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View Full Version : Tutorial: Using Poser to Modify Body Shapes UPDATE: 2/17 New Magsets


Xenos
14th Feb 2005, 06:55 PM
Greetings everyone. It took me forever to figure all of this out, but thanks to Miche, I've finally gotten it all square and working. I'm posting this little tutorial because I heard lots of folks mentioning that they'd like to use Poser and/or DAZ Studio (which is a free program that is compatible with Poser stuff) to modify files. Bear in mind that it is NOT a good idea (nor do I even know if it's possible) to use Poser figures in the Sims 2!!! The models in Poser are far too complex and if you do successfully manage to use them, even the highest end machines will go down to a crawl when you have more than a person or two on a lot. So, please for the love of all that is good - don't try releasing modified Poser models for Sims 2 games!

Whew. Okay - now that that is said and out of the way - let's look at what this WILL actually do for us. First, this tutorial will address some specific issues I encountered when using WDS BriAnna's Most Excellent Mesh Tool Clothing Tutorial (http://forums.modthesims2.com/showthread.php?t=43092&page=1&pp=25). There wasn't anything wrong with her tutorial, but there were definitely a few unique issues that arose simply because of the way Poser handles files. We'll also take a brief look at using Poser's Magnets to modify the shape of a mesh (and then save those magnets so you can quickly and easily apply those magnet presets to other models).

I do not have DAZ Studio installed because I own Poser. This stuff SHOULD all work in DAZ Studio and the process should be very similar. DAZ Studio is a free program (available here (http://www.daz3d.com/studio/)). If anyone tries this out, please let me know if it definitely works in that program, as well...

Okay, here we go.

-----

1. Begin by following the steps outlined in BriAnna's Tutorial (http://forums.modthesims2.com/showthread.php?t=43092&page=1&pp=25). When you get to Part V - Editing your mesh (finally!) (Step 26) Come back here for a minute, I need to tell you something before you proceed.

2. Now you should be ready to edit your mesh. In step 27 of the tutorial, though - you can't just export it as it says there. Poser gets confused with mesh names and the default name that SimPE gives your OBJ file is going to make it crap out. When you do the export of the OBJ file, it is very important that you name the file "body.obj" (do not capitalize it, don't name it anything else - Poser is going to use that name as the object name - and it's nearly impossible to change that name from within the program itself, even though it looks like you can do it - trust me - just name the OBJ file this way and all of your problems will be gone!)

3. So, now you should have a file called body.obj that we're ready to import into Poser (or DAZ Studio).

4. Make sure you have an empty scene and then click "File -> Import -> Wavefront OBJ". Select the "body.obj" file you just made. A dialog will appear and almost all of the checkboxes are exactly wrong. So, just uncheck them all, and then check off only the following two: "Weld Identical Vertices" and "Make Polygon Normals Consistent".

5. Your model will appear and it will be very large and laying on its back. This is normal. Don't worry about it - the only thing to keep in mind is that you cannot move the model at all! You can freely move the camera(s) around, though to get a better look at it.

6. Here I'll assume you already have a magnet preset to make the process more fluid. If you don't have one already, see below for tips on this part of it. For now, just apply your Magnet Preset and give it a quick look to make sure nothing wonky is going on.

7. Now, you're all done and you just need to export the file. Click "File -> Export -> Wavefront OBJ". Click OK on the "Frames to Export Dialog" (it should default to "Single Frame"). In the next window, make sure that the GROUND is UNCHECKED (or else your figure will have a giant square stuck to it's butt when you load it into The Sims). Pick a file name (this name can be anything). And finally, you'll get another window with some checkboxes. Two should already be checked: "Include Figure Names" and "Weld..." You also need to check the top two boxes: "Use Body Part Names..." and "Use Exact Internal Names...". This makes for a total of 4 boxes checked. Click OK.

8. You're done! Go back to BriAnna's tutorial and go right to Part VI - Putting the new mesh into your mesh package file. Finish up and you're good to go!

