Make a Basic Refrigerator Prop

Page 2: Exporting and Importing

Make sure you have completed the steps on page 1 before proceeding. Okay, now that the introductions are over, let's get back to work.


Applications used:

 Lightwave
 UV Mapper
 Poser 4

Steps:

1. We will need to export the refrigerator as three separate objects: a base, the upper door, and the lower door.

 First, we'll export the base.
 Click on the top of Layer 1 to switch to the layer with our base.
 Go to File > Export > Export OBJ.
 Name the file "refrigebase.obj" (remember to include the "obj" after the file name).
Note: there are no export options to set, so the object will be saved when you hit the "Save" button.

Note: Lightwave can export objects in a number of file types and and Poser can import objects in a number of file types. However, "obj" format is a fairly universal standard and seems to have the least amount of issues when exporting and importing.

2. Export the freezer door. We'll need to combine the upper door and upper handle into a separate layer before exporting, though.

Upper box selected. Click on the top of Layer 2 to switch to the layer with our doors.
 In the Back (or Front) or Side view, drag a line around the upper door to select all of the polygons. Be careful not to select any polygons in the lower door.
 Your screen should look like the image to the right.
 Hit the c key to copy the door.
 Click on the top of Layer 5 to switch to it. (It should be empty.)
 Hit the v key to paste the door.

3. Next, repeat the process with the handle.

 Click on the top of Layer 3 to switch to the layer with our handles.
 In the Back (or Front) or Side view, drag a line around the upper handle to select all of the polygons. Be careful not to select any polygons in the lower handle.
 Your screen should look like the image to the right.
 Hit the c key to copy the handle.
 Click on the top of Layer 5 to switch to it. (Yes, the same layer as the pasted upper door.)
 Hit the v key to paste the handle.
 Your screen should look like the second image to the right... the finished freezer door.
Upper handle selected.
Complete freezer door.

4. Now, we can export this layer as our upper door.

 Go to File > Export > Export OBJ.
 Name the file "upperdoor.obj" (remember to include the "obj" after the file name).

5. Export the other door. Like the upper door, we'll need to combine the lower door and lower handle into a separate layer.

Lower box selected. Click on the top of Layer 2 to switch to the layer with our doors.
 In the Back (or Front) or Side view, drag a line around the lower door to select all of the polygons. Be careful not to select any polygons in the upper door.
 Your screen should look like the image to the right.
 Hit the c key to copy the door.
 Click on the top of Layer 6 to switch to it. (It should be empty.)
 Hit the v key to paste the door.

6. Next, repeat the process with the lower handle.

 Click on the top of Layer 3 to switch to the layer with our handles.
 In the Back (or Front) or Side view, drag a line around the lower handle to select all of the polygons. Be careful not to select any polygons in the upper handle.
 Your screen should look like the image to the right.
 Hit the c key to copy the handle.
 Click on the top of Layer 6 to switch to it. (Yes, the same layer as the pasted lower door.)
 Hit the v key to paste the handle.
 Your screen should look like the second image to the right... the finished lower door.
Lower handle selected.
Complete lower door.

7. Now, we can export this layer as our lower door.

 Go to File > Export > Export OBJ.
 Name the file "lowerdoor.obj" (remember to include the "obj" after the file name).

We are finished building our object in Lightwave. So, you can save the object with these new layers (or not) and you can close Lightwave if you like.

In the next few steps, we will make our object "Poser-ready" by processing the obj files in UV Mapper.

8. UV mapping the base.

UV 'box' template for refrigerator base. Open UV Mapper.
 Go to File > Load Object. Browse to where you saved the obj files in the previous steps.
 Open the "refrigebase.obj" file.
 UV Mapper will open it and give you box of statistics. Just click the "OK" button.
 UV Mapper will then show a message saying that object has no UV texture coordinates. This is normal... we need to make some.
 Go to Edit > New UV Map > Box. A box will appear, showing various options. Just click the "OK" button to accept the default values and a template will appear. Your screen should look like the image to the right.
Note: There are many ways to UV map an object. We will use the "box" method because we are working with a box-shaped object. For organic or curved object, a cylindrical or spherical map would probably be better... however, a discussion of UV mapping methods is a bit beyond the scope of this tutorial.
Note: you don't *have* to create a template if you don't want to, but keep in mind that if you don't you will never be able to use texture maps on the object. Well, okay, maybe not "never", but it becomes a pain to re-map the object and then re-create the Poser figure or prop.

