View Full Version : Importing Poser Rigs into Maya 2009
Sixcolors
04-01-2009, 12:59 AM
So I have this sweet cartoon squirrel rig that's built for Poser and I want to use it for a project. Problem is, I don't use Poser, I use Maya 2009. I've found a way to convert the Poser file into an OBJ using DAZ3D Studio and then convert that OBJ into an FBX using Autodesk's FBX Converter, which can be then be imported into Maya (trying to import the OBJ directly yields errors). With this last step all I get is a mesh and materials, no rig. Does anyone here have any knowledge in this area, or should I just keep picking away at Google?
Thanks all
rburke
04-01-2009, 09:37 AM
well obj's don't contain rig info but an fbx can. Ive not used poser in forever, cause its for posers, but i would suggest trying to get the rig out via fbx format, Rigs are one of those things that dont translate well from app to app. Like maya uses joints and max uses bones, and while it may appear the same they are in fact fundamentally different. SO its most likely this will not be doable, your better off just making a new rig in maya or try this. Its called setup machine.
http://www.mediafire.com/?sharekey=86f2f217cabbbcb96b21be4093fab7ace04e75f6 e8ebb871
Its for maya 8.5 but its pretty cool makes setting up a rig for posing super easy. Now if you where trying to make some uber rig then this is prob not the best tool but this thing makes setting up a normal rig easy as pie, and can help make up for lost time.
Sixcolors
04-01-2009, 12:34 PM
well obj's don't contain rig info but an fbx can. Ive not used poser in forever, cause its for posers, but i would suggest trying to get the rig out via fbx format, Rigs are one of those things that dont translate well from app to app.
I had forgotten that OBJs were just for meshes. Daz3D Studio will export FBX files directly using COLLADA, the result is a .dae file that still gives off errors. I'm guessing it could be the rig that's confusing Maya and the FBX importer. I've tried adding the COLLADA importer plug-in to Maya, but it doesn't seem to make a difference.
Thanks for the link and the advice, I'll check it out next time I boot into Windows.