NOTE: I'm not sure how well the magnets are going to work on split outfits (i.e. Casual, Tops and Casual, Bottoms) since the seams likely won't match up if you are magnetising anywhere near the abdomen where the two models mesh up. I'll play with this some over the coming days to see how the game handles it.

-----

Tips on Working With Magnets

Over the next couple of days, I will be attaching my own magnet presets to this post. The beauty of these little babies is that it makes it really easy to create a specific body type and then quickly apply that shape over a wide range of clothes. And, you only need one preset for each age group and gender. So, your "Adult Female" magnet preset should work on every adult female outfit mesh in the game. So, if you use my "Super Heroine MagSet" on a business suit and you want your Sim who wears that suit to have the same body type when she changes to her swimsuit, you can load the swimsuit OBJ file, click the preset and two seconds later, your model is ready for export.

The downside is that if everyone using magsets is making their own, then everyone will end up needing to make all their own clothes if they want their body shapes to be consistent. It is because of this that I'm hoping that people interested in using body shape modifications will use each others magsets wherever possible. This way, if Joe does a swimsuit mesh with my Heroine MagSet, I won't need to do it and then everyone else with bodyshop and come up with some good skins.

Some Extra Tips:

1. It's much easier to move around in the 3D space if you bring up your parameter dials and rotate you body.obj file -90.0000 degrees on the X axis. Just remember that before you export you need to type it back into 0.0000 (don't use the dial - click the number and enter a 0 in the field) before you export the object.

2. When you are fine tuning, it's okay to make the MAG prop itself invisble as you can still select it from the selector under your main window. This will help you keep an eye on everything.

3. If you aren't familiar with how to work with magnets - be patient. Within a day or two, I'll be posting some of my presets. These will already be set up to affect various body parts and such. If you download those, life will be a lot easier for you.

4. I'll post more as I think of them.

UPDATE (2/15/2005)

First Magset Added: See this post (http://www.modthesims2.com/showthread.php?p=242627&posted=1#post242627). Superheroine BodyStyle.

Male/Female Muscular Bodytype Magsets Added Here (http://forums.modthesims2.com/showthread.php?p=248181&posted=1#post248181).

If you try the above tutorial in DAZ Studio, please let me know if everything is pretty much the same in that program or if there are any glaring differences.

And, of course, please give me a yell if you have problems or questions with this tutorial.

Thanks again to everyone who has made this possible!

X.

debbyj3
14th Feb 2005, 11:07 PM
Xenos!!

Oh my God, THANK YOU , THANK YOU!!!!!!

I have been wracking my brain trying to figure out how to do this with Poser.

You are fantastic!!!!!

Quick question: Is it possible to use Poser for Hair too?

Debby

hallifax
14th Feb 2005, 11:28 PM
Hi Xenos,
Very interesting. It would be very nice to have the same altered bodyshape for a wide range of clothings.
Greetings Christian

Xenos
15th Feb 2005, 01:24 AM
Debby - I haven't gotten to hair, yet. It looks, based upon the discussion in BriAnna's tutorial that hair is similar - you just look down lower on the list when you are extracting the stuff to make your new MESH_.package file. I'm not sure though.

Once you get to the dealing with the OBJ file, (i.e. the steps I listed above) I would imagine that it's exactly the same except you'll have to figure out what the "hair" is called and extract the OBJ from SimPE with that name. (Maybe it's just "hair.obj" ? Dunno).

Remember though, Poser isn't really much of a modeling tool. It's strengths, for us, are in the realm of being able to duplicate things quickly over multiple similarly composed objects. For hair, while it might be okay for making hair slightly longer or more full than it is in the original mesh, it won't be very good for much else. There's no real reason you'd need to save a "preset" for hair to reuse on another hair model.

But, anyway - yeah, it should work.

