I don’t think he’s talking about I/O scaling, Ascania. “Posermagic”, “head morph” and “stretched neck” (a little transliteration here…) are major clues to problems I observed early on in creating morphs for use in poser.
So PoserMagic…
What you need to do is export the head from Poser as a wavefront object file. When the “export options” box appears, the only 2 boxes you want checked are “as morph target (no world transformations)” and “include body part names in polygon groups”.
If you don’t check “as morph target”, poser exports the head from it’s current position, and when you reimport it, the head POSITION will be added to the morph along with its SHAPE. If the model was moved from its default position before exporting it this way, it results in the target flying off away from the model. Exporting as a “morph target” exports the object with the default position coordinates and prevents that from happening.
MOREOVER:
Once you bring the head into hexagon, DO NOT MOVE IT (or at the very least, don’t move the neck seam points). Otherwise, you’ll end up with the head flying off away from the body just as in the case above. You can change its shape, but NOT its position.
BTW, (this may be a little complicated) there’s a way of “fixing” your morph *IF* you still have your original exported head WITHOUT ANY WORK DONE ON IT. Heres how:
Load the morphed head you altered into poser as a morph target.
ALSO load the original head as you exported it as another morph target.
Now set your altered morph to “1” so that the head fies off.
Next set your original head to “-1”. This subtracts your error and will put the head back where it belongs, and with your morphing intact.
Now you can “spawn morph target” on the head and delete the other 2 morphs targets.
As I said, this can get real tricky so you may have to do some experimenting. And unfortunately, if you don’t have a copy of the original export, then you won’t be able to use the above trick.
Hope this helps!