9. Adjusting the UV mapping of the base.

UV 'final' template for refrigerator base. If we wanted, we could stop here- this is a nice UV map for the base. However, if we use this template, you will be required to fit your textures to match this template. For most objects (such as clothing), this is perfectly line. But, for our refrigerator, we want to be able to use "wallpaper-able" images.
 First, we need to select each material and expand it.
 Select the exterior by going to Edit > Select > by Material... (or hit Ctrl-M), then choose "Exterior" and click the "OK" button.
(The material will be outlined with a red, dotted line.)
 Hit the * key (on the numeric keypad) and "expand" the material until you can no longer see any of the lines.
 Repeat the process with the "Interior" material: Edit > Select > by Material, Interior.
 Hit the * key (on the numeric keypad) and "expand" the material until you can no longer see any of the lines. Your screen should be "blank" and look like the image to the right.
 De-select all of the materials by going to Edit > Select > None (or hit Ctrl-Q).

10. Adjusting the base so it's "Poser-friendly".

Comparison of refrigerator base, with and without split vertices. What does it mean to make an object "Poser-friendly"? Poser's renderer tends to smooth the edges- this is great for organic objects (like people), but terrible for sharp-edged objects (like, um, refrigerators).
 The solution to this smoothing issue is to split the vertices of an object. This causes the edges to "miss" slightly, which then causes Poser to render the object correctly.
See the comparison screen to the right. The base on the left is the "raw" object, without splitting the vertices. Notice the bright spots in the middle of each side, the uneven lighting, and the edges seem slightly rounded. The base on the right is with vertices split. Notice that there are no bright spots, the lighting is even, and that the edges look sharp. (And, yes, both objects were rendered in the same scene, with the exact same light set, and with no changes to the material colors.)
 Go to Edit > Tools > Split Vertices.
 Now, we can save the object with its UV mapping. Go to File > Save (or hit Ctrl-S).
 The default settings should be fine, so just click the "OK" button.
 Save the object over itself- in this case, save it as the same "refrigebase.obj" file. (And click "Yes" to replace it.)

11. Repeat steps 8-10 for the upper door.

Upper door with box UV map. Go to File > Load Object. (Click "OK" to the statistics box.)
 Open the "upperdoor.obj" file.
 Create a new box map: Edit > New UV Map >. (Click "OK" to use the default settings.)
 Select "Exterior" material: Edit > Select > by Material..., Exterior.
 "Expand" the material so you can no longer see any lines: hit the * key (on the numeric keypad).
 Repeat for the "Interior" material: Select "Interior" material: Edit > Select > by Material..., Interior.
 "Expand" the material so you can no longer see any lines: hit the * key (on the numeric keypad).
 Repeat for the "Metal" material: Select "Metal" material: Edit > Select > by Material..., Metal.
 "Expand" the material so you can no longer see any lines: hit the * key (on the numeric keypad).
 Repeat for the "Wood": Select "Wood" material: Edit > Select > by Material..., Wood.
 "Expand" the material so you can no longer see any lines: hit the * key (on the numeric keypad).
 De-select all of the materials by going to Edit > Select > None (or hit Ctrl-Q).
 Split the vertices: Go to Edit > Tools > Split Vertices.
 Save the object with its UV mapping. Go to File > Save (or hit Ctrl-S).
 The default settings should be fine, so just click the "OK" button.
 Save the object over itself- in this case, save it as the same "upperdoor.obj" file. (And click "Yes" to replace it.)

12. Repeat steps 8-10 for the lower door.

Lower door with box UV map. Go to File > Load Object. (Click "OK" to the statistics box.)
 Open the "lowerdoor.obj" file.
 Create a new box map: Edit > New UV Map >. (Click "OK" to use the default settings.)
 Select "Exterior" material: Edit > Select > by Material..., Exterior.
 "Expand" the material so you can no longer see any lines: hit the * key (on the numeric keypad).
 Repeat for the "Interior" material: Select "Interior" material: Edit > Select > by Material..., Interior.
 "Expand" the material so you can no longer see any lines: hit the * key (on the numeric keypad).
 Repeat for the "Metal" material: Select "Metal" material: Edit > Select > by Material..., Metal.
 "Expand" the material so you can no longer see any lines: hit the * key (on the numeric keypad).
 Repeat for the "Wood": Select "Wood" material: Edit > Select > by Material..., Wood.
 "Expand" the material so you can no longer see any lines: hit the * key (on the numeric keypad).
 De-select all of the materials by going to Edit > Select > None (or hit Ctrl-Q).
 Split the vertices: Go to Edit > Tools > Split Vertices.
 Save the object with its UV mapping. Go to File > Save (or hit Ctrl-S).
 The default settings should be fine, so just click the "OK" button.
 Save the object over itself- in this case, save it as the same "lowerdoor.obj" file. (And click "Yes" to replace it.)

