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pam
12-30-01, 11:17 AM
Zbrush is the tops for making morphs, without a doubt. Unfortunately, you cannot make a full body morph, or partial body morph, because zbrush re-groups all of the mesh into one group. If there was a way to get zbrush to leave the obj grouping intact, it would make my whole year!
Well, I can use rhino for my fbms instead, or perhaps (oh so tedious) re-cut and group the mesh after sculpting, but it would be very hard to cut up a whole body EXACTLY like the original, but I am sure it can be done.
So, one of you more experianced Zgurus, tell me, have I missed an option that would allow me to keep my grouping? :qu:

banez
12-30-01, 11:35 AM
You can use a UV Mapper to Give each Body Parts a Group and import it into poser.
this is what i do i UV map my object ok now you must set up the X,Y,Z cordence your going to need a PHI Builder so you can bring it in as a Hierachy file PHI and once you do that your going to need to set your JOINT paremeters that way when you move,twist,scale,rotate, it wont disform or move off the object... if you want a link on how to do this just say so ill see if i still have it..

pam
12-30-01, 11:44 AM
well, but isn't that the process for creating a whole new charector? I do that sometimes, but I am just thinking of a morph target for a figure already in poser...
BUT, maybe...using uvmapper's save UV info...I can import while in UVMapper....be right back....

pam
12-30-01, 11:53 AM
nope...did not work.
I went to uvmapper, loaded my base obj, exported the .uvs file, loaded my morphed figure, and tried to import the .uvs, it said "incompatable facet structure"
darn

aurick
12-30-01, 11:56 AM
I've tried doing some experiments since your post, and haven't had any luck so far. Odds are, if anyone can answer your question it will be Pixolator or Southern.

I do know that there is work being done for the next version on how ZBrush handles object groups. So it's thoroughly possible that if it's not possible now to make an FBM in ZBrush, it soon will be.

pam
12-30-01, 12:07 PM
Oh! good news indeed Aurick! Thanks!

banez
12-30-01, 12:08 PM
your going to need a Hierachy file PHI Builder check out this link http://webpages.charter.net/chawkins2/posertut.htm
sure you can morph a object buts its going to move off the body or way disform
and get twisted up because the X,Y,Z cordance are not set thats what the PHI builde for.
you use a UV mapper to map out each body part if you dont and you try and twist,
move,rotate it will move the hole thing.
try diging threw here http://www.renderosity.com/tutorial.ez?Sectionid=7
you must bring the obj in poser as a Hierachy file (import)
i think i understand what your trying but if your doing just a head you could all so export just the head in poser and import it into zbrush and mess with it THEN re import it back into poser to morph it.
you can all so use Hierachy file PHI Builder to make just the head but you (must) add it to the libary<<<check the top link above Please it should show you

s o u t h e r n
12-30-01, 12:56 PM
Hi Pam,

1. Can I have your Java script that fades your pages please :) It`s super cool and I want it for Christmas.....ps...I do love your site.

2. I can`t do it. (Sorry Aurick). Ive tried every way I can think of with full body morphs and I just can`t get it to go back into Poser as a target. I hope Pix reads this and can maybe suggest something but I`ve been asking around for months and I get at least 4-5 emails a month asking this question. I can take a full body in to ZB in any pose and I can turn it into almost anything but I just can`t re-use it as a morph target from then on.

But I`ll keep trying....be right back....

G

banez
12-30-01, 01:10 PM
here's my Fade if ya want it.
<html><meta http-equiv="Page-Exit" content="blendTrans(Duration=2.0)"><meta http-equiv="Page-ENTER" content="blendTrans(Duration=2.0)"><body bgcolor="black"></body>

s o u t h e r n
12-30-01, 02:08 PM
ok guys/gals,

45 minutes later, Poser, Zbrush, Photoshop and more back ache....

1. The poser 4 guy was a straight export to OBJ
2. The import to ZB was fine.
3. No geommetry was added as the wire frame shows.
4. The body morph took 5 minutes with VERY low draw settings (2-4). Slight moves can mean big time changes when using low poy stuff in ZB.
4.Texturemaster took about 15 minutes to do the full body
5. The Texture map fits all parts of the UV mapped body.

HOWEVER.....the monster in this image is an IMPORT to Poser NOT, I repeat NOT a full body morph. ALthough I know the VERTS are unchanged it won`t let me put it back in as a morph target.

Hence forth I will take this to the big boys at Curious Labs or even better DAZ and see what they say.

