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Poser F.A.Q (Updated: 2018 Dec 12 9:55 am)


 Subject: POSER's units

Desiderius opened this issue on Mar 01, 2009 · 45 posts

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  Desiderius    ( ) ( posted at 2:00PM Sun, 01 March 2009 

Since very long time I asked me "what are these stupid units used by Poser's import options?"
So, I get so bored today that I tried to understand a little bit more about it.
At first I modelled a 1m edge length cube in x0y0z0 position with my modeller software and save it as object file.
I imported it in Poser with the scale option 100% (Import option parameter).
The cube appear in the correct position. But are the cube's dimensions correct?
To measure this cube in Poser, only one solution (compare it to itself): I duplicated it and moved it in the x direction, until the edges been in coincidence.
The result should be 1000 (because I use normally the 'mm' unit in Poser). But I was surprise to find x=1828.345
Now, who could explain me why this strange result? I mean why this cube measure now 1.828345 m?
Ok, no explanations for now!! ... I continued my investigation.
This time, I imported the same cube without these scale's options. As everybody know, the Poser's world is very small and after a lot of "unzoom" I find my cube in a very big dimension.
I used the same method to measure it : Guess the result?
x=103200 ?????? What to hell it means???
I decreased now the scale of this cube at 1% with the poser prop parameter and find, with the same measurement method, that my cube measures now 1.032m length ???
But the best is coming!I gone back again in my preferred modeller software and modelled now a parallelepiped 2m length, 1m width and 1m height and save it as object file.
I imported it in Poser, using my knowledge of the preceding experiences.(It means using the 100% scale's parameters in the import object file's options)
I used again the same measurement's method, and found at my greatest surprise:
a parallelepiped with the following dimensions : 1.828345m length 0.914175m width and 0.914175m height ?????
So, now, my conclusions : First : when you import an object using 100% as scale parameter in the import object parameters, Poser sets the biggest dimension at 1.828345m length.
Secondly : when you remove this option, Poser multiply by 103.2 the object's dimensions.
Strange but true.
How it's possible to work with a so incredible software??? Who could explain me from where come this strange constants : 1.828345 and 1.032 ???
I tried to find an explanation ... using every constants I know with the royals units ... nothing fit!!!
I don't want to stay stupid, but only for my personal knowledge, I'm really curious to know why to use so strange and useless constants ???


  ockham    ( ) ( posted at 2:12PM Sun, 01 March 2009 · edited on 2:13PM Sun, 01 March 2009 · @3398839

The 100% option doesn't mean "100% of OBJ size" ... it means "100% of typical figure size".

So the height is set at 1.8 meters, which is presumably an average human height.

If you want the OBJ to be unchanged, just uncheck the "% size" box.

My python page
My ShareCG freebies

  geep    ( ) ( posted at 2:18PM Sun, 01 March 2009 · edited on 2:24PM Sun, 01 March 2009 · @3398842

Attached Link: "Poser's Scale" tutorial compliments of Dr Geep Studios


(click image to view full size)
(click link above the image to view the complete tutorial)

Did someone say ..... :Scale?" ... :lol:

Check out the tut and meet the "real" Poser Native! :biggrin:

View 'em in good health. 😄

cheers,
dr geep
;=]

P.S.  The bottom line is:

1.000 Poser native units = (exactly)  1.000 Wavefront OBJect units

Wavefront OBJect units are commonly used by many modeling applications, e.g., Carrara, et al.

>>> CLICK HERE to Visit Dr Geep Studios (mirror)
where learning and fun are still all mixed up ... just like the Doc !

AND .. the name of the "Mirror" site is ... http://drgeep.basicwiz.com/ ... ;=]

Thanks basicwiz ... ;=]


Remember ... "With Poser, all things are possible, and poseable!"



  geep    ( ) ( posted at 2:26PM Sun, 01 March 2009 · edited on 2:27PM Sun, 01 March 2009 · @3398854


FYI - The DGS (universal) Scale for Poser

>>> CLICK HERE to Visit Dr Geep Studios (mirror)
where learning and fun are still all mixed up ... just like the Doc !