Now, the files are ready to be imported into Poser. You can close UV Mapper, if you like.

13. Open Poser 4.

Base imported into Poser. When you first open Poser, you'll notice that there is no measuring scale. So, then, how do we know how big to make the refrigerator? The easiest solution: compare it to a figure.
 Add the P4 Business Man figure to the scene. For this tutorial, we don't really care how tall he is, just as long as the refrigerator is a little taller than he is.
 Now, let's import the refrigerator base and see how big it needs to be. Go to File > Import > Wavefront Obj, and find the "refrigebase.obj" file.
 In the next box (Prop Import Options), we will leave the settings the way they are, except make sure that the "Place on floor" box is checked and the "Percent of standard figure size" is set to 100%. Then click the "OK" button.
 The refrigerator base will be added to the scene... right in the middle of the Business Guy! Not to worry, this is correct.
 Now, let's adjust the scale of the refrigerator. Since it looks a little small, let's make it a little bigger: adjust the Scale (Parameter Dial) until it is set to 110%.
Note: since the refrigerator will enlarge from its center, you will have to rest it on the floor whenever you change the scale: go to Figure > Drop to Floor (or hit Ctrl-D).
 Your screen should look like the image to the right. (Note that the yTran setting has been changed to reflect the Drop to Floor command.)

14. Import the upper door.

Upper door imported into Poser, moved, scaled, and viewed through the Main Camera. First, let's delete the Business Guy- we don't need him anymore. Click on any of his body parts (or select them in the lower pull-down box) and hit the Delete key. (Be careful not to delete the refrigerator base. If you do, just repeat the previous step and re-import it.)
 Next, import the upper door: File > Import > Wavefront Obj.
 This time, on the Prop Import Options, make sure that the "Place on Floor" checkbox is unchecked. But, keep the "Percent of standard figure size" box checked and set to 100%.
 The upper door will be added to scene... and will probably be very big. Now, we need to adjust the size and move it into place.
 Switch to the Front Camera (hit Ctrl-F) and, to make things easier, switch to Wireframe view (hit Ctrl-3).
 Adjust the Scale (Parameter Dial) down until it is the correct size, which should be set to 35%.
 Move the upper door upwards into its correct place by adjusting the yTrans (Parameter Dial), which should be set to 0.634.
 Switch to the Top view (hit Ctrl-T).
 And move the upper door forwards into its correct place by adjusting the zTrans (Parameter Dial), which should be set to 0.153.

15. Adjust the upper door's "pivot point".

Upper door with 'pivot point' adjusted. The upper door currently rotates on its center, however, this is not how a real door operates. So, we need to move the center of the door to it's edge. How do we do that, you ask?
 Open the Joint Editor: Window > Joint Editor.
Hint: To make things easier, make sure you are using the Top Camera and in Wireframe View. Then, zoom in so that the view is almost entirely taken up by the refrigerator and door.
 You will see a red circle in the middle of the door. Drag this circle to the right, rear corner (where the real-life hinge would be).
Note: You may notice that the door will move to right (or maybe left) as you move the red circle. This is normal. To get the door back into the viewing area, adjust the xTrans (Parameter Dial) in the opposite direction. And if the door moves backwards or forwards, adjust the xTrans (Parameter Dial) in the opposite direction.
 When the red circle is lined up properly, move the green circle also. But, wait, there's an easy way- in the Joint Editor window, you'll notice two sets of numbers. Click in the boxes that say "0.000" and type in the number above it.
 Your screen should look like the image to the right. (If you look carefully, you can see that Poser created three new Parameter Dials: OriginX, OriginY, and OriginZ- this is the location of the door's new "pivot point".)
 (In case you can't make them out, the numbers in the Joint Editor window are: 0.351, 0.000, and -0.074.)
 We are finished with the Joint Editor, so you can close it.
 To check your work, move the yRotate (Parameter Dial) back and forth- the door should open and close like a real door.

15a. Optional: Adjust the open/ close control.

