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Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 03 1:41 pm)



Subject: Creating new figures from old figures questions...please help before I go bald!


Dmentia ( ) posted Tue, 18 July 2000 at 9:39 PM · edited Sun, 28 July 2024 at 1:50 AM

How do you create a new figure using parts of old figures so that you can remap it and its still fully posable...example...Dolphin's backend and horse's front end...I know how to stick them together, and even pose them as one, but is there any way I can create a new geometrie obj file and remapp it so I can texture horse and dolphin on the same template?...help me pretty please before I pull out all my hair :)


Lemurtek ( ) posted Tue, 18 July 2000 at 11:33 PM

Most likely you're going to need some kind of modeler, one that supports either wavefront .obj or 3DStudio .3ds files. Depending on how demanding your needs are, you might be able to fake this in Poser. Load both the dolphin and the horse into poser, and position them as you like, select the dolphin chest, select object properties, and uncheck the visible. Do this with the front parts of the dolphin and the rear parts of the horse. Then use the scale and tran dials to resize and position the two figures as closely as possible. When you get it as close as possible, select the Dolphin Body, and use the 'Set figure parent' to parent the dolphin to the horse. Save this as a multi-group figure. You can then use the Dolphin and Horse Textures as the basis for your new figure. See the new thread called 'Seahorse' for an illustration of this. Regards- Lemurtek


momodot ( ) posted Wed, 19 July 2000 at 1:19 PM

Hi. I had success with fusing figures but there was still a seam slightly visable. Requires UVmapper Morph Mover which are PC native. 1. Make unwanted parts of each figure invisible by double clicking and then unchecking visible in the properties dialog. 2. Position the visible parts of the figures how you want them while keeping the dominant of the figures in its default position. 3. Export as Wavefront Object with everything unchecked but the visible figure elements you want. Save this in the Runtime/Geometries folder of the dominent figure with a new name (Syater.obj for example). 4. Open new object in UVmapper and try different mapping schema and choose which is best, export the map as template and resave the object. The default map will be the maps from each of the figures superimposed on each other, I simply use the two orginal maps in conjunction pointing each material at the appropriate map but you can move the materials elements around so they don't overlap and then you can use just the one new merged map. 5. Open the .cr2 (Runtime/Libraries/Characters/...) of the dominent figure and deleat unused parts (parts you omited from the export), open other figure .cr2 in other window and copy the parts that have been added to the remaining parts of the dominent figure in the merged .obj. Save new version of merged dominant character with new file name. I have no idea if what I said is clear or not. When I did this I could use the standard morphs for the respective parts of the merged figure but mophs spawned from it were only good on it and not the original constituent figures. The seam can be pretty imperceptable except when a cast shadow or a highlight runs across it. Here is my Victoria Head on the P4NudeMan Body.

VictorNeck.JPG



Dmentia ( ) posted Wed, 19 July 2000 at 1:29 PM

I've heard when you export an obj from poser it gets shifted some how...and doesnt work properlly...I did try something like that with the horse and dolphin, and it looked ok till I tried to pose it, then it started doing all kinds of freaky stuff...so I figured it was the shifting thing...is there any way to keep it from shifting when you export?


WarriorDL ( ) posted Wed, 19 July 2000 at 1:40 PM

Yes, it does get shifted unless ALL of the dials are set to ZERO. However, the best method is to open the ORIGINAL models you're going to work with into a modeling program and merge them there. Just do not change the centering of them. Then edit a CR2 file to match up to your new figure. In the case of a horse and a dolphin- Open the Horse cr2 file and copy the pertainent body part info from that CR2 for your new CR2. Then do the same for the dolphin. Make sure NO body part names are duplicated. If they are, then RENAME one or the other, then use Mason's combined figures tutorial for that part of it.


momodot ( ) posted Wed, 19 July 2000 at 1:42 PM

I have not had trouble with the several hybrid figures I've made. 1. I don't position the individual parts before exporting thogh, I align the new configuration only with scale and translation to the figure "body" not the individual parts I'm actually transplanting. 2. Then I think I export with only the first box in the export dialog checked. Maybe these two things are what has lead to sucess for me, prior to this procedure I had the parts flying apart when I applied the morph dials. Furthermore, when atempting to merge props into an object I would import the prop and position it where I wanted, then export the prop and re-import it and then export it with the figure I was merging it to, this seemed to somehow "clear" the origin of the perop, yet I still had the prop flying off if I tried applying morphs to it. Only the procedure abaove has lead to stable merged figures for me.



momodot ( ) posted Wed, 19 July 2000 at 2:22 PM

I would LOVE to see this model. For the barret, make an ovoid from the sphere prop, select an oval area from it as a materials and spawn as prop, then reflection map it as metal. For the transmap, you just need the bristle brush to feather black into the white of the hair.

brush.gif This sounds like a hair prop I could really use.



Lemurtek ( ) posted Wed, 19 July 2000 at 8:01 PM

Gryffin- Saving a multi-group figure is easy, but you do the latest Poser patch. The important thing is to select the main figure, for instance, if the dolphin figure is parented to the Horse, the Horse would be the man figure. Make sure the horse is select as current figure, and click the plus sign to add this to the library. A requester will pop up stating that this is a multi-figure grouping, with options to save the Whole Group or Single Figure. Select Whole Group. Because the figures aren't exported, they don't need new textures, and the exisiting moprh targets should work. You can also save this multifigure group as a PZ3 from the file menu (save, or save as). Regards- Lemurtek


Dmentia ( ) posted Wed, 19 July 2000 at 8:31 PM

ok, I did manage to put the figures together, but its two seperate figures that now share one texture map...my new problem is this...when I try to save poses, it only saves the pose for the main figure...is there a way to make it save poses for the combined figures?...


Lemurtek ( ) posted Wed, 19 July 2000 at 9:55 PM

Dmentia- I don't think it's possible from within Poser. You can select a subset but this only seems to work per figure, not for multiple figures, even though you can select in the subset list. You have to save the Pose separately for each figure in the multiple group. You can hack the pz2 file and add the extra figure poses into the file, but you'll lose the multiple figure poses if you save out of Poser again. For instance, select the horse figure, save the pose, select the dolphin figure, save the pose, then copy the info in the dolphin pose, after the figure line from the horse pose, and save as a new pz2 file. Regards- Lemurtek


momodot ( ) posted Thu, 20 July 2000 at 8:29 AM

The only idea I have is to leave the primary figure intact and set the substituted parts invisible. Then position the new parts and set to coform to the primary figure. Save the figures as a character as a figure group and save the pose on the primary fgure... this worked passibly for me but the two figures obviously shared the same part names and hiearchy in my case, I abandond it as to unwieldy in favor of the true composite object I am using now, but you might want to try it. I have also been ondering if composites involving figures withoout the same names could be run from a .cr2 edited together in Morph Manager since when I opened the .cr2 of my "save as figure group" character in Morph Manager both sets of parts were there and the edit functions aplied to parts as well as morph chanels... the only ill effect I noticed was that the face and feet cameras became confused and would sometimes parent to the feet of one of the figures.



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