down and do the reverse on export.


  LuxXeon ()  ( posted at 7:20PM Mon, 18 March 2013 

Quote - Well the poser scale thing is well documented and goes back many years. They only need to be compaible with themselves. There is a recognised  conversion, as I'm sure you're aware, just scale up or down and do the reverse on export.

Hey!  Haven't we met before?  :rolleyes:  You using Max now too, or just stopping by? 

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  LuxXeon ()  ( posted at 7:23PM Mon, 18 March 2013 

Quote -

To the OP: What kind of units does Poser use?  For instance, if it uses Meters as it's scene units, then the export scale from Centimeters (assuming you modeled in Centemeters) is 0.025.  If it uses Feet, then exporting from Centimeters would be 0.032.  Etc. Etc.  The OBJ Export Options Panel in 3dsmax 2012 and 2013, I believe,  has a Preset option, and one of those Presets is for Poser.  Try that.

I just re-read my own post in this thread.  What was I smoking that day?  Conversion from centimeters to meters is 1 to 0.01, not 0.025.  Duh.  :cursing:

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  DreamlandModels ()  ( posted at 9:48PM Tue, 26 March 2013 · edited on 9:57PM Tue, 26 March 2013


I export from Max at 0.01 and make sure the setting are unchecked for any optimazation of the vertices. Other wise any split edges will be welded in Poser.

If I have to bring an .obj from Poser into max I bring it in at 100 percent. Once done export at .01 again and it is as close as you can get in Poser as the export is only two decimals in Max.  Compared to a character in Poser and you are good to go. Have been using this method for several versions of Poser now.

Tom

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  DreamlandModels ()  ( posted at 10:10PM Tue, 26 March 2013 · edited on 10:18PM Tue, 26 March 2013


If you choose the Poser export setting it is defaulted at 0.04 which is 4 times as big as it should be. When you impoert to Poser remember to uncheck all the tick boxes like here. That is if you want the object to be in the location you intended it to be from max.

I'm so far behind, I can see the back of my head


  DreamlandModels ()  ( posted at 10:16PM Tue, 26 March 2013 


I exported a box that was 10' x 10' x 10' to Poser and when I move the origin point to the top it shows as 10.310 which is about as close as you can get with only two decimal places to work with.

If I tried to go less than 0.01 i is not possible so that is what I had to choose and stay with these last 5 years.

Tom

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  maflogit ()  ( posted at 11:14AM Fri, 24 January 2014 

I also have an export-import-problem from max to poser and back:

Setting the obj.-scaling-factor to 0.01 in max sizes just a little too big in poser. I would need about 0.0098, 0.009 is to small. But the export-function in max doesn't allow 4 digits behind the point.

Scaling after importing in poser is not the trick, after sending back to max, I get the obj. not at the same point as before.

So I have no solution, how I can get an object in the correct size and location from max to poser, pose a figure on the imported obj to later send the figure posed to max to render the figure there.

Posing a Poser-figure in max itself doesn't work as good as in poser.

Any solution?

 

maflogit


  LuxXeon ()  ( posted at 12:55PM Fri, 24 January 2014 

OBJ is not a good pipeline vehicle, if you need scale accuracy.  The OBJ file format itself does not specifiy units of measure in the source, and depends entirely on the import/export systems of whatever package you're using.  I would be very wary about sending something back and forth using .obj if you are expecting architectural or engineering-level scale accuracy.  Neither Max nor Poser's OBJ import/exporter support less than 3 decimal units, like some CAD applications.

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  LuxXeon ()  ( posted at 12:55PM Fri, 24 January 2014 

OBJ is not a good pipeline vehicle, if you need scale accuracy.  The OBJ file format itself does not specifiy units of measure in the source, and depends entirely on the import/export systems of whatever package you're using.  I would be very wary about sending something back and forth using .obj if you are expecting architectural or engineering-level scale accuracy.  Neither Max nor Poser's OBJ import/exporter support less than 3 decimal units, like some CAD applications.

