Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Feb 13 7:49 pm)
Step 2: Using Tailor to morph the clothing into Steph shape ----------------------------------------------------------- 1. Open Tailor 2. Load the Mannequin you created in step 1 as the base. 3. Load the clothing you wish to convert as the dress. 4. Select the full body morph from the mannequin. 5. Create the morphs. 6. Save the new Cr2 in the Fitting room directory. 7. Why not do this step in batch? Do a few more to keep going. ------------------------------------------------------------
Step 3: Back to Poser - Make a new obj for Geometries ------------------------------------------------------------ 1. Open Poser back up. 2. Load the Mannequin Cr2 from Step 1 and turn the body morph on. 3. Load one of the newly tailored cr2's from step 2 and conform it. 4. Turn on the body morph you created in the garment. 5. Watch it fit beautifully. 6. Export the dress as an obj. A. Select the first five options. 7. Delete the dress and load another, repeat step until batch is done. 8. Delete the Mannequin and load a stephPetite blank figure 9. Turn off Inverse Kin. and zero figure. 10. Load the first obj you just created, checking only Make Polygon normals consistant option. 11. If you are in Poser 5, go to the clothing room. 12. New Simulation 13. Clothify the obj. 14. Export once again as obj, this time checking only the first four options. (Leave out "Weld Vertices" and "Morph Target only") A. Make sure you save the obj to Geometries, in a folder that you will remember. Don't be like me and save it to the desktop. This creates another step. 15. Batch through the rest %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% 11. If you are in Poser 4, you will have to re-add the groups to the object. Select the object and open grouping tool. Check out the groups you have. You Will probably see familiar names like lCollar:1 but what you need is just lCollar. Create new group lCollar. 12 Include group lCollar:1 (Or whatever poser has renamed it to.) 13. Repeat process until all groups are fixed. 14 and 15 as above.
Step 4: The Tricky Part, Creating a new Cr2 with Step JPs ---------------------------------------------------------- 1. Go to Cr2 Editor (the freeware one) and load StephPetiteBlank on the left side. 2. On the other side, load the original Cr2 of the garment you are converting. 3. Delete all groups that are not on the right from the left. 4. Copy "Figure 1" on the bottom from the Right and paste it over the left, replacing it. 5. rework the geometry references to match the geometries folder you are storing the modified objs from Step 3 in. 6. Save the Cr2 on the left as "StephPetitexxxxxx" where xxxxxx is the name of the garment. Save to whatever Character directory is best for you. 7. I do not recommend batching this process, mistakes will be made and you will eventually manage to overwrite the original stephPetiteblank cr2 by mistake lol. ------------------------------------------------------------
Step 5: Still Tricky. Back to tailor. -------------------------------------------- 1. Open Tailor 2. Load StephPetiteBlank as the base 3. Open the Cr2 from step 4 as the dress. 4. Select the JCMs from StephPetite that apply to the garment you're converting. 5. Create the morphs. 6. You will probably have extra morphs. For example, Under "Chest" you may find Lcollarbend_Lcollar. Delete it, you don't want any part of it. A. Check all the parts for this sort of thing and delete anything with a _xxxx name where xxxx does not apply to the group you're looking at. B. You might've tried to create shoulderBend morphs, but they didn't show up in the final product. Don't worry, they just didn't need to be there. ------------------------------------------------------------
Step 6: Back to Cr2 Editor for some hard-core editing ------------------------------------------------------- *This is the most annoying part 1. Oh yeah, don't forget to save the cr2 with the Jcms from tailor. 2. Open that Cr2 in Cr2editor. 3. Scroll down to the section with channels and, recalling which groups had jcms in it, go to the first one and expand it, expand channels, and notice two channels for JCM. One with the morph name, and the other with the moprh name plus this: _xxxxxxx. _xxxxxxxx is the morph from tailor. xxxxx is the name of the group you happen to be looking at (lCollar for example). 4. The goal here is to copy the deltas from tailor onto the stock morph. Also, make sure number of deltas and indexes are copied. The process is "Copy" and "Paste Over" Don't change anything else. 5. Delete the morph with _xxxxxx. Delete any stock morphs Where tailor didn't bother to copy it. 6. Repeat 3, 4, and 5 until you've done all groups with JCMs that apply to the garment. 7. (Bonus Step for the Anal) Delete stock JCMs from parts that do not exist in the garment at all. Smaller file, you see. 8. Save the garment. ------------------------------------------------------------