Editting the yRotate Parameter Dial. Since the yRotate dial controls the opening and closing of the door, let's rename it.
 Double-click on the words "yRotate" to open the "Edit Parameter Dial" window.
 In the fourth box, change the Name from "yRotate" to "Open".
 The settings for the door currently allow it to rotate in tens of thousands of degrees... real doors can't do this.
 So, let's change the Min Limit to 0 (which will be for when the door is closed) and 180 (for when the door will be fully open).
 (Your screen should look like the image to the right.)
 After you click the "OK" button, you'll see that the yRotate Dial now says "Open". You can test the opening and closing of the door by changing the dial. If the rotate goes above 180 or below 0, don't panic... Poser sometimes doesn't recognize limits correctly. We can try it again after we save the prop.

16. Parent the upper door.

 Next, we need to "attach" the upper door to the base by changing its parent object.
 Go to Object > Change Parent
 Scroll down to the very bottom of the window and you'll see the "refrigbase". Click on it, then click the "OK" button. (Since the base doesn't bend, we can leave the "Inherit bends..." checkbox unchecked.)
 Now, when we move the refrigerator base, the upper door will move with it.

17. Repeat the import process with the lower door.

Lower door imported into Poser, moved, scaled, and viewed through the Main Camera. Next, import the lower door: File > Import > Wavefront Obj.
 As before, on the Prop Import Options, make sure that the "Place on Floor" checkbox is unchecked and keep the "Percent of standard figure size" box checked and set to 100%.
 The lower door will be added to scene... and will probably be very big. Now, we need to adjust the size and move it into place.
 Switch to the Front Camera (hit Ctrl-F) and adjust the Scale (Parameter Dial) down until it is the correct size, which should be set to 71%.
 Move the upper door upwards into its correct place by adjusting the yTrans (Parameter Dial), which should be set to 0.272.
 Switch to the Top view (hit Ctrl-T).
 And move the upper door forwards into its correct place by adjusting the zTrans (Parameter Dial), which should be set to 0.153 (the same as the upper door).

18. Adjust the lower door's "pivot point".

Lower door with 'pivot point' adjusted. Like the original upper door, the lower door currently rotates on its center. So, like before, we need to move the center of the door to it's edge. Unfortunately, since the lower door is larger than the upper door, we can't use the same settings as we did for the upper door.
 Once again, open the Joint Editor: Window > Joint Editor.
 You will see a red circle in the middle of the door. Drag this circle to the right, rear corner (where the real-life hinge would be).
 When the red circle is lined up properly, move the green circle also. But, wait, there's an easy way- in the Joint Editor window, you'll notice two sets of numbers. Click in the boxes that say "0.000" and type in the number above it.
 Your screen should look like the image to the right. (If you look carefully, you can see that Poser created three new Parameter Dials: OriginX, OriginY, and OriginZ- this is the location of the door's new "pivot point".)
 (In case you can't make them out, the numbers in the Joint Editor window are: 0.171, 0.000, and -0.034.)
 We are finished with the Joint Editor, so you can close it.
 To check your work, move the yRotate (Parameter Dial) back and forth- the door should open and close like a real door.

18a. Optional: Adjust the lower door's open/ close control.

Editting the yRotate Parameter Dial. Like we did for the upper door, let's adjust the yRotate dial for the lower door.
 Double-click on the words "yRotate" to open the "Edit Parameter Dial" window.
 In the fourth box, change the Name from "yRotate" to "Open".
 The settings for the door currently allow it to rotate in tens of thousands of degrees... real doors can't do this.
 So, let's change the Min Limit to 0 (which will be for when the door is closed) and 180 (for when the door will be fully open).
 (Your screen should look like the image to the right.)
 After you click the "OK" button, you'll see that the yRotate Dial now says "Open".

19. Parent the lower door.

 Next, we need to "attach" the lower door to the base by changing its parent object.
 As before, go to Object > Change Parent
 Scroll down to the very bottom of the window and you'll see the "refrigbase". Click on it, then click the "OK" button. (Since the base doesn't bend, we can leave the "Inherit bends..." checkbox unchecked.)
 Now, when we move the refrigerator base, the lower door will move with it.

And now we have a working refrigerator. It's not textured, nor is it one object, but it works.

At this point, you could save all three objects to the Props Library (as the base, upper door, and lower door). Both of the doors could be saved as "smart props" (which means that they would be saved with the ability to be parented to the base). But, let's continue on to Page 3: Texturing and Combining.