Forum: Poser - OFFICIAL


Subject: Finally!

_dodger opened this issue on Jan 15, 2003 ยท 23 posts


_dodger posted Wed, 15 January 2003 at 9:45 AM

One thing that gets important for things like this while they're being worked on -- it's always good to know approximately what Poser will do with a given mesh before you finish and import it, so you do't waste time going down the wrong path. In 3DSMax, here's what I do to be able to look at it Poser-ified: Apply a Smooth modifier to whatever you're working on. Set it to Autosmooth, prevent indirect smoothing, and set the angle to 180. This is pretty close to how poser deals with smoothing things, and you can then turn on and off the modifier while you're working on the mesh (to see what you're doing, and then see what what you're doing looks like). Anothr tip totally unrelated to this, but that I have been asked about. A few people have asked me how I keep my edges clean on square-edged things in Poser without those weird shadows happening. My recent stuff is better at this, BTW, as it's something I picked up about a month ago. A simple exercise will explain it better than words... In Max, make a cylinder. Clone it and move it off to the side. Convert the second one to an editable poly. Switch to the polygon sub-object section and select all of the cylinder's polygons except for the caps. Detach the polygons. Reattach the polygons. Export both cylinders as an OBJ and import in Poser -- do NOT tick weld identical vertices -- and look at the difference. Your first cylinder will have the weid shadows on it, but your second will not. No chamfering, no beveling, same number of polys on both. What's the difference? in the first cylinder the cap pieces and side pieces share edges. In the second version by detaching and reattaching, you just duplicated the vertices on the edge -- while they are identical vertices, the cap piece uses one pair for an edge and the side piece uses another. The side piece still shares edges with the other side pieces either side of it, though. Poser will smooth between two faces that touch, but in this case, since the cap and sides both have their own edge despite the duplicate vertices, you have bypassed it's smoothing between the cap and sides because it finds no shared edge there. Simple, huh? This will also work for those pesky boolean problems that make it look like a flat face is made of shards of shattered shadow. Select all the polys that make up the flat face, detach them and reattach them. The flat faces will smooth with each other, but will not try to smooth around the other edge, which means their own smoothing will work fine and not be screwed up by being insterpreted as part of somthing that curves 90 degrees on it's other side. As a note, if anyone has read the UVMapper Pro tutorial with the 6-sided die example, that's how UVMP does it, too. It;s the same trick, UVMP just automates it.