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Author Topic: How-To's twixt DS and Poser  (Read 2509 times)

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Online McGrandpa

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How-To's twixt DS and Poser
« on: February 19, 2016, 10:04:17 AM »
Ah, seems like a reasonable starter.  To Agent0013 in particular, I am ready and willing, DS 4.8 Pro 64 bit and PP 2014 and PP 11 ready to go side by side.  :o)

Now, I have a question about OBJ's.  Studio does export OBJ and Poser is getting them in, but only as a rigid prop.  No bones, joints etc.  Is that how that is supposed to work?
What content do I have installed now:  LOTS!  For DS 4.5 and up, most stuff will work I suppose.  For DS 3.0A 64 bit, lots of DS stuff still works an most Poser stuff.  For the OLD DS's, I only installed that early pre 1.0 beta 0.9.7.2

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Re: How-To's twixt DS and Poser
« Reply #1 on: February 19, 2016, 10:16:48 AM »
Hummmm, I'm thinking I'll become involved in this area also.  Got Daz, Poser 5, 7, and 11 but "Got them" is about as far as I've gotten  :tearlaugh:
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Online McGrandpa

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Re: How-To's twixt DS and Poser
« Reply #2 on: February 19, 2016, 10:22:16 AM »
Cool!  Do you have any content?  Figures, props, environments etc. ?

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Online Aelin

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Re: How-To's twixt DS and Poser
« Reply #3 on: February 19, 2016, 10:29:02 AM »
I have Poser 10 and DS3 and 4.
Not sure to understand the question (hum my brain is consufed more than usual with english since yesterday :psycho: ). But for my use, i have 2 possibilities:

1)
- i export the object format from DS. Textures aren't save on.
- i import the new object in Poser, then put texture by texture in it. And sometimes need to change scale.

2)
- i use "PP2 exporter" to create the object in pp2; and you choose the place in the runtime for obj and pp2 formats.
- Normally it is in good scale to work in Poser with. And textures are there.


Just i don't remember where i found "PP2 exporter". I try to find for you.
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Re: How-To's twixt DS and Poser
« Reply #4 on: February 19, 2016, 10:39:57 AM »
Ok, for PP2 exporter: http://www.daz3d.com/forums/discussion/59598/make-poser-props-pp2exporter-by-duke533-now-works-in-ds4-8

Now, if i read again you. When you export an object, it's an .obj format. Riggid stuff.
In DS4 i know we have a possibility for cr2 (joints and co), but i don't know how use.

After, you can made a cr2 in Poser also. I'm in more than DIY way, not perfect at all.
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Re: How-To's twixt DS and Poser
« Reply #5 on: February 19, 2016, 10:56:22 AM »
McGrandpa....I have Externals full of content....and I have no idea what most of it is :tearlaugh:   But I AM in the process of organizing....somewhat....the content I do have.  My problem is.....I'M A FREEBEHOLIC  :thud:

Can't resist them...and even sadder...I don't care if I can use them or not.... 

I always say.... "I might be able to use it someday so better get it now while it's free"  :tearlaugh:
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Re: How-To's twixt DS and Poser
« Reply #6 on: February 19, 2016, 11:49:07 AM »
Just droppin' in - not that I'll likely add anything to this conversation as I know nada about DAZ really.

Good job! :thumb_up:

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Re: How-To's twixt DS and Poser
« Reply #7 on: February 19, 2016, 12:28:07 PM »
Ah, seems like a reasonable starter.  To Agent0013 in particular, I am ready and willing, DS 4.8 Pro 64 bit and PP 2014 and PP 11 ready to go side by side.  :o)

Now, I have a question about OBJ's.  Studio does export OBJ and Poser is getting them in, but only as a rigid prop.  No bones, joints etc.  Is that how that is supposed to work?
What content do I have installed now:  LOTS!  For DS 4.5 and up, most stuff will work I suppose.  For DS 3.0A 64 bit, lots of DS stuff still works an most Poser stuff.  For the OLD DS's, I only installed that early pre 1.0 beta 0.9.7.2
Well now, this is actually a good topic for my first post.


Exporting in Wavefront.obj format (commonly known as OBJ), you only get a ridgid model. For keeping the textures intact there are special settings included in the export popup window, and one must know which settings to tick. There is a special setting that will optimize materials for Bryce, which you only use when exporting for import into Bryce.


