No kidding! The simplest way to explain what the problem is to the regular user is this: the figure OBJ you export from Poser is DIFFERENT from the original one in the Geometries folder. Poser changes it, breaking each body group into separate, split geometry, so the vertex count is now different from the original. This has a wide range of ramifications:
* Every morph you export from Poser has a different vertex count from the original geometry. This makes Poser morphs incompatible with all other programs, even DAZ Studio.
* All OBJs auto-created by Poser are different from the original we first imported into Poser, no longer being Unimesh. These broken OBJs should never be used in commercial products.
* Rendering in external rendering engines (Octane, Lux, etc) may end up with holes between body groups because they are not welded.
* All figures exported to OBJ from Poser have split (broken) UVs, so those cannot be edited anymore.
* All figures exported to OBJ from Poser have split (broken) geometry, so editing them in external programs may open holes between the body groups since they are not welded.
* This also affects all of the Poser Fusion plugins, where all exported figures will have split groups with unwelded seams. These seams may show as artifacts in renders.
* The seams between groups may explode when edited with the Morphing Tool when the figure is posed. This happens because the Morphing Tool was designed assuming the geometry is Unimesh, but Poser doesn't support that. There is a workaround, but the issue itself cannot be fixed.
* We can sometimes see artifacts between body groups and textures in Poser renders because the figures have split groups with unwelded vertices. This affects both geometry and UV maps. We can resolve this by converting the figure skinning to "Unimesh" (Poser 11 only), even without subdivision.
This is a short version of a much longer list I have posted at SMS, but those issues alone are serious enough for concern. I first realized this when trying to create the JCMs for my "Superhero" outfit for Dawn, where the Morphing Tool ended up destroying the model instead of morphing it. That ended up delaying the product release for months. It had no solution in Poser 10, and was only "resolved" in Poser 11 in one of the many SRs with a workaround. Larry told me the only way to really fix this would be to rewrite Poser from scratch, but I doubt they would ever do it. LadyLittleFox has written at one of her paid tutorials that this was a major reason why she quit Poser and switched to DS. There was no solution in Poser 10, and she couldn't finish her product.
That was unacceptable, and to me, it still is. The workaround for editing or creating JCMs adds more work, making the process cumbersome. And again, it may never be fixed. Chances are the brand new Poser 12 will come out with the same decade-old broken core.
@Ken, and yes this.
My last attempt to try to create and outfit with JCM's in Poser, just wanna make me cry. Dusk's Plague Doctor outfit. It is a very complex outfit and in Poser i had more back slash than anything else with it. Now i do it in Daz studio and it is way more easy. Morphs can be transferred without destroying the whole mesh and without a huge amount of workaround.
Also buildings, Poser had problems with sharp edges and the UV seams. Rendered with black plotches very often. Had to remodel many times the building and work with tricks on the UV.
This was also a big deal breaker for me.