X.

landoman
15th Feb 2005, 01:50 AM
<Entire body of original post removed - RG>


I've got two poser's living in the same house LOL --the sim guy's reeeeealy like them they are ----ample LOL and have had house parties it does slow alittle if more than 5 sims come over-- 1.4 gig proc

UberSims
15th Feb 2005, 02:53 AM
The downside is that if everyone using magsets is making their own, then everyone will end up needing to make all their own clothes if they want their body shapes to be consistent. It is because of this that I'm hoping that people interested in using body shape modifications will use each others magsets wherever possible. This way, if Joe does a swimsuit mesh with my Heroine MagSet, I won't need to do it and then everyone else with bodyshop and come up with some good skins.

I agree with you in that too many magsets in the Sims Community will lead to problems, but I don't think that you'll ever get people to agree with using a single magset across the community.

I know I had issues with the Sims 1 in that a lot of Sims who would have one body shape on one skin would lose that body shape when changing into their swimsuit or another skin. I guess all that can be done is to inform skinners and hope that common sense prevails and that differeing magsets are minimised... or hope that they can be easily grouped using collections.

Blackfoot Scout
15th Feb 2005, 04:46 AM
Great Work :beer:

Just a reminder to everyone, Daz3D has a lo-res model for both Vicki and Mike, which would help save some cpu power.

cestmoi
15th Feb 2005, 07:06 AM
Great work.....can you translat your tutorial in comprehensive french langage.......will be great.....Because I have poser 5 and will be very interessant to test it on sims2.....Thanks in advance.

Xenos
15th Feb 2005, 11:24 AM
Cestmoi - I only speak English, unfortunately. (And not very well, at that). There's nothing very difficult in this tutorial - the only trick is to know what to check when importing and exporting the mesh (and what to name your object file). Hopefully a bi-lingual will come along and offer to translate. Sorry I can't be more help in this area.

UberSims - yeah. I realize that. The best that we can hope for would be that if people are looking for a specific body-type, they would check to see if a magset existed for that bodytype and if so, use it. If not, they would make their own and then share the magset as well as the new mesh.

Scout - yes, those low-res meshes might have some potential - they are still vastly more complex than the Sims meshes, but if you chop the heads off, they could work. We'll have to wait until the Animation stuff comes out so we can see how the bones work.

And to all, thanks for the nice comments. I'm glad I'm finally able to give something back to the community. Skinning bores me to tears and I'm not particularly good at understanding binary code to do my own mods. At last, there's something that I can do to help out.

X.

Xenos
15th Feb 2005, 03:35 PM
As promised, here is the Poser/Daz Magset for the Heroine Bodytype. This bodytype makes larger breasts, smaller waist, wider hips, and adds some musculature to the shoulders, biceps, hips and thighs. It's very comic bookish in nature and not particularly realistic, but neither are comic book heroines, are they? ;)

You can download my first mesh and skins (http://www.modthesims2.com/showthread.php?t=45225) using this magset to try them out in your game over in the Beta Section.

To use the magset in Poser or DAZ Studio, download the following archive and unzip it into your "/runtime/libraries/props/" folder. It should automatically create a new folder in there and that should appear at or very near the top of your "Props" section.

To use, import your "body.obj" file (see the tutorial that is the first post of this thread) and then load the prop. It SHOULD automatically deform the object.

NOTE: This will likely only produce the desired results if you are using a clothing mesh designed for an adult female. I'll create some teens, kids, and male magsets over the coming weeks and months (unless someone else beats me to it!) ;)

jacktoon
15th Feb 2005, 06:05 PM
Hi, I don't mean to mess up your thread, it's just that I'm feeling slightly vindicated by your inclusion of Daz Studio. I started a thread back in October about the possibility of using Daz and got poo pooed by some of the know-it -alls here. You Rock.