No rigging can be transferred by way of any OBJ. That is a whole other process, which I still have no clue how to do, but if you wish to use a rigged model from DAZ Studio in Poser, the format must either be .cr2 for figures, or .pz2 for articulated props. DAZ Studio formats cannot be used in Poser, hence the DSON Importer, which was made to convert DAZ Studio formatted files to Poser formats. At least that is how I understand DSON. Mind you I have not, nor do I have the desire to use DSON; thus I could be wrong about what I have said here about it. I suggest doing research to find good information concerning that topic.


My answer concerning the OBJ format is correct though. The reason I know this is because I was trying to do Rigging early on in Blender, and exporting it in OBJ for DAZ Studio. The model made it in, but the rigging did not! So I did research concerning export formats, asking questions and getting answers. There is an export format that is supposed to include the "Bones" style rigging, which by the way is properly named "Armature Rigging". This format, if memory serves, is Collada.dae. In my experience with it though, the rigging gets wonked in the process so that you wind up with a useless model. Yes I tried that as well.


Really the armature rigging used in one application will normally not work in another, although there is the exception of .cr2 formatted files which can be use by both Poser and DAZ Studio.
DAZ Studio, Bryce, Poser, Wings 3D, Howler, Blender, PSP, Hexagon, MSO PowerPoint & Word, just a few of the programs I use.
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Re: How-To's twixt DS and Poser
« Reply #8 on: February 19, 2016, 12:43:57 PM »
As far as Poser is concerned regarding prop .objs the .obj file is just a writing of all the mesh x,y,z point locations. That's all it is, so no you can't import rigging through the .obj - which is a 'static prop' - i.e. it doesn't do anything but be what it is - a skull, a guitar, a standard sword or a phone, etc. I think that's fairly well typical in all 3D programs, which is why rigging won't export. It's just a pure geometry file...if it's saved as an .obj and not a .cr2 or whatever. 

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Re: How-To's twixt DS and Poser
« Reply #9 on: February 19, 2016, 01:32:13 PM »
Yes, materials of Bryce aren't usuable in Daz, or it's very difficult. The reason for why when i create in Bryce, i export without textures.
I use the UV Mapper to choose an UV.

cr2 can be for characters, but also for furnitures, doors mainly. It was my struggle when to parkdalegardener helped me; but doors of pp2 had problems in Daz, so i made in cr2 format, with joint editor in Poser.
http://freezone.thefantasiesattic.net/index.php?main_page=product_info&cPath=138_140&products_id=784
You import part by part the future stuff, to "glue" all. After, you need to prepare the hierarchie in tree of "props" to have a "figure" which isn't a figure. And uncheck the "bend" option when you want not this.
You need to 'center' as you want the equilibrium point to turn your doors for example.
It's all i remember for the moment.

I can't answer for DS4 and cr2, because i don't understand this part of program.
And i'm afraid that without DSON you can't use in Poser.
I work only with Poser for cr2.
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Re: How-To's twixt DS and Poser
« Reply #10 on: February 19, 2016, 03:07:04 PM »
The main point is that OBJ files contain no rigging. The format was not created for that purpose.
DAZ Studio, Bryce, Poser, Wings 3D, Howler, Blender, PSP, Hexagon, MSO PowerPoint & Word, just a few of the programs I use.
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Re: How-To's twixt DS and Poser
« Reply #11 on: February 19, 2016, 03:22:38 PM »
The main point is that OBJ files contain no rigging. The format was not created for that purpose.
No, it's the reason for why cr2 and pp2 exist; in their codes you have .obj glued together to have articulated something (figure, furniture, wall with door...).

After, you have 2 kind of pp2:
- those including directly the geometries in their code
- those which like cr2 depends of a .obj somewhere in your runtime.

In the part of cr2 under, you have twice the same object. But can be 2 different object. All depends what is your creation.
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Re: How-To's twixt DS and Poser
« Reply #12 on: February 19, 2016, 03:50:13 PM »
There are other static formats in 3D, the most prominent being 3DS. In that format all polygons must be triangles. Poser can import 3DS, but DAZ Studio cannot; however, 3DS can be converted to OBJ. On just has to have an application that can import it and then export it in the other format. Most applications are already able to export in OBJ, so the task is to just find one that can import 3DS. As Poser can do that, it is a good candidate for the job. So too Bryce can do that!


