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