AND .. the name of the "Mirror" site is ... http://drgeep.basicwiz.com/ ... ;=]

Thanks basicwiz ... ;=]


Remember ... "With Poser, all things are possible, and poseable!"



  stewer    ( ) ( posted at 2:28PM Sun, 01 March 2009  · @3398858

Quote - At first I modelled a 1m edge length cube in x0y0z0 position with my modeller software and save it as object file.

And that is where it lost its size.
OBJ files don't contain any real world sizes - not meters, not inches, not anything. They just contain numbers without unit. The interpretation of those numbers is left to the imagination of the programs that read and write them and rarely they do agree.


  Desiderius    ( ) ( posted at 2:53PM Sun, 01 March 2009  · @3398877

MAny thank's ... Busy to read these tuto now ;)


  bagginsbill    ( ) ( posted at 2:57PM Sun, 01 March 2009  · @3398879

FYI

Dr. Geep's Scale (DGS) is handy for making mental arithmetic easier, but it won't help you do precise work in Poser.

It is debatable (and, indeed, debated endlessly) as to whether Poser's "inch" is really an inch. The argument usually revolves around the real-world height of humans versus commonly used Poser figures, all of which (women included) seem to be over six feet tall. They read out shorter if you believe DGS.

Nevertheless, when dealing with procedural geometry, particularly procedural displacement in shaders or procedural construction of objects using other tools, it is important that you understand the conversions.

I like what you did regarding moving an object versus another to see what offset you end up with. That's a good technique for understanding and proving various things to yourself.

Now then, regardless of whether we like it or not, a Poser Native Unit (PNU) has a certain ratio to a Poser Inch. And a Poser Inch has a certain ratio to a Poser Meter, and so on.

Now as far as I can tell, the ratios of inches/feet to centimeters/meters in Poser are the same as the real world. All that remains is to understand the nature of PNU, and you can produce coordinates in your obj that are completely predictable.

Now some people don't believe me, but the ratio of PNU to inch is this:

1 PNU = 103.200005 Poser Inches

You may think that 103.2 is good enough, and often it is. But if you're doing procedural displacements, you need all the precision you can get. I developed a shader that produces perfect rounded edges on boxes. When I say perfect, I mean you can zoom into a rounded edge of radius 1 mm and it looks perfect with no creases. You cannot get that with the assumed ratio of 103.2 - you have to use 103.200005.

From that number, you can derive the ratios to all others, such as meters.

As well, in materials we have the P node, which gives numbers indicating the exact world coordinate of the point currently being shaded. This is useful for making effects that depend on position within the scene. The P node returns XYZ coordinates as a color, scaled by the 3 arguments to the node. When the arguments are equal to 1.0, the returned data units are 1/10 of a Poser inch. Strange, huh? So

1 Poser Inch = 10 P Node Units (not to be confused with PNU)

That means that if you want to measure positions in inches inside a shader, you have to divide by 10, or use .1 in the parameters to the P node, to get a number that is inches.

Finally we have the units of displacement and bump. In the material room, the units are whatever you've chosen for Poser Display Units. So if you start with inches, and set a displacement of 1, and you switch to centimeters, that displacement value will display as 2.54.

Regardless of what your chosen PDU is, the values stored in material files (MT5 and so on) for displacement and bump scales are always in inches. So if you create materials using external tools (as I do) then you need to know how to encode such things.

Ray bias and other effect controls such as AO distance seem to be also using displacement units, i.e. inches. However, I have evidence that the material AO distance is mistakenly 1/12 of an inch. (Some programmer thought he had to convert between feet and inches, but that was already done somewhere else.) Or maybe it's actually 1/10 of an inch and my experiments were imprecise. (I did them a long time ago when I was less clear on things, as you are now.)

If anything else seems strange or unclear, come back. I think knowing these things is important if you want to create content for Poser using software outside Poser, especially if you write any of this software, as I do.