Xenos
15th Feb 2005, 06:17 PM
I remember the thread, Jackson. I was thinking the same thing as you, at the time. Everyone else was thinking along the lines of actually making custom meshes. They were right in that Poser/Daz blows at this, but it is cool at making new bodytypes. I didn't say anything back then (or maybe I mentioned something, but didn't say much) because I knew it'd be easier to show people than to explain it. ;)

X.

debbyj3
15th Feb 2005, 07:19 PM
Xenos,

Again, Thanks so much for the tut. It's Awsome. Still working on my first new creation. I've got "Shader LE" coming UPS today and I'm hoping that with that I can tweek the meshes alittle more. It's supposed to be more of a modding tool that works w/Poser. Have you tried it?

Debby

Xenos
15th Feb 2005, 07:27 PM
No, I haven't heard of it, but just looked it up. Looks like a pretty standard 3D app except that it directly imports and exports native poser files. For the sims stuff, you can probably bypass the Poser application completely and be able to do both bodyshaping and mesh editing (i.e. adding high heels or a skirt or whatever) all in one fell swoop rather than having to do your modeling in one program and then mesh warping in another.

Good luck and lemme know how it works out for you!

X.

P.S. If you download the magset I attached above, you can pretty easily tweak them to make your own bodyshape - much easier that starting from scratch because each one is already affecting a specific area of the body. So you just scale and move the magnets and adjust the size of the zones to your liking and you'll have your own bodyshape to play with.

X.

UberSims
15th Feb 2005, 11:08 PM
The best that we can hope for would be that if people are looking for a specific body-type, they would check to see if a magset existed for that bodytype and if so, use it. If not, they would make their own and then share the magset as well as the new mesh.

Maybe a register should be set up now as I think this is going to be a very very popular method of mesh editing.

Cold_Ethyl
17th Feb 2005, 03:44 AM
I must say I got very excited when I saw this. I have been using Poser 5 for a year and wanted to use it with the sims 2. I had already with Sims 1 and texturing and just love this tut.


Thank you so much.

Xenos
17th Feb 2005, 12:38 PM
Male and Female Muscle Mags

Unlike the first magset - this one doesn't have folder information stored in it. UNRar these directly into the same folder that you put the first ones in (or if you didn't get the first one, make a new folder in your props directory) and unzip them there.

Lemme know how they work!
X.

charmed3dude
18th Feb 2005, 01:20 AM
I am having trouble. I have DAZ Studio, and I can't import anything. THere is no Wavefront OBJ thing on the import menu, and I can't find the Mesh File when I search. What should I do?

Xenos
18th Feb 2005, 01:57 AM
Hi Charmed - I'll download DAZ Studio tomorrow and have a looksee and see what I can work out - stay tuned and I'll get back to you within the next 36 hours or so.

X.

charmed3dude
18th Feb 2005, 02:08 AM
cool, thanks a lot... I really hope you can get it to work. btw, I love the meshes you have made

UberSims
18th Feb 2005, 10:48 AM
To use the magset in Poser or DAZ Studio, download the following archive and unzip it into your "/runtime/libraries/props/" folder. It should automatically create a new folder in there and that should appear at or very near the top of your "Props" section.

To use, import your "body.obj" file (see the tutorial that is the first post of this thread) and then load the prop. It SHOULD automatically deform the object.

I'm having a bit of a problem loading the magsets in DAZ Studio as I don't have a "/runtime/libraries/props/" folder. Where should this go? And once I've got it in the right place, how do I apply the magset to the mesh?

Xenos
18th Feb 2005, 11:53 AM
As soon as I finish getting my caffeine to blood ratios at a respectible level and get through all my e-mail, I'm going to download and install DAZ Studio (I didn't do it before since I didn't know if anyone was going to bother giving this a try). Now that you guys are playing with it, it's definitely worth my time to check it out.

Gimme a few hours and I'll be back with some help for you UberSums (and Charmed3dude).

X.

Xenos
18th Feb 2005, 12:32 PM
Ugh. Well, this blows chunks.

DAZ Studio doesn't yet support magnets and, looking at what it does do, it's not going to be particularly useful at this stage.

