Positional info of an OBJ

GRFK DSGN UnlimitedGRFK DSGN Unlimited Posts: 1,079
edited December 1969 in The Commons

How can you strip away the positional information of an OBJ? I have a morph that keeps moving the head of M4 up every time it is dialed up. I'd rather it morph M4's head in it's current location. At one time Morph Manager only transferred the morphed info to a CR2 when you copied the morph over. I cant seem to get it to do that anymore. I even thought that if I stripped away the facet info that would take away the positional info. That didnt work either. I'm afraid to do move it and then export the morph again for fear that when I import the morph again the face will shatter. Any thoughts?

David

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,776
    edited December 1969

    If the head is moved in the OBJ it will move in the morph - you might try loading the OBJ, as mesh, repositioning it, and saving again if this is Poser with just the head in the OBJ; if it's DS check the scaling and if that's correct then you will need to adjust the morph in a modeller.

  • GRFK DSGN UnlimitedGRFK DSGN Unlimited Posts: 1,079
    edited December 1969

    It's Poser I'm dealing with. I was hoping I could get around having to physically moving the morph back into the correct place. In the past when I've done this it manages to shatter the morph when re-applied.

    David

  • ValandarValandar Posts: 1,417
    edited December 1969

    You can't strip away "positional" information. That's because in an OBJ the exact coordinates of every vertex are defined, not an overall position of the object itself. That's something that Poser and DS calculate on their own, and defaults to 0/0/0

  • GRFK DSGN UnlimitedGRFK DSGN Unlimited Posts: 1,079
    edited December 1969

    Forget I even asked....

  • Richard HaseltineRichard Haseltine Posts: 100,776
    edited December 1969

    I did suggest in my post more or less what you said in your second - move, and if need be scale, the OBJ so it lines up with the base head and then export as OBJ and load that as a morph (though you will need to check for steps where the head joins the neck, of course).

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