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  Desiderius    ( ) ( posted at 3:24PM Sun, 01 March 2009  · @3398891

Thank you Bagginsbill, very usefull informations ... and be sure, I will come back with another question ;)))
It's always nice to learn and share the knowledge ;))


  geep    ( ) ( posted at 10:48AM Tue, 03 March 2009  · @3399993

Attached Link: DGS and examples if you scroll down ... ;=]


Quote - FYI

Dr. Geep's Scale (DGS) is handy for making mental arithmetic easier, but it won't help you do precise work in Poser.

My dear bagginsbil,

Um, 'scuze me Bill but I must respectfully disagree.

Using DGS, one can position objects with EXACT precision right down to whatever decimal place you wish to choose.

You can change the "Sensitivity:" of any parameter dial and position objects with exact precision.

Example:

Load a square (or box) ... then load another square (or box) and change xTran to 0.100 to place the second square (or box) exactly on top of the first square (or box).  These values are precise and can be verified by exporting the 2 objects to another modeling program or use a text editor to view the coordinates of the vertices of both objects and see that the top of the first object is in exactly the same location as the bottom of the second object.

Try it, you'll like it. 😄

This precision is illustrated in the above image which used DGS to build the house that is shown.

cheers,
dr geep
;=]

>>> CLICK HERE to Visit Dr Geep Studios (mirror)
where learning and fun are still all mixed up ... just like the Doc !

AND .. the name of the "Mirror" site is ... http://drgeep.basicwiz.com/ ... ;=]

Thanks basicwiz ... ;=]


Remember ... "With Poser, all things are possible, and poseable!"



  bagginsbill    ( ) ( posted at 10:59AM Tue, 03 March 2009  · @3400001

Dr. Geep,

Perhaps I misunderstood DGS.

When you say to use .1 you mean .1 PNU, right? Because that is the correct value for dimension of a Poser one-sided square or a Poser box. I agree with that, totally, and it is very precise.

The question is, how many inches is that?

I thought that DGS declares, by fiat, that a PNU is 100 inches, not 103.20005. Are you saying you used 103.20005, not 100?

I will download your 6-poly box as you linked, but where is "Dr. Geep's Scale"? Meaning, DGS is not a prop, it's a unit system, isn't it? Analogous to inches versus centimeters? 

My point is, if you are trying to displace a surface exactly 1 Poser inch to match or touch some other surface that is one Poser inch away you need to use a displacement value of 1 in the material. My point is also that the distance just discussed is 1/103.200005 PNU. Are you saying you agree with that point, or does DGS say an inch is 1/100 PNU?


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  bagginsbill    ( ) ( posted at 11:00AM Tue, 03 March 2009  · @3400003

More specifically, what do you claim, under DGS, are the dimensions of the 6-poly box?


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  bagginsbill    ( ) ( posted at 11:02AM Tue, 03 March 2009  · @3400005

Oh I see, that diagram is DGS?

OK it's wrong. .01 PNU is not an inch. Sorry.


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  geep    ( ) ( posted at 11:02AM Tue, 03 March 2009  · @3400000


(click the image to view full size)
(then right click and "Save Image As..." if desired)

Did someone say, ... Standard Figure Height? :blink:

FWIW - Here's a table you can use with object Imports. 😄
(sorry bill, it uses DGS) ... :scared:___Oh NOOOOOOOOooooooooooooooooooo..............
Note - Poser will constrain the maximum (x, y, or z) size to the value shown in the above table.

cheers,
dr geep
;=]

>>> CLICK HERE to Visit Dr Geep Studios (mirror)
where learning and fun are still all mixed up ... just like the Doc !

AND .. the name of the "Mirror" site is ... http://drgeep.basicwiz.com/ ... ;=]

Thanks basicwiz ... ;=]


Remember ... "With Poser, all things are possible, and poseable!"



  bagginsbill    ( ) ( posted at 11:04AM Tue, 03 March 2009  · @3400008

I should have used the word "accurate" not precise. DGS is precise, but it is not accurate.

In target shooting, precision is when you put 5 bullets into the same spot. It may be that you didn't hit the bullseye, but the consistent shot demonstrates precision. If you put 5 bullets next to the bullseye, that's precise but inaccurate.

If you put them all roughly in the center of the bullseye, but they vary in exact position, then that is accurate but imprecise.