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  LuxXeon ()  ( posted at 2:01PM Fri, 24 January 2014 

Also, for Posing characters in Max, there are maxscripts that work great, to make it very easy to select parts of a biped or CAT rig, and manipulate them as easily as in Poser.

http://www.scriptspot.com/3ds-max/scripts/bipcatselector

That's just one.  There are others.

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  LuxXeon ()  ( posted at 2:04PM Fri, 24 January 2014 

This is the tool I use for posing, manipulating Biped or CAT rigs.  Works very well, and makes animation and posing simple. 

http://www.scriptspot.com/3ds-max/scripts/thepuppettool

Hope that's helpful, instead of going back and forth to Poser.

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  maflogit ()  ( posted at 3:52PM Fri, 24 January 2014 

@LuxXeon

I gave it a try, but it doesn't work in MAX 2014, I get the error: is open is undefined after importing V42 from poser with bones and trying to pose her.

 

@All who search for a solution:

But for the scaling issue, I have now a quite good, not perfect workaround, using the free program Daz Studio 4.6 as an intermediate:

 

Export .obj file from max with standard exort-settings for daz-studio (factor 0.1)

Import obj.file in daz-studio with the follwing settings:

Scale: 2370%; Lateral X: X; Vertical Y: Y; Depth Z: Z

Then export  the .obj from Daz-Studio with the poser presets.

The result after importing in poser is nearly correct.

After exporting the obj. back to max with collada, it has nearly the same size and position as the original.

I think it can be further improved by changing the 2370% a little bit (e.g. 2368%)

For my purpose, 2370% is good enough.

 

maflogit


  LuxXeon ()  ( posted at 4:47PM Fri, 24 January 2014 

Quote - @LuxXeon

I gave it a try, but it doesn't work in MAX 2014, I get the error: is open is undefined after importing V42 from poser with bones and trying to pose her.

Not sure which script you tried, but the error is probably due to the fact niether of the solutions I provided are intended for use with standard  bones.  You'd need to convert the rig to Biped or CAT skeleton.  I think the BipCatSelector is compatible with 2014, but the other is not; it only goes up to 2013, my apologies.

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  airflamesred ()  ( posted at 4:51PM Fri, 24 January 2014 

Well, that seems somewhat long winded. Just a thought, why not export from poser at default, then in max scale up? (or down) so you get a workable size. Do your stuff and then scale back down then 'save as' etc.


  maxxxmodelz ()  ( posted at 5:21PM Fri, 24 January 2014 

Why not use PoserFusion?  If the only objective is to do the posing bit in Poser, and then render or texture in Max, that's prob the easiest way.

Tools :  3dsmax 2015, Daz Studio 4.6, PoserPro 2012, Blender v2.73a

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  maflogit ()  ( posted at 2:20AM Sat, 25 January 2014 

@ maxxxmoedelt & airflamesred

It'S not as easy: I have an environment in max, very complex and want to put people in the environment.

So: I export only parts of the environment to poser, pose people on these objects and then only export the posed figures to my max scene.

I didn't find a possibility in poser-fusion, to export max-objects from max to poser, only pz3-files from poser to max.

But for posing, I have to get the exact position of my max-objects in poser.

And up to now, I'm not yet able to pose imported people directly in max in a simple way like in poser.

 

maflogit


  maflogit ()  ( posted at 4:15AM Sat, 25 January 2014 

Quote -

Not sure which script you tried, but the error is probably due to the fact niether of the solutions I provided are intended for use with standard  bones.  You'd need to convert the rig to Biped or CAT skeleton.  I think the BipCatSelector is compatible with 2014, but the other is not; it only goes up to 2013, my apologies.

 

Hello, thank's for your answer. But it seems very difficult to convert a normal bone rig, imported by fbx to a biped or cat skeleton. I googled and didn't find a simple or automatic way to do this. So it's really probably easier to pose the figure in poser and then export posed to max.

Ok, I then can't do animations with this workflow, but for still-pictures, it seems to be the easier way. Can you agree or do you have another more easy workflow?

 

maflogit


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