The process of importing Blender-made clothing figures into Poser 6
/ 7 is really quite simple if you have the right tools. In the
past, I would export my clothing mesh from Blender as an .obj file,
then import the obj file into Poser, bring it into the Setup Room,
and deal with bones, groups and all that. I can't say that the
experience was 100% successful or satisfying.
PhilC's Obj2Cr2 Python utility changed that.
It's a major player in the tools I use. This tutorial involves the
use of this tool -- without it the process is unnecessarily
laborious -- so for a really small investment in preserving your
sanity, GET IT.
For this tutorial you will need:
Poser 6 or 7
Blender3D - FREE ... you probably already have this. For this I'm
still using 2.45
Object to Cr2 Converter (Obj2Cr2) Python script - by PhilC
If you've ever been in the Setup Room and spend ages assigning
polygons to groups, only to have the whole thing cave in when the
curtain is meant to rise, you'll agree that your sanity is well
worth at least the price of this utility!
Here's the steps to take to make a piece of conforming clothing out
of mesh you created in Blender using PhilC's Obj2Cr2 utility. I
will focus on the prep work in Blender here. The above link was
written by PhilC himself, who can show you far more eloquently how
to use this brilliant tool.
[A] In Poser, load, zero and export the model you are going to base
your clothing item on as a Wavefront OBJ file. In this case, I used
Victoria 4 Base. Export only the parts of your humanoid model that
your clothing will actually touch. Save your exported obj somewhere
you'll find it easily in Blender.
[B] In Blender, import the model obj file. I tend to put Vicky in
layer two, and my clothing mesh in layer one, so if I need to
scrutinize my mesh and don't want to see polygonal flesh-tones, I
just select the first layer.
>>> Key point - once you've got your model in Blender,
*DON'T* move her in Object Mode. Doing so will give you heaps of
grief when trying to import your clothing mesh into Poser.
[C] Create your clothing model/mesh. I'll leave fleshing out this
to a future discussion, as everyone has their unique style, tricks
and tips on how to get the best mesh. It's an area I still have
heaps to learn, myself!
[D] Create material areas for your mesh. In the Links and Materials
Panel of [F9], create the vertex groups - makes it easier to work
with your mesh parts. Under "Vertex Groups", click "New", then
highlight the name "Group" and replace it with something more
meaningful. Highlight the vertices that will be associated with
this vertex group - this is the tedious bit - and when you are
certain every vertex is highlighted that you want part of this
group, click "Assign". If you find you've missed a vertex or two,
you can always highlight it and click the "Assign" at that point.
I've found that if you do this process in Face Mode:
...you're less likely to miss a vertex. Once you've got all your
vertices assigned, you can [A] and click the "Select" button to
check that your vertex group includes all vertices that are meant
to be part of that group.
[E] Next to the "Vertex Group" stuff is the Material stuff. Here's
where you assign the material to the vertex group. What you are
actually creating when you write the name of the material is the
name of the part of your garment, so make the name pertain to the
part of the garment rather than what it is made of, as you will see
it again in the Material Room in Poser. Poser will identify those
areas with the name you've given them and you can base your UV map
on them as well. For instance, for the item I was creating, I
wanted to be able to have the ability to assign a different colour
to the bodice vs the skirt, so I named the *material* "Bodice".
Click "New" in the material group:
Go to the Material section [F5] and under the Links and Pipeline
panel, in the Link to Object dialog, replace the name - usually
"Material.001" or "WhatEverMaterialYouHadBefore.001" - with the
name of the region of your mesh. In this case, I named it
Do this for your entire mesh until all vertices are assigned to a
vertex group and, more importantly, a material.
[F] For the seams, think about how you want to slice up your
garment so that texture is easily applied. Before you UV map, seams
need to exist on the garment.
[G] Create the UV map - Obj2Cr2 requires a UV map of some
description, and Blender does an okay job at making them,
particularly if you follow this tutorial:
You could also make your UV map a bit more spiffy using UVMapper by
Steven Cox, available here:
[H] Now that you've got all vertices assigned to materials (named
after the regions they cover) and a UV map created, you leave your
model in "Set Solid" mode -- as opposed to "Set Smooth" -- and
making sure the item you've just modeled is selected do:
File -> Export -> Wavefront (.obj)...
The name of the obj file will default to the name of your .blend
file - usually works for me. Click [Export Wavefront OBJ] in the
upper right-hand corner, which will give you a dialog with these
These are the default settings, and I have yet to find a reason to
change any of them.
Your Blender model is now ready to import into Poser.
[I] On a blank Poser page, load the same model you used as a basis
for your mesh - in my case, V4 Base. Zero and turn IK off -
probably not entirely necessary, but that's what I do, just to be
on the safe side.
File -> Import -> Wavefront OBJ...
In the ensuing Import Options dialog box, untick *everything* and
click OK. Locate your mesh OBJ file, highlight it and select
[K] Take a few minutes to ensure that your mesh has nil
breakthrough points you might have missed prior to export. It
should fit your model exactly - if it doesn't go back to Blender
and fix it.
Now, at this point you can try to tackle the Setup Room... or you
can use Obj2Cr2. I'm not even going down the frustrating,
fraught-with-disappointment path of the Setup Room.
You can take it from here, Phil: