deedub opened this issue on May 30, 2004 ยท 11 posts
deedub posted Sun, 30 May 2004 at 3:25 PM

David Willetts
-Waldo- posted Sun, 30 May 2004 at 4:25 PM
You need to export each items separately in obj and then apply hierarchy on it in Poser's editor. I hope this ll help
-Waldo- posted Sun, 30 May 2004 at 4:28 PM
Just a thought I would like to share. Why would you want to export this good obj in Poser? Poser is very slow in renderer and not great with color/light. TransXposer plug in is offered by Eovia for Carrara to be able to import animated poser figure in. TransXposer is less than a Ben Franklin dollar to purchase.
deedub posted Sun, 30 May 2004 at 4:34 PM
Thanks for the suggestion. I'll build some simple objects and experiment. I have TransPoser...it's good. I want to make poseable objects in Carrara for Poser, that is, go in the other direction. You're right, lights are awful in Poser. deedub
nomuse posted Sun, 30 May 2004 at 8:38 PM
I did not actually find it needful to export item by item. I've found that if I build in the Assembly room, group, and export the group as a Wavefront obj what is created is a single obj file with the proper "g" groupings used by Poser. If I build entirely within the vertex modeller (my current method) I merely have to use the command "name polygon" to create the needed groups. I've found that Carrara doesn't always export materials mapping zones, however, and rather than fight with it I've taken to naming groups of polygons for materials mapping purposes, exporting the obj, using UVmapper to unfold the map properly, then running the obj file through BBedit (or another text editor) to convert most of the "g" statements into "usemtl" statements.
mateo_sancarlos posted Sun, 30 May 2004 at 11:44 PM
Yeah, just export the entire object from Carrara. One tip on creating cr2 files (objects posed by IK etc.) as opposed to pp2 files (objects posed by morphing): if you group and then export the object from Poser, it makes it easier for Poser to read it when using a phi file that you wrtie in BBEdit.
nomuse posted Mon, 31 May 2004 at 1:44 AM
I recently tried the phi builder method and hated the heck out of it. Had to go through several odd steps and the final file was so mucked up I had to hand-edit it. I found it more straightforward, when trying to build a heirachy from scratch, to use the Spawn Props routine to split out the groups, then Create New Figure, save that and do a quick edit to point back to the external obj file.
-Waldo- posted Mon, 31 May 2004 at 4:35 AM
Oh yes that is other alternative. I won't want to go thru this process unless it is needed for character such as clothing or props that need to be attached. Poser is only great with posing, character animation and dynamics. Good thing we got TransXposer to use most out from Poser and Carrara features.
nomuse posted Mon, 31 May 2004 at 1:54 PM
Aw...for clothing it's far too simple to strip the cr2 of the base figure and use that. I did ONCE Poser-ize something to make it easier to pose -- but this was back in the Ray Dream days. With Carrara's new bones it doesn't make sense any more to pose externally.
deedub posted Thu, 03 June 2004 at 5:11 PM
Attached Link: clapper board

nomuse posted Fri, 04 June 2004 at 4:54 AM
Heck, I would, but I can never remember how it works. When I have to spawn props I open up the grouping tool and mess around for ten minutes until I figure it out again.