My claim is that DGS is precise but inaccurate.


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  bagginsbill    ( ) ( posted at 11:06AM Tue, 03 March 2009  · @3400009

Crosspost. OK it's what I thought in the first place.

DGS defines an inch that is not the same as a Poser inch. As long as you agree that you can't match .01 PNU with a Poser inch, then we're consonant. A DGS inch != a Poser inch.


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  geep    ( ) ( posted at 11:17AM Tue, 03 March 2009  · @3400015

Bill,

If you have the "Display Units" set to "Poser native units" then when a parameter dial reads 1.000, it is exactly 100.0" (DGS) ... NOT using Poser's "inches" ( <--- Display Units).

1.000 Pnu = 100.0" DGS
0.100 Pnu = 10.0" DGS
0.010 Pnu = 1.0" DGS
0.001 Pnu = 0.1" DGS
----- and using numerical entry for a parameter dial value) ----
0.0001 Pnu = 0.01" DGS
0.00001 Pnu = 0.001" DGS - (one thousanth of an inch - precisely)
0.000001 Pnu = 0.0001" DGS - (one tenthousanth of an inch - precisely)
etc.

To answer your previous question ...
The 6 Poly Box is exactly the same size as Poser's Box prop and measures exactly 10.0" x 10.0" x 10.0" DGS ( NOT Poser's Display Unit's "inches".

I hope this clarifies  the matter. 😄

cheers,
dr geep
;=]

>>> CLICK HERE to Visit Dr Geep Studios (mirror)
where learning and fun are still all mixed up ... just like the Doc !

AND .. the name of the "Mirror" site is ... http://drgeep.basicwiz.com/ ... ;=]

Thanks basicwiz ... ;=]


Remember ... "With Poser, all things are possible, and poseable!"



  geep    ( ) ( posted at 11:18AM Tue, 03 March 2009 · edited on 11:24AM Tue, 03 March 2009 · @3400016

Quote - Crosspost. OK it's what I thought in the first place.

DGS defines an inch that is not the same as a Poser inch. As long as you agree that you can't match .01 PNU with a Poser inch, then we're consonant. A DGS inch != a Poser inch.

1.00 DGS inch equals exactly 0.010 Poser native units. (<--- Display units)

1.00 DGS inch  does NOT equal a 1.0 Poser inch  (<--- Display units)

Eggsactly 😄 ... You got it Toyota ... and Thank you. :biggrin:

cheers,
dr geep
;=]

>>> CLICK HERE to Visit Dr Geep Studios (mirror)
where learning and fun are still all mixed up ... just like the Doc !

AND .. the name of the "Mirror" site is ... http://drgeep.basicwiz.com/ ... ;=]

Thanks basicwiz ... ;=]


Remember ... "With Poser, all things are possible, and poseable!"



  markschum    ( ) ( posted at 11:31AM Tue, 03 March 2009  · @3400027

Either curious labs or e-frontier (I dont remember which) had Poser native units as having changed slightly when Poser 6 was introduced. The difference was minor

ONE POSER NATIVE UNIT IS THE EQUIVALENT OF 8.6 FEET, OR 262.128 CENTIMETERS from the Poser 7 manual , thats 103.2"  

I use a conversion factor that a friend had developed and while not accurate it is close enough for modelling in real world units .


  bagginsbill    ( ) ( posted at 11:59AM Tue, 03 March 2009  · @3400039

Right we're in agreement on what DGS is and why it is convenient. We're not in agreement on when it is convenient and when it isn't. I understand that if you set your display units to PNU, then you can dial in DGS inches in increments of .01, precisely. And that the mental arithmetic is easy. To go 12 DGS inches away from your original spot, you use .12 PNU in a translate dial. To go 10 DGS feet away from your original spot, you use 1.2 PNU in a translate dial. I never disputed that. Keeping your Poser display units in PNU and using 100 as the ratio to inches is certainly convenient. And it is only 3% different from the Poser Inch.

