
From Poser to Max Without Dying in the Attempt 🎭
Do you have a character in Poser that you want to animate in 3ds Max? Get ready for a journey between software that, with the right steps, can be simpler than it seems. That said, be patient: it's not magic (although sometimes it seems like it).
Exporting: The First Crucial Step
Before getting excited with keyframes, you need to get the character out of Poser with all its pieces:
- Ideal format: FBX or OBJ best preserve geometry and UVs
- Export options: Enable "Include rigging" and "Skin weights"
- Textures: Don't forget to export them to an accessible folder
- Scale: Adjust the units to match your Max scene
🚨 Common problem: If the character arrives in Max as a mess without bones, check that the rig is marked for export. A mannequin is not the same as a rag doll!
Readjusting the Rigging in Max
When you import the character into 3ds Max, you'll likely need to tweak the rig:
Expert says: "70% of animation problems between Poser and Max come from differences in bone systems. Don't assume everything will work perfectly on the first try."
Use the Skin modifier to check how the vertices are assigned to the bones. Sometimes some weights get out of control on the journey between software. If you see areas that deform strangely, it's time to repaint weights.
Optimized Animation Techniques
Once the rig is ready, you can animate normally in Max, but consider:
- Controllers: Create custom controllers to better handle the character
- Cinematics: Take advantage of Max's bone system for complex movements
- Facial: For expressions, morpher can be your best ally
💡 Advanced tip: If you plan to reuse the character, save the controls as a preset. It will save you hours on future projects.
When Theory Clashes with Reality
No matter how closely you follow the steps, sometimes the character will do weird things. It's a fact of life: if a hand spins 360° for no reason or the pelvis decides to dance salsa on its own, it's not demonic possession (probably). Check:
- Bone rotations in local vs global space
- Constraints that may have snuck in
- Modifier scales
And remember: what today is a frustrating error, tomorrow will be an anecdote you'll tell while others suffer with the same problems. The circle of 3D life. 😂
"Animation is patience" say the wise... and then cry in a corner when they have to redo 200 frames because the rig went crazy. But in the end, it's always worth it!