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Poser 4 tutorial

Tips for using Obj2Max and Max2Obj when working on Poser Morphs in 3dMax.



This tutorial is for people who want to use 3DMax to create Morphs for use in Poser. The morphs are targeted to .obj files that are stored in your ~Poser~\Runtime\Geometries\~ directories. The .obj is not a native file format for 3DMax but there are many ways to use the files with Max.
Two freeware plugins, Obj2Max and Max2Obj, are required to work with .obj files in 3DMax. They are free for download at the Habware website.
This tutorial describes the specific steps for importing and exporting .obj files with 3DMax when they are to be used as Morph targets in Poser.

   


Morph Targets are "extra" geometries which augment the main mesh that Poser references when displaying a Character, Object etc. The extra geometry will blend with or replace the original.

The most important rule of Morph Target design is that all Morph Targets must have the same number of vertices as the original model segment.

The scale of a Morph Target is always compared to the original model segment. The Scale may be larger or smaller in any of the axis but usually the edges of the Model segment will match the original so that the morph will blend smoothly.

   


As mentioned above the .obj file format used by Poser is not native to Max. Many conversions must be made to the geometry files when they are imported and exported so that they will appear similar in both programs. The Habware plugins provide lots of options which makes most of your conversion needs possible. Some choices seem confusing because not all options will apply to every conversion requirement.

Follow these steps to work on Poser morphs successfully.

   

1) Launch 3DMax, Create a new Max file.

2) Select File\Import

3) Choose the .obj format in the file type pull down

4) Navigate to and choose an existing .obj file that you want to modify.

By convention all the models are stored in the ~Poser~\Runtime\Geometries\~ directories. The morph targets are usually stored with the primary models.
Make back up copies of all the .obj files you are working with just in case you need to begin again :-).

5) The dialog window for Obj2Max is shown here with proper settings for working with Morph Tragets:

Move your cursor over each area of the image shown here to see a pop up explanation of each choice.

Select Multiple groups to preserve the naming organization of the model.
Usually only a few components are modifed but you may find that importing the extra parts as a "group" makes it easier to visualize the proportions and scale of your modifications

Two recommended selections, Rotation and Scale, will need to be compensated for when you export back to Poser. Neither choice is necessary but both make it easier to work in Max. Remember what you choose.

   


6) The model should now appear in Max as an Editable Mesh. Edit the shapes any way you wish. Save your work as .max files.

Remember the two basic rules.


*All Morph Targets must have the same number of vertices
*All Morph Targets are Scaled in comparison to the original mesh object

This tut assumes you are comfortable within 3DMax and does not discuss modeling techniques. Lots of other info is already available...

7) When you have finished your modeling you can prepare to export any components that were modified. Items that were not changed do not need to be exported back into Poser. Each component that was changed will need to exported seperately as a uniquely named
.obj file.

8) Select a single component in the Max file and pull down File/Export Selected (do not just use the "export" or you will get the complete model) Choose the .obj format in the file type pull down.
By convention all the models are stored in the ~Poser~\Runtime\Geometries\~ directories. The morph targets are usually stored with the primary models they are based on.
Assign a unique name to the .obj you wish to export.

9) Here is the Max2Obj dialog window that appears when you export the .obj.

Did you rotate the model when importing? Select Rotate model to restore the model to Posers coordinate system.

Did you use scale when importing? If you used the import scale 100.0 setting as recomended above then you will need to export with a Vertex scale: set at 0.01 to resize your model to Posers enviroment.

Move your cursor over the other choices in the image shown here to view pop up descriptions.

Click Ok to export the file.

   

10) Repeat the exporting process until all modified components have been saved with unique names.

11) Exit Max, Save your working files etc.

12) Refer too page 272 of the Poser 4 Owners Manual for the instructions on Setting up Morph Targets. See the section "To add a custom Morph Target:" for step by step details.

 

   

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This tutorial is compiled from info and tips I have learned at the Poser Forum Online.
Thanks to the whole group at the for supporting the idea of cooperative learning in the 3d arts.

I hope you find this info helpful, mike mccue

 

   


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select the multiple option You may choose the whole group or select from components in the scroll box below. When this is selected all the components below are automatically highlighted in blue If the Gourp box is not checked you may Choose components in this scroll box do not select the single option Use this option so that the model will appear to be oriented the same in both Max and Poser's viewports Do not select Texture coordinates. They do not apply to the way Poser use Morph Targets. Select Obj Smooth groups Choose a Vertex scale. Poser uses small mesh sizes. Select a 100.0 scale for easy viewing in Max. The scale will need to be reflected when exporting back to Poser. Do not select Center Pivot.  It is very important to keep the pivots in the original positions. Do not select Normals or Unify. It is not applicable because morph targets do not contain  UVW mapping Do not select Materials. They do not apply to the way Poser Uses Morphs do not select Use materials or Create material library. Morph targets do not use this data Select Rotate to restore the model to Poser's coordinate system select Triangles Do not select Texture Coordinates or Normals. Morph targets do not use this data. Select Smotth groups to preserve the models appearance Select a Vertex Scale. The 0.01 scale compliments imports into Max with a 100.0 scale. Leave these File settings as shown Select Group by Object. Materials are not used by morph targets