Pix: Can you help here????? Looking at the TM results Poser users just NEED the full body morph ability. Any ideas???


http://www2.zbrushcentral.com/zbc_uploads/user_image-1009749655hii.gif

http://www2.zbrushcentral.com/zbc_uploads/user_image-1009749685ugz.jpg

http://www2.zbrushcentral.com/zbc_uploads/user_image-1009749707fzl.jpg

http://www2.zbrushcentral.com/zbc_uploads/user_image-1009749738bxr.jpg

s o u t h e r n
12-30-01, 02:27 PM
I think I got it but its arse about face if you pardon the expression...

1. A full body morph is not what we want. The definition of a FBM is a poser figure that has had a few of its morph dials adjusted and then saved as the FBM A la the super-hero-full body morph that we all know and hate.

We want the whole body to morph as we would a single portion of this mesh. I don`t see how we can do that and I would love Pix/Curios Labs/DAZ to tell me different.

2. What we can do, I think, and I need to quickly install Poser Pro pack to do it, is to use the Monster mesh I created from the Poser 4 guy mesh and give it some bones, joint, IK etc... (If you don`t know what all that is then go and buy Poser or Lightwave), it`s really just giving a mesh the information it needs to bend a certain points or rotate bla bla...

One snag, everyone I talk to says this is a talent on it`s own. Can anyone do it? Do you want my monster mesh and have a go?

Call me on 555-I WANT THE MONSTER.....

no, serious, should I post the OBJ for anyone daft enough to try?

G

(gone to install Pro pack .....

s o u t h e r n
12-30-01, 02:34 PM
Its allthere in the Pro Pack Manual. Tells us how to do it...

1. TAKE THE MESH I MADE

2. GIVE IT THE BONES OF A P4 GUY


all I have to do is DO IT....


Naw, sod it, I going to sleep. :)

pam
12-30-01, 03:34 PM
yawn just woke from a nap, to find this thread exploding! hehehe :eek:

Southern, my fade is just some meta tags in the head part of the page code. You can see it below, I have fades for going and coming from pages and the site iself

<meta http-equiv="Page-Enter" content="blendTrans(Duration=5.0)">
<meta http-equiv="Page-Exit" content="blendTrans(Duration=5.0)">
<meta http-equiv="Site-Enter" content="blendTrans(Duration=5.0)">
<meta http-equiv="Site-Exit" content="blendTrans(Duration=5.0)">


anyway, I do have propack installed, so I can go that route, but I can forsee a problem, I do not think it will recreate the groups exactly as they were before, so the job will not be finished. The groups will have to be tweaked until the polys all are exactly as before. One good note, atleast propack will properly name and place the groups, there are @ 60 of them.

I love your monster :) Yes, Poser Needs this!!!

s o u t h e r n
12-30-01, 03:40 PM
I can do it, but it will take its toll on my back and my eyes... thanks for the fade script.

http://www.pixolator.com/ubb/uploaded_files/user_image-1009755555ehr.jpg

I need sleep..........
I need to go to work to get me away from ZZZbbbrrr...
I`m not an ZZZ adictzzz
I need sleep..........
I need to go to work to get me away from ZZZbbbrrr...
I`m not an ZZZ adictzzz
I need sleep..........
I need to go to work to get me away from ZZZbbbrrr...
I`m not an ZZZ adictzzz
I need sleep..........
I need to go to work to get me away from ZZZbbbrrr...
I`m not an ZZZ adictzzz
I need sleep..........
I need to go to work to get me away from ZZZbbbrrr...
I`m not an ZZZ adictzzz
I need sleep..........
I need to go to work to get me away from ZZZbbbrrr...
I`m not an ZZZ adictzzz
I need sleep..........
I need to go to work to get me away from ZZZbbbrrr...
I`m not an ZZZ adictzzz
I need sleep..........
I need to go to work to get me away from ZZZbbbrrr...
I`m not an ZZZ adictzzz
...........
.......
....
..

banez
12-30-01, 03:52 PM
check Page 272 on your poser help files.
the morph target Geometry must contain the same number of Vertices as original body parts.
and your Geometry can be adjusted using a PHI BUILDER. as i said before...
im done have fun LOL

pam
12-30-01, 04:02 PM
well, my first attempt is somewhat less than stellar, but yes, this can be done, it will just take FOREVER!!!!
Propack made a somewhat Picasso-esque mangle of my Dina, as you can see. But, it is just a mater of fixing the grouping.Thanks everyone!


http://www2.zbrushcentral.com/zbc_uploads/user_image-1009756735bbn.jpg ;) ;)

aurick
12-30-01, 04:52 PM
Swoooosh!

