Forum: Carrara


Subject: Converting Obj's toVertex for Poser Target Morphs

bostone737 opened this issue on Aug 17, 2006 ยท 8 posts


nomuse posted Sun, 20 August 2006 at 5:30 PM

Thanks for looking up the correct control names. Yup -- that's almost exactly what I am doing (with the exception of ADDMORPH -- do you think that could be made to work on a Mac?) I didn't go into the whole "zero object" thing above. Simply put, Poser introduces several shifts in position and scale and rotation when a library figure is added to an empty scene (it also produces more changes when a figure is conformed). Since morphs (and for that matter, clothing figures) need to be aligned to the base state of the obj, there are two ways of making sure that is what you are bringing into your modeling/morphing application. The first, and simplest, is to import directly from the modeling application; point it at Poser's "Geometries" folder inside the "Runtime" folder, and navigate to the actual base object. (As an alternative workflow, drag a copy of the obj into your work window then import from there.) The second, and more complex, is to take out all these little shifts. Load figure from library. Turn off all IK. Select a random body part. Open the joint editor, and hit "Zero figure." Close the joint editor, and look at "BODY" and "hip" groups to make sure all translations are set to zero. Since Poser does not display past I think the fourth significant figure, click on the dial itself and enter a "zero" to be sure. Now, for some figures there will be an additional scaling in some body parts. Walk through each part and make sure scale, taper, morph dials, and everything else is actually zero. For extra points save this to library as a zero'd figure. Please note, however, that Poser will switch on the IK again when you reload it! And, as long as we are this far, if you are doing morphs then do NOT hit the "as morph target" button. Do make sure "include body part names" is checked, as well as "weld body parts." If this is something you are altering (as opposed to a morph target) then also hit "include existing groups."