Backfire2024 opened this issue on May 15, 2024 ยท 68 posts
primorge posted Mon, 30 September 2024 at 3:38 PM
DeeceyArt posted at 6:58 AM Sun, 29 September 2024 - #4489852
I already know all that.>>> This functionality should just be built into Poser's obj exporter. I don't know the reason why it isn't, why it's tied to Zbrush alone, or why it's the sole realm of 3rd party scripts/plug ins. If one python coder can figure out how to do this, and it's a vital part of a figure development workflow, why isn't this just included with Poser content creation functionality?
It has to do with Poser's breaking apart of groups at the boundaries. GoZ disregards the duplicate vertices at the boundary edges.and returns the mesh "as-is" to Poser. If you GoZ the mesh to ZBrush and then exported that OBJ from ZBrush to your desktop, you'll see that each body part is a separate OBJ instead of being welded. As soon as you start trying to weld the duplicate vertices, it changes the vertex order.
Adding true "unimesh" support in Poser, and NOT breaking the object part into groups, would fix that.
I invoke the exporter script and export the entire figure (you can also export any parented props, control handles for instance, or just export the various actors separately)... there's a warning about classic skinning but the exporter will still export a unimesh skinned figure, though the loading is much faster on set to classic. I've never encountered a bug or figure corruption once in thousands of uses.
Here's the reference object that the exporter produces... it's welded at points where the welding exists. So here you'll notice that the waist and abdomen actors, and the neck/head actors, are contiguous...
I bring this reference export in a sculpting app, Mudbox. I do some quick example morphs. A grab of the head polys and a squeeze of the abdomen, narrowing it. Naturally, being that this is an asymmetrically posed figure, the results will be asymmetrical. It's just an example, if one were to create JCMs (or any left/right morphs for that matter) of course you would want symmetrical posing and split and bake out to l/r, reverse deform any rotations, for the final dependencies.
I export out the morphed figure from mudbox as obj, in Poser I invoke the importer script, load the original reference obj, then load the newly morphed obj out of mudbox. The script runs through the actors and calculates the new morph. The result, a FBM dial that is just that newly created head and abdomen morph as created over top the pre-existing morphs and rotations...
I zero out the figure, leaving it in it's 0 state, no morphs, no rotations but for the newly created morph. No fuss with welding or manually subtracting morphs or rotations baked into the result ( you can manually subtract such deformations or morphs but it is an excruciating and time consuming PITA to do)...
So I guess the question remains why isn't this just built into Poser in some fashion? It handles the welding and allows you to create unimesh FBMs easily, it does reverse deformation type operations. From any modeler, not JUST Zbrush. Any.
This script is from 2012.
And yet still Poser is "moving toward" full unimesh...