If you have already signed up for Daz Studio, you can read the thread about the subject here:
http://forum.daz3d.com/viewtopic.php?t=9737

It looks like mags are on their short list of things to add (and one of the DAZ Developers made a post in there about a feature that Poser doesn't have - one that will be very useful to us - the ability to mirror deformations so that one magnet can handle both legs or arms or breasts - or other similar things that are mirrors of each other). The bad news is that there's no release date for this support. I would expect that a well thought out reply to the above thread (without sounding whiny or needy) might have some minor affect on the project manager's plans.

I feel horrible that I wasted your time, here. That content download is HUGE. So sorry - I truly do feel like a heel. Let's keep an eye on it, though - one day, it'll be possible.

X.

UberSims
18th Feb 2005, 09:58 PM
That's cool, it's not your fault.

I downloaded the demo version of Poser, but that doesn't let you import OBJ files, so I guess we poor folk will just have to wait until Daz Studio impliments magnets.

wayneout
22nd Feb 2005, 04:39 AM
Thank you for explaining this for Poser. I used Poser 5 and made
this red dress for Nina. Also thanks for
SBriAnna's Mesh Tool Clothing Tutorial.
So, I can make her one for all her other outfits. The only
one I don't understand is how you would make a nude
dress. Is there a tutorial for that?
But everything worked great. Thanks for the help.
Bill

Xenos
22nd Feb 2005, 11:49 AM
Looks great!

That'd be something you'd do in Bodyshop, really. Make one using a swimsuit mesh or one that's almost nude, then use bodyshop to make it a nude skin rather than a swimsuit.

X.

graybeard
24th Feb 2005, 02:15 AM
Scout - yes, those low-res meshes might have some potential - they are still vastly more complex than the Sims meshes, but if you chop the heads off, they could work. We'll have to wait until the Animation stuff comes out so we can see how the bones work.
X.

Xenos, first off I like to thank anyone who works hard on this stuff, I have been messing with Poser for a few years now and have had some real fun with it. To let you know, I do have and have had for a long time, Poser meshes in Sims 1 and working fine. Hair ,body and clothing meshes but it takes a good high end machine to run them.
I used Rhino 3D to cut the meshes down as it does such a nice job and don't screw up the .obj's. Anyway I used UVMapper Pro to seperate the meshes and cut them one at a time with Rhino then re-assembled them in Milkshape mostly because you had to re-assign the bones to the right places.
Once the bones thing get figured out in Sims 2 I would say it is highly possible to get some of the Poser meshes to work.

Thanks again for the hard work of everyone concerned

Xenos
24th Feb 2005, 01:38 PM
Yup - it would be possible. My point of making it clear that I didn't want Poser models in there was because I knew that a few folks were excited about the concept. Yes, it's possible, but as you point out - it takes a very high end machine to render them - and when you throw a party, you're doomed even on the top machines. So, a person could do it for their own personal use, but as a distributed/shared item, it would cause more headaches than it's worth.

But, you're also talking about simplifying the meshes before doing it - that would both work and be practical. It's not what I was warning against.

Also - over in the Tech Thread that you posted in, I suggested that Poser stuff wasn't actually used in the Sims. I wasn't suggesting that you were lying or anything, but rather, that it was used as a seed for the process, but I don't think that Poser format is actually what's represented in there. So, please don't take what I said over there as offensive - it wasn't meant to be. It was merely an observation based upon what we know thus far. It's entirely possible that Wes's Mystery Area is, in fact, very close to the way Poser does it. Then again, it may be just close enough that it helps him get a breakthrough. We'll see.

Cheers!

X.

wayneout
25th Feb 2005, 06:26 PM
Hey Xenos,
I have used your excellent tutorial for three outfits. But I have been
having trouble with a couple of blouses. Could it be that the
Superheroine magnets are for an outfit? I did the other tutorial
and checked it out in bodyshop and it was still there. I then used
Poser 5 to bring in the body.obj I applied the superheroine mags
to the body.obj (a blouse) and the magnets showed on the chest.
I then deleted the mags that apply to hip, etc that was not part of
the figure itself. I then exported like I also do and did the rest of
the tutorial, but when I opened the blouse up in bodyshop, it was
there but the modifications weren't.