But if you have to deal with the positions, sizes, or scales of other things such as displacement or P node coordinates or props made by other people who did NOT start with the DGS premise, items that are expressed as Poser inches or meters and not DGS inches or meters, this is NOT convenient. DGS is convenient if and only if everything you're working with is in nice round DGS units. For example, the very nice P.I.C.K construction kits are all built around integer multiples of a Poser Meter. If you want to build your own props to match those sizes, DGS will not be convenient, nor will Poser Inches, for that matter. In that case, you want to set your Poser Display Units to meters and dial in quantities in meters. Anything else is a pain in the butt.

Similarly, it is quite straightforward to set your Poser Display Units (PDU) to Poser Inches, dial in 1 for an inch (a Poser Inch), or 12 for a foot, or 120 for 10 feet, and you'll match the other stuff built around Poser inches accurately and with no mental arithmetic whatsoever, stuff like P node units and displacements.


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  bagginsbill    ( ) ( posted at 12:04PM Tue, 03 March 2009  · @3400042

Quote - Either curious labs or e-frontier (I dont remember which) had Poser native units as having changed slightly when Poser 6 was introduced. The difference was minor

ONE POSER NATIVE UNIT IS THE EQUIVALENT OF 8.6 FEET, OR 262.128 CENTIMETERS from the Poser 7 manual , thats 103.2"  

I use a conversion factor that a friend had developed and while not accurate it is close enough for modelling in real world units .

Close enough for some things, not others.

Load a prop. Set your Poser Display Units to PNU. Set yTran to 100,000. Change your PDU to Poser Inches. Look at the yTran dial. It has changed to 10320000. That's support for the idea that the ratio is 103.2. However, the dial is truncating digits.

Click on it. The text edit box that comes up now shows 10320000.458. That's why I said to use 103.200005. That's close enough for displacements to be accurate. The 103.2 is close enough for most modeling, but not for displacements.


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  EnglishBob    ( ) ( posted at 6:01AM Fri, 20 March 2009 · edited on 6:03AM Fri, 20 March 2009 · @3411293

After some research, and some thinking, I've come to the conclusion that Poser's scale always has been 1 PNU = 103.2 inches. Here's why.

Quoting page 167 of the Poser 4 manual:

"When importing DXF format files, Poser considers one DXF unit equal to the male figure’s height -- about six feet."

The community reasonably assumed from this that the current male figure of the day (affectionately known as the Poser Dork) was supposed to be six feet tall. This isn't actually so. As we've already established in this thread, the infamous import dialogue box sets the scaling of your imported mesh relative to its own internal idea of a standard figure, not relative to the size of your mesh. Whatever you import, if you enter 100% in this box, the model will end up in Poser 0.6975 PNU high. I don't know what figure height that is, but it isn't the P4 man, who is about 0.75 PNU high.

Now if we take this "standard figure" as the six-foot norm, that makes Poser's internal scale at the time of Poser 3 and 4 to be 1 PNU = 103.226 inches - close enough to 103.2 for me, at any rate. If we work the maths backwards, then the 100% import gives you an object which is 0.6975 * 103.2 = 71.982 inches. I can accept that as being "about six feet" quite easily.

Even the Poser Dork is 6' 5" tall by this scale, and Posette is 6' 1", so you can see that the rot set in early on. No point in blaming DAZ for making V4 6' 4" tall, they just built upon what was already there...

I've been writing a sort of essay-cum-green paper on the subject of scale. It's about time this was taken out of the realm of religious issues and into scientific fact. :)


  geep    ( ) ( posted at 8:29AM Fri, 20 March 2009 · edited on 8:31AM Fri, 20 March 2009 · @3411336

Attached Link: "Dr Geep's Scale" - (DGS) - The History of the Poser Native Unit (Pnu)


*(click image to view full size)
(click link above image to view the history of the Pnu)

:lol: ... Ok, ok, HERE are the scientific facts! ... :lol:*

*And ... *

*A "final" 😄 word regarding Dr Geep's Scale (DGS).

