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EternityZA

getting Poser model (.pz3) into blender

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Hi.

I found a free model on turbosquid that i want to use in my game. A simple low poly model of a water well with 2 textures. I need to import this model into blender so i can export it to my engines custom format. after searching a bit i could not find an import script for .pz3 files so i tried to download the trial version of poser so i could try and export the model to a more popular format and import that into blender instead but the site expects me to do a 0.00 USD credit card transaction to download the free trial. I dont mind using my credit card online but to me that seems a bit redundent.

Any advice apreciated.

Thnx in Advance!

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Have you tried using the .obj import script? A quick search around the web seems to imply that the .pz3 file format has an obj format under the hood wrapped in some extra data, and that there's a chance the .obj (Wavefront) importer might work, or at least give you geometry to work with.

Another option might be diving into the file itself with a text editor, finding the obj portion, and resaving that. Though depending on the complexity of the file you might be just as well off modeling the thing in Blender to begin with...

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OK. Thnx for the tip. The contents of the file does indeed look like an obj with some extra stuff. unfortenetley i dont realy know whats part of obj and whats not since i dont know very much about obj's (and nothing about pz3's). I tried Blenders standard obj import script but that does not work.

If its not too much trouble can you maybe take a look at the file? there should be nothing complex in it. just textured polygons with reference to two or three .png's

www.distantmelody.net/temp/well.pz3

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Here is the trimmed file, just geometry I'm afraid, I'm not as well versed in materials as far as the file format is concerned, and those would have their own associated files anyway. The .pz3 file references absolute file location (on the F: drive apparently) so you'll have to retexture, unless someone else wants to take a stab at it. The texture mapping coordinates are still in there.

That's a ridiculously high poly count for the overall detail level, by the way. The rope is the main offender by far.

Fun fact: I had to write a program to trim the leading tabs...I wasn't about to manually delete 50 thousand tabs from a text file line by line @_@ Yay C#, 27 lines of code, 3 minutes of work, and milliseconds in run time :D

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Thnx for the effort its perfect. As for the high poly counts i easily cut that down using blenders built in poly reduction script with no noticible quality loss.

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