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I prefer to use the OBJ file format when
working with Poser and MAX together. There are some known bugs with Poser when it comes
to importing OBJ objects, but these should all be fixed in the upcoming patch. The first
thing you need to do is get yourself some OBJ import and export plugins for MAX. I've
tried several, but the only ones that work flawlessly are the ones provided by HABWare.
You'll want to get both their OBJ2MAX and MAX2OBJ conversion plugins. Be sure to get
the correct ones for whichever version of MAX you are running. NOTE: If you have some
other OBJ plugins installed, I would delete them first. If you have more than one installed,
when you go to import or export MAX will list both, and you won't know which one your
going to get! HABWare OBJ2MAX V2.X plugins Another thing to keep in mind when working with Poser figures inside MAX, is that Poser uses extremely small values. So when you import a Poser figure into MAX, it is very tiny compared to normal. A lot of plugins will freak out when applied to your figure, and you will probably have to type very small values into the modifier's spinners (like .001 and such instead of 1.) Also MAX's perspective view won't zoom in all of the way, you can zoom in until your figure appears as a little box, but you'll have to adjust the Field of View to get the figure to fill the viewport. The other option is to scale the figure up by like 4000% when you load it in, but then you have to remember to reduce the scale back whenever you are going to export. Another common task is texture mapping your Poser figures once they are inside MAX. I still haven't found a 100% solution to this, but here's what I do know: Select your entire model, eyes and all (but not any hair or other props) and bring up the material editor. Goto an empty slot, and click on it. Double-click the diffuse color swatch and set it to pitch black, and close the color picker dialog. Right next to your black swatch will be a little blank square, click on this and it should popup the Material Types dialog, select the Bitmap from the top of the list and press OK. Now it should have the Bitmap parameters rollout for the diffuse color expanded. There should be a big blank box labeled Bitmap:, click on that and select the TIF file you want to use. I'd start with the normal one Poser uses for that figure. Now it won't be perfectly mapped at certain places on the object (like seams along the side of the chest) noone knows how to fix this I'm afraid. There's some question about whether it was the OBJ importing that messed this up, or something else. In any event, the texture map that MAX wants is not exactly the same as the ones provided by Poser. Wherever two sections meet, like the front and back, there are faces that cross over to the other side. If you want to see what I'm talking about, you'll need the UV Unwrap plugin by Peter Watje. You'll want to first save your work, because you'll want to come back to what you have. You'll have to do an Edit Mesh on one of the parts, make sure you are NOT in sub-object mode, press the Attach button, attach every part of the model, so It's all one big mesh (again, no hair or props please!) A helpful tip here, whenever you are in 'Pick Mode' that is a button is green while waiting for you to pick an object, if you click on the Select By Names button, you can pick the object you want in that dialog. It can be much easier than trying to hunt down a little pinky finger in your mesh. After you've attached them all, goto the Utility panel, and select the UVUnwrap modifier, input the width and height of the image you want, click the Pick Object button, and select your mesh. Name your new file, and open it up in an image editor, you'll see the crazy lines shooting all over the place. If you use this as your map, just color over the lines with a flesh tone, or whatever works for your application, and thats the best I can offer at this point. Revert back to your saved file. Oh, and also your figure will be all faceted, to fix that you will have to go into Edit Mesh for each part, select sub-object faces, select every face, and put them all in the same smoothing group to get rid of the faceted look. There will still be seams between each separate piece, if you want to fix this, theres an application called b.iron, the Poser Afterburner However, you will have to register it before you can use it on a Poser 3 figure, so I haven't personally tried this solution out yet.
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