I have been using Poser since Poser 4 was brought out but I do
not understand magnets. That is why I usually use magnets from
people like Wyrmmaster and others. Is there any chance you will do
a tut on how you did the magnets in the first place.

But I still don't understand why the modifications didn't show up
because the body.obj I exported was showing them.

Bill

Xenos
25th Feb 2005, 06:51 PM
Yeah. There's a bunch of problems trying to do the "half outfits". You could delete all the lower mags, but then unless you make a set of "legs" to match up, it's not going to work. So, at this point, this tutorial won't really work on the "tops" and "bottoms" meshes. Sorry.

X.

wayneout
26th Feb 2005, 07:12 AM
Thanks for the reply, I will stay with the outfits.
One other thing I meant to mention.
In some of the outfits, there is a slight dark area around the
knees. I don't know if this is something that is happening
in Poser or not. If you aren't sure what I am talking about,
I will try to post a screenshot when I try it out in the game.
I have been working on the outfits and not playing the game.
Bill
I am deleting the thigh magnets before I export, so I don't know
if that has anything to do with it.

wayneout
26th Feb 2005, 07:37 AM
Maybe you can tell what I am talking about from this
picture.
Sorry for all the questions.

Xenos
26th Feb 2005, 10:06 AM
I don't really see much in the knees on that shot. I get the effect at the base of skirt hems and other "sharp angles" from time to time (look at the white dress I made for my super heroine mesh).

Not sure what's up with this - I suspect it's mainly that the map is made, then we stretch the heck out of certain areas of it, but we're not taking the time to remap the object. If you grab a copy of UVMapper (I think that's still a free utility that you can find at Renderosity) and run your object through that, it might help - but the downside there is that you'll need to redo the textures and you won't be able to just make clothes from other clothes in bodyshop once you've got the initial mesh done...

I also saw your other post in BriAnna's thread - I think that the [User File] annotation isn't critical - though I'm not sure why you don't see it. The key there is that those top two have the same names (Resource and Shape, if I remember correctly) as the items you just dragged and dropped into the bottom of the list and are about to move up to the top. So, you delete the original two and move up the new ones that have the updated hash ID's so the package knows which mesh to address.

Glad you're having fun with these - and, though I haven't checked in a day or so, I hope I'll see some of your new stuff up for download. Would love to check it out.

Some afternoon when I can actually put 3-4 hours together into one spot, I'm going to experiment with doing the "half body" meshes in Poser. I know it's possible - mostly in just "name changes" and "Making sure you've got a top to match up with your bottom". Am thinking it might also be possible to just merge the tops and bottoms into single meshes, though I'm not sure if that's the best way to go or not. I'll keep you posted as I go. And, of course, if you make any cool discoveries before I get to this (it may be towards the end of the week before I get some more time) I look forward to hearing your findings!

X.


X.

RGiles
26th Feb 2005, 12:26 PM
Well done, Xenos. I'm going to move this to the tutorials forum where it'll have a longer shelf-life. ;)

RG

Xenos
27th Feb 2005, 11:00 AM
Thanks RGiles. I wasn't sure which place would be the best to put this based upon the fact that it's got some downloads attached to it as well as a tutorial. So, I guessed and I figured if I had it wrong, someone would move it. :)

Cheers and thanks to you and the rest of the staff for this great site!

X.

RGiles
27th Feb 2005, 03:19 PM
No probs, Xenos. Most people can't post directly to Tutorials anyway. The staff just collects them and moves them here. ;)

RG

LouNGeR
3rd Mar 2005, 07:38 PM
I have PM'ed Xenos with a question, but I think it's better to post it here. Sorry to PM you Xenos :argh:

Hey there!
I like your tutorial on Poser, but can't really get it to work...
I have never worked with Magnets, only with morph targets, but I guess these won't work.
With Magnets I could mod. the body to something diff.
But how do I make the Sim shape the same as a existing Poser model that I have? Is there a way to auto generate magnets or something?

