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Poser Morphs from Cinema 4D - e Frontier Poser and Cinema 4D Tutorial

Steve Shanks

1 For a long time we have thought it wasn't possible to create a morph target for poser figures in Cinema 4D XL. But with a bit of chatting back and forth in the Renderosity Poser forum we managed to work it out, so huge thanks to The Doctor and ScottA, a true team effort.

 

2 The first thing we need to do is prepare a figure for morphing, now we must use a 3ds exported figure because Poser and Cinema 4D Wavefront obj's are incompatible, morph wise, and we need to export the figure in the position it is built in, NOT the offset position poser places it in on adding from the library. So add the figure of you choice, we'll use the nude woman as she seems the most popular. Next uncheck the Inverse Kinematics for all body parts (Figure menu) then open the Joint editor (Window menu) and with any body part selected hit the "Zero figure" button.

3 Nearly there we just need to import the original mesh and line it up with our figure. So go file import Wavefront OBJ and get the P4NudeWoman.obj file from the P4NudeWoman folder in Poser4/runtime/Geometries and when the import options window appears uncheck all boxes as in the image below.

4 Now I can imagine you thinking this is a bit long winded, but remember we only need to do this once for this figure and we will then have a base to use in the future. Once your P4NudeWoman.obj is imported go to left view and outline mode (Ctrl 2) and zoom in on the foot, then select body and using the Y and Z tran Dials line up the figure with the imported one. The image below shows the settings for the P4 Nude woman.

 

5 Now select the woman we imported and delete her to be left with the P4 Nude woman in the default position. Now export her as 3D Studio but when the "Export object groups for each body part" appears put a check in the box.

 

6 Now close Poser and start up Cinema 4D XL, (You can use version 6 or 7 they work the same) and go file, open and find the 3D Studio file you exported. Once the figure is in we could now start morphing but because Poser figures have such small world scale its very hard to zoom right up and we would have to set the magnet (more on that in a moment) very small so lets make the figure bigger. Go edit, select all and then select the model tool (see image below) and make the scale in all axis 1000, then hit the H key to frame the scene.

 

7 That's it we have a model prepared and ready to morph so save it. Lets start with an easy morph and make her arm bulge with muscle, go to front view and select the left shoulder and in point mode right click and select magnet, then in the active tool window put a check in "Nearest point method" and choose around 66m for the radius.

 

8 Now just pull a few points with the magnet and you'll notice it pulls the edges of the joints too, to prevent this we will select only the points we want moved so with the Live selection tool set to about 30 and the "Only select visible elements" box unchecked select a good arc of points similar to the image below.

9 Now start pulling points around to get something like this.

10 Now the morph is created we need to isolate it from the rest of the figure and scale it back down, so in the object manager go edit, copy then create a new scene and paste it in there, now go back to Coordinates window where you scaled it up and check the position axis are all at 0 if not you moved the body part and you MUST set it all back to 0, if all is fine scale the figure on all axis by .001 to bring it back to original size and then export as Wavefront. (Poser will not accept any other format for morphs.

 

11 Now open Poser again and add the figure the morph is designed for and double click on the part we created the morph for, a window will open with a button labeled "Add morph target" click on that then use the locate button to find the part we exported from Cinema 4D. Change the Label from shape1 to a more suitable name and click through OK and OK again. You will now have a dial with the label you used, turn that to 1 and your arm will morph to the shape you created in Cinema 4D.

12 Now the morph we just created is very basic and not too useful but using these principals we can create many variations of character for our poser figures, below is a standard Poser man and inset is a morphed version of the same figure. In the next version of this tutorial we'll show how to use "Polygon selection" to isolate parts and let us create morphs for parts we can't normally see like the teeth.

 

Copyright 2000, Steve Shanks, All Rights Reserved

 



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