It is not, nor has it ever been. my intention to start or continue a "holy war" regarding the "Scale" in Poser. 😄

:biggrin: Click the link and meet the "real" Poser native! :biggrin:

DGS was invented before any "Real World Scale" was available in Poser.
That was during the heady days of Poser 4. :biggrin:

A "Poser native unit" is exactly the same as ...
... a "Wavefront OBJect unit" ... (from ~25 years ago - that's a quarter of a century!)
...  which has been an industry standard in the 3D graphics world for many years, e.g., Wings3D, RaytDream Studio, Carrara, etc. and is the same unit of measure (UOM) as a "dxf unit", also, used in many 3D computer graphics and engineering applications.

And ...  A Pnu is the same in Poser(1), 2, 3, 4, 5, 6, 7.  It has never changed.!!!
One can not say the same for Poser's feet, inches, cm, mm, etc. between various versions of Poser, i.e., a P5 inch not the same as a P6 inch.

And ...DGS works! 😄 Ask anyone who uses it. 😄

cheers,
dr geep
;=]

>>> CLICK HERE to Visit Dr Geep Studios (mirror)
where learning and fun are still all mixed up ... just like the Doc !

AND .. the name of the "Mirror" site is ... http://drgeep.basicwiz.com/ ... ;=]

Thanks basicwiz ... ;=]


Remember ... "With Poser, all things are possible, and poseable!"



  geep    ( ) ( posted at 8:35AM Fri, 20 March 2009 · edited on 8:37AM Fri, 20 March 2009 · @3411384


CLICK ME, I'm a good lookin' guy! (but he is, also, a liar) :thumbdown:

Here he is ... just in case you didn't want to click the link in my last post, ha ha. :biggrin:

Meet the "real" Poser native ... you know, the guy what invented the Pnu. :lol:

>>> CLICK HERE to Visit Dr Geep Studios (mirror)
where learning and fun are still all mixed up ... just like the Doc !

AND .. the name of the "Mirror" site is ... http://drgeep.basicwiz.com/ ... ;=]

Thanks basicwiz ... ;=]


Remember ... "With Poser, all things are possible, and poseable!"



  bagginsbill    ( ) ( posted at 8:37AM Fri, 20 March 2009  · @3411388

We know all that, DG :) I think we're all pretty clear on what to do once something is in Poser.

The question was/is:

Quote - "what are these stupid units used by Poser's import options?"

And stewer gives the answer:

Quote - OBJ files don't contain any real world sizes - not meters, not inches, not anything. They just contain numbers without unit. The interpretation of those numbers is left to the imagination of the programs that read and write them and rarely they do agree.

Now you just said:

Quote - A "Poser native unit" is exactly the same as ...
... a "Wavefront OBJect unit"

Put the two statements together and we get:

A "Poser native unit" is no unit at all, with respect to import.


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  geep    ( ) ( posted at 8:39AM Fri, 20 March 2009 · edited on 8:42AM Fri, 20 March 2009 · @3411391

Eggszactly! 😄

Isn't that what I just said? ... In 25 words ... or more! :lol:

DGS attempts to make a correlation between the Pnu and the Real World that is consistent across all versions of Poser, nothing more, nothing less. 😄

cheers,
dr geep
;=]

>>> CLICK HERE to Visit Dr Geep Studios (mirror)
where learning and fun are still all mixed up ... just like the Doc !

AND .. the name of the "Mirror" site is ... http://drgeep.basicwiz.com/ ... ;=]

Thanks basicwiz ... ;=]


Remember ... "With Poser, all things are possible, and poseable!"



  bagginsbill    ( ) ( posted at 8:49AM Fri, 20 March 2009  · @3411400

But DG, the meaning of a OBJ unit (and therefore a Poser Native Unit) is arbitrary and left to the individual software.

Desiderius said "At first I modelled a 1m edge length cube in x0y0z0 position with my modeller software and save it as object file."

But what does that mean? If his modeler declares that 1 meter = 1 OBJ unit, yet Poser import declares that 1 OBJ unit = 1 PNU = 103.2 inches, that's a problem. How does DGS come into play here? I understand you love DGS and find it really useful. But you have not yet explained how desiderius gets his 1 meter modeled cube into Poser as a 1 meter Poser cube. How does DGS help there? A DGS meter is not a Poser meter. Nor are we actually sure that 1 model meter = 1 OBJ unit.