As for the case of rigging, I use the Joint Editor in Poser or DAZ Studio for articulated props. I have yet to work with the creation of Armature Rigging, and am poised to learn it soon.
DAZ Studio, Bryce, Poser, Wings 3D, Howler, Blender, PSP, Hexagon, MSO PowerPoint & Word, just a few of the programs I use.
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Online McGrandpa

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Re: How-To's twixt DS and Poser
« Reply #13 on: February 19, 2016, 05:26:44 PM »
WHEW!  That is a lot of great stuff for one afternoon.  After all my years in this, TEN YEARS with Poser, twelve with DS, I should have been able to see that the OBJ's never have rigging.  Doesn't matter what program, it is a static prop.  It can have GROUPING done I think, but no rigging/bones.  Grouping can be for glueing stuff together to make doors, but no info to operate them.  OR is grouping not in OBJ's?   
Seems that every program has its own pet format where everything gets done.  Animating, articulating, bones, groups as well as the plain mesh data.   The fun part is getting all that information from one program to a different one.  THAT I think is where I am running into a brick wall at times.  Not with any particular program all the time, but ALL the programs some of the time.

Humongous collections of content.  Hey, over the years we of the Community have developed a term that describes us really well:  Content Junkies!!!   Yeah buddy!  I am definitely a content junkie too!

Thanks for lining me out on the OBJ's.  I do get the textures most of the time.  Specially from DS.  But DS has the notorious habit of giving just a single item.  You get all items grouped to the Figure if there is one.  Like a GF3 character with clothes on and hair.  You get it all but as one OBJ, all items merged.
PP2 is a Poser format as is CR2.   PP2 is a prop, CR2 is a Figure.  Articulated, boned, etc.  OBJ is pure mesh data.  Gotcha.  The newer stuff from DAZ does not use ANY OBJ geometry now.  Gen 4 stuff still does of course.  But now, from Genesis onward, we all have this thing called a "data" folder.  Me and Richard Haseltine worked out how to use the ONE data folder for both DS 4.5 and up and Poser 8 and up.  Some die hard DS folks over there wanted to get up in arms about it.  The admins (Richard included) put a stop to that.  We worked it out in PM's after that. 
What we found that works for both DS 4.5+ and Poser 8+ is:
In the SAME FOLDER where Runtime is,  that is where Data and Content and ReadMe's are all located.  Turns out, DS is better at finding stuff in a LESS rigid folder structure than Poser is.  THIS way, it is not necessary to have a data folder for Poser and one separate one for DS.  The ONE data folder serves both fine.  In the Content folder, everything for DS only goes here.  Poser cannot even see that stuff there at all.  But DS can work with that fine. 
What this means for me is I can have as many external Runtimes I want and both DS and Poser are able to use them.  Yeah DS can use lots of the stuff in the Poser Runtime portion as well as its own Content portion. 
There is one caveat to that:  The DSON Importer for Poser will transparent to the User present stuff in the Poser Library *IF* Poser Companion Files are written for the item(s).  And one thing I have seen is the most PA's over there don't give a crap about providing Poser support.  Even though its a simple thing to actually do from DS 4.8, as I personally see right now.
Dangit.  I just ate a nice big fat Double Third Pound Hamburger from Braums and I am just cruising in delighted satisfied Garfield style well fed Happiness!  LOL!
IF you want to use your Poser and see the DS stuff that does have Poser Companion Files, we need to get your DSON on!  :)
McG.
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Online McGrandpa

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Re: How-To's twixt DS and Poser
« Reply #14 on: February 19, 2016, 05:37:04 PM »
No, it's the reason for why cr2 and pp2 exist; in their codes you have .obj glued together to have articulated something (figure, furniture, wall with door...).

After, you have 2 kind of pp2:
- those including directly the geometries in their code
- those which like cr2 depends of a .obj somewhere in your runtime.

In the part of cr2 under, you have twice the same object. But can be 2 different object. All depends what is your creation.

Hm.  OK.  I am told by someone that DS does not and never did use OBJ's.  It did, but don't now.  It DOES store geometric information in a folder named DATA.  So, Poser also has to use that to be able to use stuff like Genesis 2 Female/Male and most all new Content for DS 4.5+.
CR2, PP2, both still use OBJ data.  Gen 4 stuff like V4 and M4 use OBJ's for their mesh data.
OK SO, the OBJ's are for mesh only, then program specific formats like DUF or CR2 or 3ds store articulation stuff.  Thanks.
McG.
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