ZBrushCentral

Poser full body morphs, I wish

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.

  1. 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 dont know what all that is then go and buy Poser or Lightwave), its 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


  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. :slight_smile:

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 :slight_smile: 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... Im 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... Im 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... Im 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... Im 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!

:wink: :wink:

Swoooosh!

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

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. :wink:

Hi :slight_smile:
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: :slight_smile:

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 :slight_smile:

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.

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. Well crack this one. ps. Slepp is for wimps, Ive had none and I`m off to work :slight_smile: 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.

:+1: 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 :slight_smile:
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!!!

Wow pam!

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

Whew! You are TENACIOUS! :smiley: :+1:

Pam, have you done one yet? Any images to see yet?

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?

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

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.

2byts, yes, I know what you mean. The first dozen times I tried this, I had the same problem. Pixolater :wink: 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

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?

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