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  geep    ( ) ( posted at 9:05AM Fri, 20 March 2009  · @3411411

Ah HA.

The "kicker" here is "my modeler" ... which is what?

I do not know nor do I care to try and figure out what scale "my modeler" is using.

However, if one creates a cube in any modeler (that uses Wavefron OBJect units) and makes that cube exactly 1.000 Wavefront OBJect units in size then when that object is exported from that modeler (providing that the scale is not modified by the modeler's export routine* and then  imported into Poser (without changing it's Scale, i.e., UNcheck "Percent of ...") then said object cube will be exactly 100 DGS inches in (any version of) Poser.

  • which can be easily done in Carrara if the Scale is not (re)set to 100% in the Assembly Room before export

cheers,
dr geep
;=]

>>> CLICK HERE to Visit Dr Geep Studios (mirror)
where learning and fun are still all mixed up ... just like the Doc !

AND .. the name of the "Mirror" site is ... http://drgeep.basicwiz.com/ ... ;=]

Thanks basicwiz ... ;=]


Remember ... "With Poser, all things are possible, and poseable!"



  EnglishBob    ( ) ( posted at 9:38AM Fri, 20 March 2009  · @3411450

:rolleyes:

Quote - ...a P5 inch not the same as a P6 inch.

Out of interest, what was the P5 scale? I don't feel inclined to reinstall Poser 5 just to find out.


  EnglishBob    ( ) ( posted at 9:42AM Fri, 20 March 2009  · @3411454

Oh, and purely in the interests of scientific veracity, my measurements indicate that the Poser 1 man is 0.75011468 PNU from fingertip to fingertip. He's 0.67781 PNU tall, so he isn't the mythical "standard figure" either. I haven't found a Poser figure that is, yet. 


  bagginsbill    ( ) ( posted at 9:45AM Fri, 20 March 2009 · edited on 9:48AM Fri, 20 March 2009 · @3411458

Heheh. You don't give up easily.

Let me be more clear by setting up a specific scenario.

The user is trying to build a wall panel prop to go with the P.I.C.K. construction kit to build indoor scenes. That kit is built so that every component is an easy multiple of a Poser meter. By snapping together wall units, window units, corner units, door units, etc. you can build a very beautiful room in a few minutes. (And there are Python tools to accelerate that, too.)

Now every one of these components is 1 Poser meter wide. The user is trying to model a crown molding that he can parent to these units to make a very nice looking joint between the ceiling and the wall. If these pieces are to fit together accurately, they must be 1 Poser meter in width.

Now the user successfully constructs his crown molding prop and exports it such that its width is precisely 1 OBJ unit. Upon importing it, its width will be 1 PNU. He needs it to match the wall units which are 1 Poser meter in width.

So he needs to "scale" the prop to some specific value. He must calculate what that scale should be, so that after scaling the prop, its width matches the wall unit exactly.

So there is some conversion required here, involving something. I believe that the derivation of the corect scale value will have nothing to do with DGS. But you bring it up again and again as if it does. I didn't see desiderius ever ask for how to transfer a 1 meter DGS cube from his modeler to Poser. I saw a request for a 1 meter cube. The modeler has a definition relating a meter to OBJ units. Poser has a definition releting a meter to OBJ units. I'm not aware that DGS is involved in either of those defintiions.

Is there something I'm not seeing here, some calculation where in this process of importing the crown molding, I need to consult the DGS scale?


Renderosity forum reply notifications have been wonky in the past. I'm testing the waters to see if it's working now. If you ask me something and I don't come back, it probably isn't. (Updated January 17, 2017)

  geep    ( ) ( posted at 10:14AM Fri, 20 March 2009  · @3411474

No. 😄

>>> CLICK HERE to Visit Dr Geep Studios (mirror)
where learning and fun are still all mixed up ... just like the Doc !

AND .. the name of the "Mirror" site is ... http://drgeep.basicwiz.com/ ... ;=]

Thanks basicwiz ... ;=]


Remember ... "With Poser, all things are possible, and poseable!"



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