Thanks in advance.

LouNGeR
3rd Mar 2005, 11:36 PM
Sry for double-post, couldn't edit my last :-/


As I'm reading some stuff on internet now, I realize that making a low-poly model is not that easy.

(ofcourse) I tried to import a Poser Model, but The Mesh Tool didn't liked it. (Runtime error 6: overflow)

IF I want to import a Poser Model into The Sims, I guess I will need to lower the poly count abit, but how? :anime:

Arjeanette
25th Mar 2005, 01:01 PM
thanks! you're the best!!

ArabianShark
18th May 2005, 05:06 PM
I'm having trouble loading the magsets. I'm not very experienced with poser, so I'm probably just doing some silly noob mistake. I've done everything as per your tutorial and tried to select the magsets by the props menu on the right side toolbar in poser, but although I had The Sims selected, Heroine was no where to be seen.

Where am I going wrong?

ArabianShark
24th May 2005, 01:41 AM
OK, never mind that. I'm still unable to use your magsets, but that's OK, cuz I just wrote down the settings for an array of magnets I'll be using to modify my meshes.

Xenos, you rule. Great tutorial. You're the best!

ArabianShark
24th May 2005, 01:42 AM
Can you use this method to make nude skins? I mean, change the actual mesh of the nude sim, so that his/her new and improved body doesn't vanish the moment he/she steps into the shower, for instance?

ArabianShark
24th May 2005, 05:53 PM
I came across a bit of a problem here. I tried editing a nightgown mesh, but when I did Sims2MeshTool read 4 objects instead of the usual 1. I figured this was ok, since SimPE foung 4 items under Geometric Data Container, but when I did the replacement thing and hit preview, the mesh was all screwed up, only the legs were right and everything else was misplaced, not quite as exploded, but close enough. How do you get around this?

theone74
31st May 2005, 06:53 PM
First,
a big Thank you to Xenos for his great tutorial and useful magsets...

@Landoman:

I've got two poser's living in the same house LOL

can you tell me how?I've tried to export poser's model to wavefront object deselecting universe,ground,head and using Xenos settings for the save window but I can't manage to import them into meshtool program...so what can I do?:cry:

danie310
3rd Jul 2005, 06:50 PM
Xenos!!

Oh my God, THANK YOU , THANK YOU!!!!!!

I have been wracking my brain trying to figure out how to do this with Poser.

You are fantastic!!!!!

Quick question: Is it possible to use Poser for Hair too?

Debby
Yah can you use it for hair too. I have had that stuck in my mind so long. please share. :blink: :confused:

Fire1
25th Aug 2005, 02:14 AM
I love the Tutorial,, awesome..is there a way to apply this to Objects like Furniture?I tried a Chair one time and I could not get it to work :fallen:

Nessa_Rose
30th Sep 2005, 01:40 AM
I'm hurting my brain trying to work out how on earth to use magnets, full stop, lol. It's probably got something to do with the fact that I've never really played with Poser 5 before. Maybe I can find me a good tute explaining how magnets work, how to set them properly, and then how to save them so that I can use it again. *Toddles off for a look*

~ Nessa

Zenman53186
4th Jan 2006, 06:09 AM
I have uploaded a set of magnets I have created in Poser for modifying Sims 2 meshes. They are available at:

http://www.modthesims2.com/showthread.php?t=117968

Lyrra
15th Jan 2006, 07:07 AM
poser objects are generaly MUCH too high resolution to use in SIMS. The exception being the poser2 lores man and woman, included in all copies of poser. someplace. I dont know how they'd work in sims, as I don't know the preferred polycount. There are also a couple other poser model makers who've made lores psoer figures. no idea how one would go about covneritng them however.

ALL poser content (shipped with poser and anything bought/downloaded from sites) is copyrighted ..so distibuting is a major no no anyway.

there IS a customised 'mirror magnet' setup to make mirrored magnets in Poser for simpler symetrical morphing. Look for it in Renderosity's freestuff, and I beleive there may be a (cheap) commercial version in the market there.

