Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 02 5:01 am)
Check out my tutorial on head replacement at http://www.renderosity.com/messages.ez?Form.ShowMessage=1022644 . Be sure to read the whole thread, as I made several corrections further down. Also, the tutorial details how to attach a head to a body, while keeping the BODY's old morphs. If you want to keep the HEAD's morphs instead, check out this thread: http://www.renderosity.com/messages.ez?ForumID=12356&Form.ShowMessage=1163389 . Unfortunately, I don't think it's possible to keep BOTH sets of morphs intact.
I'd love to see a V3 body with a V2 head. I might even start using V3. :-) I put some much work into morphing V2's head into various characters (including myself) that I've not interest in starting over with V3 I love some of the V3 stuff coming out but I want my V2 faces!
"Do not meddle in the affairs of cats, for they are subtle and will piss on your computer." -- Bruce Graham
Marco, you are far too kind. Megajar, basically, you have to sacrifice something to get a combined body. The most logical choice is where the figures are combined. In the case of a "whatsits head on whosits body", it's the neck. I think Optical approached it differently, but my combined figures heads and bodies never left poser - just the necks. The necks were re-assembled in a modeler and the whole mess was assembled in Poser. A good many modelers have the habit of "correcting" or otherwise changing .obj files. If you bring a whole head into Cinema, for example - it's ability to use old morph targets after that is fried. Some good plugins for various modelers have likely been created that perhaps keep an .obj winding order/vertices intact. I'm not sure, but I think the Habware .obj import/export ones for Max allow this. Another potential problem to consider when slapping this on that is: Usually when a part is moved at the core (.obj file) in poser space, the morphs must be moved in a way that doesn't cause an offset problem (they are no longer in their original created positions). This is why Morph Manager was suggested. Also, from my dabbling, it seems that the morph injection technology is not affected by offset morphs.
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Kindness has nothing to do with it my Friend! I just gotta keep my mind & Soul from drifting off to the darkness again. So, thinkering 3D thingies is the ticket for my sanity! Yes, Harware's Excellent .OBJ I/O Plugs for MAX are excellent! They keep the geometry intact. So great for morphs or "Frankenstein" experiments... :-) Daio, the Pleasure is mine! And it's Fun for me! So everyone gets something. Now, if politicians could just learn this... I'll try to have it done by end of Weekend! Be Well! Marco
OpticalSingenoid, I think you may have something there.....What say we all get together and give George Bush a copy of Poser 4?! Then we all pray he gets thoroughly hooked...see where I'm goin' with this? He'll get obsessed with Vicki instead of Saddam, the troups can come home and maybe he'll even forget to register to run in the next presidential election ;)
MegaJar, you can't! You need a modeler that gives you access at the Vertex level. I had to move each vertex from V3's Neck to match V2's upperneck. That's because they were offset a bit. And as NetherWorks said, if you move the head or the bod, then you'll run into probs with the MTs. That's why i elected to do the sewing between necks. The loss of MTs is less crucial. But, NetherWorks did a great job of creating custom MTs for that part to simulate the important ones! Patricia, you read my mind... If there's another election, let it be a woman this time! ;-) Marco
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Hi I see that DAZ included a V3>V2 function which allows you to keep the V3 head and attach a V2 body. I would like to do the opposite, attach a V2 head to a V3 body - anyone know a quick way of achieving this ? The reason: No matter what I do I cannot get V3 to look as good facially as V2, although the body poses are far better. Ho hum...... Thanks in advance