ZBrushCentral

Poser full body morphs, I wish

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…

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

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?

chuckle got the fragmentation fixed…now it seems Zbrush rotates the model 180 degrees…