I've always noticed when I model something in Blender, it always needs to be resized for use in Poser. Blender models always come out huge, and lying on their sides, because its XYZ axes are different than what we're used to in Poser and DS. How many other modeling apps are similar, I'm not sure, but there are probably others which cause the same issue upon importing into Poser or DS.
Yes, I always do this when exporting. It was mostly when I first started, and more for prop items rather than clothing and such, that I had a problem. The last large prop/environment I had created a few years ago was a castle, and not only was it too large for me to render in Blender, I had to reduce it to about 1/4 the size to even THINK about importing it into Poser. I should've brought V4 and/or M4 (didn't have Dawn and Dusk back then) into Blender to make sure the gateway was a good size so they didn't have their heads cut off by the portcullis. If I ever get back to finishing it, that's what I'll have to do, because the tutorial I was following didn't take any of that into consideration.As with any other modeler best way to achieve proper object size inside Poser is to export a reference prop or figure of Poser as wavefront object and then import it into Blender.
To export your Blender model as wavefront object for Poser in the "Export Obj" dialog of Blender choose "Z forward" and "Y up". Check "Selection only", "Apply Modifiers" (if there are), and "Keep Vertex Order". Scale 1.0.
Import the result into Poser at 100% of the original size, check "Centered" and "Make polygon normals consistent".
That works with most objects.
Good points Maja, thanks.If needed in Poser fine adjust the size of the imported object.
Open the group editor of Poser. If there is no "all" group create a new group with the name of the object (e. g. Cup) and add all to it. Then save the result to your Poser library.
Open a new Poser scene an load the Prop you just saved.
If everything worked well you have a prop that has the size you want and will keep it even if you have "played around" with the dials and reset them.
With the group editor you can also create different material zones on objects by creating different groups and assigning materials to them. Simply click "Assign Material..." and type in the material name you want. You can also create perspective UVs for every group you created and assigned a material to. In the material room you then can assign picture files to the materials you assigned to groups in the group editor.
Hope this is helpful to you.
MD supports both, tris and quads, now. Is use quads for export only, because draping is better with tris in MD. I still use Hexagon to finalize what most of the time is about renaming materials, adjusting, and exporting UVs. MD5,5 has an option to export to Poser 8.6 ft figures that works perfect if you us a Collada export of a Poser figure with Poser native units to import it as Avatar into MD. It's not a cheap software. But if you do lot of clothes it enhances the workflow very much, once you took the learning curve which I don't think that it is very high.
Poser can deal with tris, also. But clothes still work better with quads in Poser.
Good point GG. I hadn't even considered that.Also, if you're ever going to pull out the morph brushes to make adjustments in Poser, quads play a lot nicer than tris.
Hmm, I've always just brought my avatars into MD as .obj files. May try the Collada export next time I try and new figure and see what happens.
These are the Poser Collada export settings I use for import into MD. To import into MD from the menu chose File -> Open -> Avatar.