Poser
In Poser 4.0.2.118 MAC, Production Bundle and Poser5
1. Choose File>Export>Wavefront OBJ
2. next dialog: Select "single frame"
3. next dialog: Select all objects you want to be exported to OBJ. Disable "universe" and enable figure 1 (2) (3) again
4. Save to a location
5. next dialog: disable ALL options except "include body part names in polygon groups"
6. Hit OK
Optional: Save out a .bvh to get the hierarchy of the Poser figure also to the FACT. Choose "Scale Automatically".
Inbetween steps:
Convert all used textures to image file format and put them into the same folder as your source OBJ and .mtl. If you leave the naming exactly the same as in Poser including the suffix (.jpg, .tiff etc.) O2F will later automatically find them.
Right now Poser does not output bump and transparency channels into the ..mtl. So if you work with bump or transparency open up the .mtl and assign the textures to the right channels manually <- learning how to edit .mtl for O2F is strongly recommended!
Drag the OBJ(s) onto O2F. Use these settings:
Flip Z-Axis on
Join Vertices on
Seperate by Material to taste
Join Groups to taste
Scale: 1 <- Feet (Inches?)
Scale: 2.54 <- Meters
Scale: 254 <- Centimeters
Add Parent Effectors to taste
Use .bvh Hierarchy File to taste
Make Texture Polygon on
Use .mtl File on
Get UV Size From Textures on
Calculate Normales off
Seperate Maya Groups off
Click "Convert" to convert or Control-Click "Convert" to batch convert
All "to taste" options depend on what you want to do with the FACT afterwards.
Maya
Inside Maya
1) Select object(s)
2) File>Export Selection
3) Choose a location
4) Click options and choose OBJ from the popup*
5) Enable appropriate OBJ export flags, such as groups, here
6) Click the Export Selection button to complete the action.
*The obj export option will only show up in this popup if the "objExport.mll" plug-in is loaded in the plug-in manager.
- Julian Love <julian.love@sierra.com>
Cinma 4D and Bodypaint
1. Export as OBJ
2. Export all textures, one file for each texture channel.
Convert all textures to image format.
3. Open the OBJ in O2F and use "create .mtl file"
4. Open the new .mtl file and assign all texture names to the right materials/channels.
if you are done convert in O2F and use this settings:
Flip Z-Axis <- not quite sure here
Join Vertices on
Seperate by Material off
Join Groups to taste
Scale: to taste
Add Parent Effectors to taste
Use .bvh Hierarchy File to taste
Make Texture Polygon on
Use .mtl File on
Get UV Size From Textures on
Calculate Normales on <- choose whatever value you have used in BP
Seperate Maya Groups off
Note: BP does not output polygon selections to OBJ! This means that every object only can have one material, eventhough you can assign multiple materials to one object within BP using polygon selections. There is no way to get this assignment over to EI.
Lightwave
1. Export the model in question from Light Wave Modeler.
Note: To make sure the UV space will be exported to the OBJ from Lightwave Modeler you have to make sure that there is a texture assigned to the UV space of the model inside of LWM. If you have a model without texture in LWN no UV-coordinates will be exported.
Convert all textures to image format.
3. Open the OBJ in O2F and use "create .mtl file"
4. Open the new .mtl file and assign all texture names to the right materials/channels.
Steps 3 and 4 are optional. However if you don't create an .mtl file for the OBJ you have to assign the textures in EI manually afterwards.
if you are done convert in O2F and use this settings:
Flip Z-Axis <- not quite sure here
Join Vertices on
Seperate by Material to taste
Join Groups to taste
Scale: to taste
Add Parent Effectors to taste
Use .bvh Hierarchy File off
Make Texture Polygon on
Use .mtl File on
Get UV Size From Textures on
Calculate Normales on <- choose whatever value you have used in LW
Seperate Maya Groups off
Click "Convert" to convert or Control-Click "Convert" to batch convert
All "to taste" options depend on what you want to do with the FACT afterwards.
Canoma
Canoma 1.0.1
1. Export from Canoma as OBJ to a new folder
You get a new folder with an OBJ, a .mtl together with the textures.
2. Convert the textures to image format and leave the filenames as they are.
3. Drag the OBJ onto O2F and use these settings:
Flip Z-Axis on
Join Vertices on
Seperate by Material on
Join Groups off
Scale: to taste
Add Parent Effectors on
Use .bvh Hierarchy File off
Make Texture Polygon on
Use .mtl File on
Get UV Size From Textures on
Calculate Normales off
Seperate Maya Groups off
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