That was the sound of this stuff going right over my head. :)

I'm glad that Glen was able to get you on the right track. Looks like he took it as a personal challenge, being the obsessive compulsive that he is. ;)

Pixolator
12-30-01, 05:38 PM
Hi :)
If Poser allows for full body morph then a mesh modified in ZBrush should still work fine as ZBrush will retain group assignments and vertices count.

When exporting OBJ file from Poser, did you turn off the “Weld body part seams” option? ‘welding’ will modify vertices count and therefore making the mesh un-morphable. If you have turned off the “Weld body part seams” and still having difficulties with ZBrush exported mesh then please try the following…

Try to export a full body mesh from Poser and re-import the same unmodified OBJ file as a full body morph target, if this works properly then please describe the steps that you have taken and I will further investigate this problem.
If you can’t import the unmodified OBJ as a morph targte then it has something to do with Poser, it is possible that an important step of the export/import process is missing.

-Pixolator

Southern: W A K E U P :ex: :)

Smiles
12-30-01, 06:05 PM
Ok, OK, I am the last one who should be doing this! But when I saw your post about, work, sleep, and <how you so nicely put it>... ZZZ adictzzz. With all that you have done for us!
I decided to give you a lumbar chair!! :eek:
OK ..... So it doesn't "look" like it's the most comfy chair in the world. :rolleyes: But Like I said, I am the last one who should have attempted this! lol <let alone post it!> Hope you recuperate quickly :)
http://www2.zbrushcentral.com/zbc_uploads/user_image-1009764538ucw.jpg

sinepgib
12-30-01, 07:36 PM
Haven't played with the ProPack yet but it looks like the falloff for the effect of the arm bones is extending into his torso. Does the propack give you control over the falloff radius and shape for the bones? If so, setting the fall off for the arm bones so that they dont extend into the torso should work.
Lemme know!
PS: This comment was posted whilst browsing page 1 of this post. Didnt yet realize that it continued, so it may be out of context now.

s o u t h e r n
12-30-01, 10:31 PM
EZ: <BLOCKQUOTE>quote:</font><HR> check Page 272 on your poser help files.
the morph target Geometry must contain the same number of Vertices as original body parts.
and your Geometry can be adjusted using a PHI BUILDER. as i said before...
im done have fun LOL <HR></BLOCKQUOTE>

I know. The meshes that Pam and I are using are UNCHANGED in terms of number of vertices. I haven`t looked into the PHI builder yet but I presume it is like the setup room in poser pro pack.

PIX: Cool. Turning off the weld did improve things back in the setup room but I don`t see how Poser will let me use a full body morph in the way that we want to. I am using the modified mesh with a bones/IK setup from the original poser 4 mesh. I will see if any poser/lightwave power users can help


Pam: Keep it up my friend. We`ll crack this one. ps. Slepp is for wimps, I`ve had none and I`m off to work :) But it was worth it.


Aurick: Diagnosis correct. Add to that insomniac and thats me.


Smile: Many thanks. Iam using your virtual chari right now. Plus Pam (my Wife) bought me the biggest black leather computer chair you have eer seen. (Sorry, Santa brought it but I think Pam paid as I`ve seen her Mastercard bill)

Sinepgib: Don`t know. Not an expert at this yet.

Signing off.....never give in, never surrender, Dunkirk spirit throug and through.


http://www2.zbrushcentral.com/zbc_uploads/user_image-1009780297njk.jpg

pam
12-31-01, 06:56 AM
:tu: This has been a most wonderful thread, much to learn!
I decided not to go the Phi builder or PPP setup room route, at least not yet :)
I have found a way to make this work, but it is not for the feint of heart!
First, in poser, choose your model, make sure it is zeroed (restore figure), then export it as a morph target with welding turned off.
Import it into zbrush, sculpt till your eyes cross and your knees wobble as you refil cour coffee mug. Expot the .obj out again.
Import your new object back into poser. I found that the figure was rotated 90 degrees, so I rotated it back to the way a normal zeroed poser character is. This is just easier for me to see what I am doing, I do not think you need to.
Now, I choose the grouping tool, and tell it it spawm props. Close the grouping tool, and look in your props directory, you now have a gazillion of them. Each one is morph target for you, you just have to name them something sensible, and export them as morph targets. Be sure to export as morph targets, or they will do wackey things later.
Ok, export you 50-60 morph targets. Now, select your original poser model, and part by part, import the appropriate morph target. Set each to a value of 1, and have all other values zeroed.
When you have imported allyour morphs, and set them all to 1, go to figure/create full body morph
tada!!
Now, select "body" in the drop down menu (under the picture window), then look to the dials, there should be a new dial for this freshly brewed FBM, and it will controle all your new morphs in unison!
yeah!!!

