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Rigged The Fingers for Poser

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By ibr-remote   |   Watch
Published: February 2, 2018
© 2018 - 2020 ibr-remote
Hallelujah !  I finally finished rigging the fingers for a Poser environment using a Poser rig convention.  

This is the Anime Male Realistic geometry generated by Manuel Bastioni Labs add-on for Blender3D, exported and processed in Shade3D, then imported into Poser Pro 11 and rigged using PhilC's Hierachy Builder utility.  Thereafter, I had to check each joint parameter for each bone, in 3 dimensions. It was a lot of checking and tweaking.  
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nekomangini's avatar
nekomanginiHobbyist Digital Artist
how do you import the materials from blender to Shade3d? Mine is missing. help me, please. Thanks
ibr-remote's avatar
(I created my own shaders for my figures inside Poser Material Room, so it was not something I paid much attention to.) However, for your case, if you do as I did, and export as OBJ from Blender3D, you need to use the options in the OBJ export panel.  You need to select Write Normals, Write UVs, and Write Materials.  The materials should appear in Shade3D when you import the OBJ with materials.
nekomangini's avatar
nekomanginiHobbyist Digital Artist
thank you so much!!!
ibr-remote's avatar
More:  At the stage of re-grouping the geometry inside Shade3D, I took out the head parts such as eyeballs, eyelashes, inner mouth parts (teeth and tongue).  I added those back in Poser as parented props to the head, after the rigging of the body was completed.  
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Technical note:  I used the original resolution mesh from Blender - which is quite high-resolution.  I exported it as a rigged FBX and moved it into Shade3D.  I separated the geometry inside Shade3D and re-grouped them to fit a Poser convention.  I exported as OBJ, then used PhilC's Hierarchy Builder software to create the rigging PHI.  I imported the PHI file into Poser, and Poser interpreted the code into a rigged figure.  I checked the joint parameters for every bone in 3 dimensions, making adjustments as required.
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