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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 03 12:46 am)



Subject: Long Poser question


bastiff ( ) posted Wed, 19 February 2003 at 11:35 AM ยท edited Tue, 04 February 2025 at 9:55 PM

Hi I am a 3d Studio master but a total newbie to poser so here is my dilema (sp?) .... I am in poser and I load up the Judy mesh into the pose room. Judy is a pretty shapely woman and maybe just a little too shapely, so I decide to 'morph' her into a slightly new female... thinner belly longer torso and longer legs and longger arms.... I keep her head in its original judy state so that I can change it whenever. I create a library setting of her and name her samantha... So now I have a model that I can export to MAX to start modeling armor around her. I am all done with the modeling of the armor. I have imported and scaled and positioned my pieces of armor to fit around the samantha model that I have saved as a preset... here is where I am stuck... I have created some 'cyber' boots that actually reach up to her thighs. I have set the parent object for the boots to be the thighs of the mesh with the inherit bends checkbox checked. I get the boots linked and I am happy with that, until I try and rotate the shin. once I rotate the shin, both the shin and foot come strait out of the boot... I tried to use the grouping tool in the pose room and set an auto group and then clean it up with custom group selections. this didnt seem to do anything... I tried going into the setup room figuring I will have to rig the boots. I get into the setup room and load up my samantha model to obtain her skeleton but before I get there I get a pop up window explaining that my morphs are going to make the process unstable. well I decide to give it a go anyway and find that my samantha morph doesnt translate to her skeleton in the setup room... infact it is just a short, smaller breasted judy in the setup room. So, do I have to re-rig my samantha morphs in the setup room to essentially make a new charachter? or is there a better way to make th boots fit inside the pose room? well I hope I was clear enough in my query... I wish there was more documentation about these processes available... well thank you in advance if you need images I will post them tonite being that I am at work right now ... Bastiff Belial


Crescent ( ) posted Wed, 19 February 2003 at 12:34 PM

Attached Link: http://www.fallencity.net/lore/uv-group1.php

You'll need to create the boots as a figure and conform it to your character since the boots cover several body parts - the toes, the feet, the shins, and the thighs. Making it a prop that parents to the thighs means that it will move with the thighs only. Checking the Bend option means that the boots will bend when/where the thighs bend. It doesn't look at any other body part. You may be able to use the figure showing up in the Setup room. All you need are the bone locations and joint parameters. The fact that the character doesn't look exactly the same shouldn't make a difference. If it doesn't work properly, I have a tutorial on grouping and conforming which might help. (It doesn't involve the Setup Room at all.) Cheers!


PhilC ( ) posted Wed, 19 February 2003 at 12:49 PM
  • Define groups in your boots to correspond to the thighs, shins and toes of Judy. I would imagine you can do this easiest in Max, if not then UVMapper. Use the same naming convention, rThigh, rShin, rFoot, rToe etc.
  • Save the boot OBJ into the Geometries folder.
  • Next open up your Judy CR2 file in a text editor and change the two instances of the OBJ path to point to your new boot OBJ
  • Save as boot.CR2 (or similar)
  • Open Poser and load (from the library), your new boot figure.
  • Go to figure/Use Inverse Kinematics and turn all off.
  • Go to Window/Joint Editor and hit the Zero Figure button.
  • Now go to Edit/Memorise/Figure. This will zero out all the unwanted preset bends.
  • Save the boots back to the library.

Now you can load Samantha, followed by the boots and Figure/Conform the boots to her.

Now naturally i can not see exactly what you have done customising the Samantha figure so there may be some final adjustment required but try this as a first hit then we can take it from there.

philc_agatha_white_on_black.jpg


bastiff ( ) posted Wed, 19 February 2003 at 2:40 PM

wow! this is great feed back! thank you so much I cannot wait to get home and try these tecniques out! thank you guys so much I will keep my progress posted! thanks again! Bastiff Belial


bastiff ( ) posted Wed, 19 February 2003 at 2:55 PM

one more quick question, is assinging groups in max basically giving the selected faces a named selection or material id? or should I use the group tool in max? grouping in max seems to be alot different than in poser. thanks again B


PhilC ( ) posted Wed, 19 February 2003 at 3:14 PM

Although I do now have Max I'm not fluent enough to answer you in detail. But basically yes, you need to assign faces to defined groups to match the Poser figure.

philc_agatha_white_on_black.jpg


Lyrra ( ) posted Wed, 19 February 2003 at 4:04 PM

remember EXACT NAMES. capitalisation and spaces counts. Poser is stooopid and stubborn as heck



gryffnn ( ) posted Wed, 19 February 2003 at 4:26 PM

And there's the lazy way out, if the feet and shins are completely covered by the thigh-high boots - set them invisible in their properties dialog :-)


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