Kathy
12-31-01, 07:08 AM
Wow pam!

I'm tired just READING that list of to do's.

Whew! You are TENACIOUS! :D :tu:

s o u t h e r n
12-31-01, 12:18 PM
Pam, have you done one yet? Any images to see yet?

pam
12-31-01, 07:39 PM
weeeelll, I did one, but it came out buggy. I am trying to figure out why. The figure I created the FBM in will not pose, but the FBM works just fine. When I save it to the library, and reload, the FBM quit working, but the indivual part morphs work, and it poses ok.
LOL isn't this fun?
on the right is Dina, right out of the box. In the center are the morphed groups that I used, and on the left is Dina wearing her FBM that I made in Zbrush
[img]http://www2.zbrushcentral.com/zbc_uploads/user_image-1009856425lms.jpg

pam
01-02-02, 12:07 PM
update!
well, last I posted I had sucess with creating the FBM using the steps I listed above, but the darn thing did not pose right. That was truley strange, I have made plenty of FBMs before, (just never one that was morphed in zbrush) so this really threw me.
Anyway after letting it sit for a day or so, I tried again. This time, I took the individual morph targets, loaded them one by one into UVMapper (wonderful ap), and re-saved them, with all the export options un-checked. This cut the file size of the morph targets @ in half, getting rid a lots of un-needed data.
I then used these to morph the base figure again, setting each of the new ones at 1. I created the FBM, and all worked as it should :cool:
I do not have a picture yet, but will soon

2byts
01-04-02, 04:41 AM
awesome post Pam! i have been trying to figure out the same problem myself so perhaps you can explain me this...

i followed your directions until i got to this brick wall. when I import the .obj back into poser after editing in ZB...i then use the group tool...make sure the entire figure is selected and then click on the spawn props button. Then i go into the props folder only to find that there is nothing relevant there!?

cheers.

pam
01-04-02, 05:16 AM
2byts, yes, I know what you mean. The first dozen times I tried this, I had the same problem. Pixolater ;) showed me the error of my ways earlier in this thread. When you first export your object out of poser, make sure you uncheck the weld option in the pop up menu. This should keep the grouping intact. Before I import the .obj into zbrush, I do a quick check, by loading the .obj into UVMapper, it will tell you if all the groups are there or not. If you have only one group, you will not be able to spawn later.
pam

2byts
01-06-02, 03:18 AM
hmm...maybe i am misunderstanding your directions. I did export correctly with weld seams unchecked and the grouping does seem to be intact because under the group tool i can see all of the seams of the imported .obj and the names are even still correct. It is the next step that i might be doing wrong cuz spawn props appears to do nothing. What happens is that when i select the group tool, the figure is entirely red. Then i click the spawn props and he turns a dark grey with green lines indicating the seams. The grouping and names are all in tack and easy enough to select by the pop up window. From here do I select each individual group and export as morph target? I do notice that i can select the individual groups, so do i then export them as morph targets?

2byts
01-06-02, 03:21 AM
ach ya....tell me this...when you mean props folder do you mean the the props folder on the side bar or from the menu set under the camera views? cheers...

pam
01-06-02, 05:36 AM
yes, you have to pick each body part/prop seperately, and export it as a morph target.(If you export more than one at a time, you cannot use it as a morph)I set up a sub-folder in my poser directory, to make it easy to find. After you have exported all that you need, you then load each morph target back in, to your original poser figure. When I have this perfected, I will have to write a real tutorial!
pam

2byts
01-06-02, 06:18 AM
cheers pam...i follow you now and i am getting it to work. I seem to have a bug though cuz i am getting some fragmented morphs. Polygons are disappearing and all...and in places where there are not seams. Have you encountered this yet?

2byts
01-06-02, 07:00 AM
*chuckle* got the fragmentation fixed...now it seems Zbrush rotates the model 180 degrees...