Poser magnets have 3 parts, the target, the zone and the magnet. The zone is a bubble surroudning the affected area. The target is the anchor for the magnet and pinpoints the centre of the deformation. The magnet is the proxy object for the deformation ... whatever you do to the magnet is what happens to your targeted mesh. scale the magnet on x, your mesh will deform on x

magnets can be saved in the Props section of your poser library. *IMPORTANT* when saving a magnet save "as subset" and in the heirarchy window that pops up you MUST select all 3 magnet parts or your magnet will not save properly.

For a longer more intensive tutorial go look at Travelers most ecxellent tutorials here: http://www.morphworld30.com/tutor.html

I may know absolutely nothing right now about the modding the sims .. but Poser I know entirely too well :)

Lyrra

ville_valo_iz_god
21st Jan 2006, 10:00 PM
hi, i was wondering, what is the best system to recolour clothing and objects to make them look realistic? i REALLY need one because i think every one here knows how hard it is to recolour using *ikk* the windows paint program, please send me a message with a dl, please and thank you MUCH!!

footzulan
8th Jul 2006, 01:13 AM
Thanks for a great tutorial.

I´m having some problem with my modified body.obj file. I used Poser 6 to modefie the file but i can not get Mesh Tool to read my new file.

Maybe someone can post a obj file from poser so i can compare with mine. I have changed the g body thing but that doesn´t help..

jedimembrain
27th Sep 2006, 06:19 AM
I don’t know why I didn’t think of this. After my milkshape trial ran out I thought that my meshing days where over, I don’t have much money but I do have poser:) thank you.

tiggerypum
30th Sep 2006, 07:12 PM
jedimembrain - just note, this is for working with Meshtool - which means you can only move vertices (no delete or add) and not past any joints, or your mesh won't animate correctly. That said, good luck! :)

jedimembrain
1st Oct 2006, 10:51 PM
I know but thanks. :) thats all I need it for if I ever start making ojects I'll just use wings,Best freeware ever!

sher5
9th Oct 2007, 03:40 AM
Has anyone tried using the new daz they came out with a new one? I would be interested to know. I have daz and it has changed quite a bit. Thanks if I posted in the wrong area sorry ..just move me!

amy_firbank
16th Oct 2007, 02:55 AM
thanks so much for this. i got poser today and plan on trying this out over the weekend

Núkumnëhtar
30th Dec 2007, 06:47 AM
Has anyone tried using the new daz they came out with a new one? I would be interested to know. I have daz and it has changed quite a bit. Thanks if I posted in the wrong area sorry ..just move me!

The new Daz can import .obj files I know (just make sure its says Poser in the preset field when importing). The magnets can also be found by selecting import and finding them, when it say can't find the Poser directory click locate and click them open again. Now make sure you click View>Tabs>Parameters and leave it open. Now open View>Tabs>D-Form and click add Nodes and highlight all the magnets and click accept. Now click Spawn Morph, create the name, and just follow the rest of Xenos' Tutorial (or themysticalone's at InSim). Hope this helps.

Ove51
16th Nov 2010, 12:07 PM
I'm sorry if this is an old thread, but does anyone know the settings at import/export in Daz studio? I tested several times with different settings and I always end up with an exploding mesh, even if I just import and export the obj in daz and don't import the magnets.

Any help would be appreciated.

pwn
5th Dec 2010, 08:52 AM
thnx alot!

princessheard1
31st Jul 2012, 01:54 AM
So I finally got the magnet to show up in poser but now i have another problem...

This is a pic of me showing you that i got the magnet to appear..

http://i45.tinypic.com/2zt8unm.jpg



And here comes the problem.. Here's the picture of how the magnet looks once i click on it to use it..


http://i45.tinypic.com/u8q3o.jpg



Does anyone know why this is happening. I followed the tutorial to use magnets from start to finish so i dont know whats wrong with this magnet.