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:
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…
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…
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
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.
Oh! good news indeed Aurick! Thanks!
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
Hi Pam,
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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.
-
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 Ive 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
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>
ok guys/gals,
45 minutes later, Poser, Zbrush, Photoshop and more back ache…
- The poser 4 guy was a straight export to OBJ
- The import to ZB was fine.
- No geommetry was added as the wire frame shows.
- 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 - 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???
I think I got it but its arse about face if you pardon the expression…
- 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.
- 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 …
Its allthere in the Pro Pack Manual. Tells us how to do it…
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TAKE THE MESH I MADE
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GIVE IT THE BONES OF A P4 GUY
all I have to do is DO IT…
Naw, sod it, I going to sleep.
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!!!
I can do it, but it will take its toll on my back and my eyes… thanks for the fade script.
I need sleep…
I need to go to work to get me away from ZZZbbbrrr…
Im 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…
Im 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…
Im 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…
Im 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
…
…
…
…
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
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!
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.
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:
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
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.