Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 10 2:03 pm)
Storm, I cannot get it to do anything: I load a figure, type hair & get the window open. Selected the hair prop as the current object. clicked "create on current object" saw nothing fiddled with dials clicked "create on current object" saw nothing clicked done saw nothing closed window rendered saw nothing different selected head type hair & opened tree window again clicked on head again clicked "create on current object" nothing clicked done nothing Have I skipped somethin?
Hi duesentrieb. I'm running Poser 4.02 (last Metacreations patch) on a Mac. To see the Hair thing, you can do the following: Once Poser is running, go to Props and add a ball prop. Make sure it is selected. On your keyboard type "hair" (without the quotes). A window will open with a bunch of parameters. At the top of that window is a button labeled "create on current object" (or something along those lines). Click on the button and watch the hair grow. Lee
I think theya re using a special renderer. Here are my export results: DXF and 3DS: Both produce triangles only. Nothing that looks like the hair in the above pic. OBJ: The habware importer for MAX kind of choked but brought it in anyway. All I got was a 2d view of the hair and it was all in triangles. One cool thing is it does create a seperate object with sep materials. I think they are using a render trick with this and rendering just the edges. What I'm going to do next is save this as a cr2 or pz3 then looks at the results. If they have some special render settings, those maybe useful for other things as well.
There is a trick with changing letters in the OBJ file to get something almost useful, but it was complex and I don't play with OBJs unless I absolutely have to. You can find the thread that covered this at Willow's PFO in the Poser Forum there. You know, the "triangle hair" looks very much like what I've seen in some anime and Japanese video games...
heyas; nance, you sound like me :) you have to press the button and wait a while. and no, it doesn't indicate it's doing anything. try on the primitives before you try on hair/figures. on some hair props, the fuzz appeared outside the mesh to the back. also, the re-scale dial may have something to do with it; make sure you don't turn that down, until you can see the hairy stuff. my hair never comes out this thick and full, even when i use the maximum number of layers. :/
Duh, Dopey Ol'Nance finally got it. Thanks. The model I was using was itself scaled up to 115% but the "hair-tree" effects were still being created at 100%. ...Seems I ended up last night with 36 versions located inside the model. DOOH! The up-side was they were all different. Coloring a few of them slightly differently, and dumping the rest, added to a more hair-like multi-highlighted texture effect (still just in preview). BTW - when I exported one as an .obj and tried to import it into UVMapper (to assign a Material to try and T-map it) it would not import and I got the error message: "The .obj file has no facet information" (Hoping that that might give one of you model-building/file-hacking types some clues on getting them to render.)
Again, not a modeler, but, if all the strands are created from the same number of vertices, could you duplicate the model and use a spread sheet to define the faces between the two to create strands? For example,on a model with 10,000 vertices, if each strand were defined by four vertices, with the first strand being composed of vertices # 1,2,3,4 and the second by 5,6,7,8, could you duplicate and slightly offset it, combine both into a single obj file, and define the faces of the three segments on the first two strands as: f 1 2 10002 10001 f 2 3 10003 10002 f 3 4 10004 10003 f 5 6 10006 10005 f 6 7 10007 10006 f 7 8 10008 10007 Appears tedious but would really only take a few seconds in a spreadsheet. (and you can cut and paste from Excel into an .obj file) This sounded simpler to explain before I started to type. :-0
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