Lissa_xyz
I break polygons.
This is a quick and dirty repost by request. I'll go through later and add images and more pertinent info. Big thanks to @kobaltkween who was helping me get the proper settings.
Note: If this is to be used for morph creation, just import the OBJ straight from Poser's Geometries folder, and skip straight to the Blender section.
Poser Export
1. Export OBJ from Poser. There should be a box that comes up to uncheck what you don't want to be included. Uncheck what you don't want in your OBJ. Body, GoalCenterofMass, and CenterofMass doesn't matter whether checked or unchecked.
2. Export options:
Blender Import
Uncheck Ngons, Lines, and Smooth Groups, select Keep Vert Order and check Polygroups.
Use -Z Forward and Y-Up. Ngons doesn't appear to be an option on the import dialogue in newer versions of Blender, so if you're on a newer version, don't worry if you can't find that box.
Blender Export
For Morphs:
For things where textures are concerned, also check:
Poser Importing - Morphs:
Note: If this is to be used for morph creation, just import the OBJ straight from Poser's Geometries folder, and skip straight to the Blender section.
Poser Export
1. Export OBJ from Poser. There should be a box that comes up to uncheck what you don't want to be included. Uncheck what you don't want in your OBJ. Body, GoalCenterofMass, and CenterofMass doesn't matter whether checked or unchecked.
2. Export options:
- Uncheck Weld body part seams
- Check As Morph Target ( no world transformations)
- Check Include body part names in polygon groups
- Check Use exact internal names except spaces
- Uncheck remaining options
Blender Import
Uncheck Ngons, Lines, and Smooth Groups, select Keep Vert Order and check Polygroups.
Use -Z Forward and Y-Up. Ngons doesn't appear to be an option on the import dialogue in newer versions of Blender, so if you're on a newer version, don't worry if you can't find that box.
Blender Export
For Morphs:
- Selection Only - Be sure you actually have your OBJ selected in Blender's scene.
- Apply Modifiers - Shape Keys count as modifiers in this toggle. If this is for a morph, don't use any modifiers that change the vertex count, ie subdivision. Poser morph import will fail.
- Polygroups
- Keep Vertex Order
- Z-Forward, Y-Up
For things where textures are concerned, also check:
- Include UVs
- Write Materials
Poser Importing - Morphs:
- Partial body morphs - Choose body part the morph is for then use Object > Load Morph Target.
- Full body morphs - Select the figure and use Figure > Load Full Body Morph.
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