Step 7: What happened? -------------------------------------------------------- 1. You should be done! Load a favorite steph petite character and go to town. Try the garment out. should be flawless! 2. Should be being the operative words. A. Garment is not created and poser hangs. B. Ridiculous poke-through C. Cannot open runtime:geometries:flapy.obj D. Looks good in default pose, but with a character pose it looks like ass. E. Garment is created, poser doesn't hang, but nothing is visible. If A: Mixed :1 :2 :3 type references in cr2. Go to Cr2 editor and examine what's going on. This problem typically happens in the "Figure" tab, where materials and joints are stored. Change everything to :1 and should fix the problem. Use common sense here, don't change anything that isn't supposed to say :1 If B: If the poke through is really, really bad, you've probably got one of those things that just won't convert. Avoid the following types of things: Anything involving feet Anything involving hands and fingers Skirts/Dresses Anything with non-standard grouping. If C: That's easy, just make sure that your obj is in the right place and the cr2 references the right place. If that's all good, check to make sure there's not an rsr with the obj. Eff those effing Rsr's, by the way. If D: You probably screwed up the JCM transferring process. If all of that seems to check out, then refer to (If B:) If E: There is a problem with groups. Did you re-add the groups as above? Check to see if you need to do this, even if you used Poser 5. It's not a perfect science, and the whole clothify room step might just be superstition on my part. ------------------------------------------------------------
Step 8: Adding to this thread ------------------------------------------------- I know nothing about setting up Joints. Hell, I can't even roll one (and don't want to.) One or more of you reading this thread will know how to make garments with feet and toe information work. Could you please tell us how? I know the secret is in the joints. The same process could probably work with hands and fingers too, I imagine. As for the dresses and things with unusual groups, I can't imagine a smooth process like this. Maybe some of you can. Please contribute anything you can to this thread so that we can convert as much as possible seeing how DAZ isn't exactly rushing to get S3 clothes out...and when they do it will probably be ridiculous sci-fi/fantasy stuff that I'll never use. Thanks for reading, and good luck! -WTB P.S. Buy my product in the marketplace for maximum enjoyment of Steph Petite.
I didn't yet read through all your posts (but I will!!), but a quick question: Would buying your (very interesting looking) product mean one would not have to follow all these steps, at least as relates to what your product is describing? Thanks in advance and for what you've already done here. Larry F
Nope...but... Magic Mags works only with clothing that already fits Steph Petite. However, I have used the magic mags in step 2 when Tailor isn't doing a good job for some reason. I apply the mags to the clothing instead of the figure, and work to shape the clothing to the figure. What it normally does, though, is it shapes S3's body however you like, (Literally anything is possible) and when you've got S3 how you like her, the magic mags can also be set to morph the clothes with the push of a button. You could do the same thing with morph targets, to limited degree, but you know the morphs you end up using are almost never the ones that garment makers include with their product. Plus, the more morphs you use the more memory you use. Magic Mags takes very little memory and doesn't bog down your poser environment. I have been using similar kits since V2 and have never gone back to morph targets, except for the face. This keeps my developed characters nice and small, file-size wise. And I never have to worry about clothes fitting. -WTB
on my list....
Brynna
With your arms around the future, and your back up against the past
You're already falling
It's calling you on to face the music.
The Moody Blues
Dell Desktop XPS 8940 i9, three 14 tb External drives, 64 GB DDR4 RAM, NVidia RTX 3060 12 GB DDR5.
Monitor - My 75 Inch Roku TV. Works great!Â
Daz Studio PremierÂ
Adobe Creative Cloud - newest version
Heya, you raging Scottsman. Okay, maybe you are not really Scottish, but with a handle like William the Bloody...
Anyhow, I just wanted to say thank you for taking the time to write all this out, as sadly others who do make use of this info will be too busy to think to.
I have been busy trying to convert some of my store items over, using a somewhat different approach, so there is more than one way - but I think yours is a very good one, especially for people who are not overly familiar with the ins and outs invovled in doing some thing like this.
This should work great on clothing items that use something close the default JP for SP3. In my case, those hours I spent tweaking all my JP setting on my clothing to help get it to conform and pose 99% right straight out of the box has come back to bite me on the @$$ So, I am having to redo a lot of the jp settings as well as take into account I use ghost body part with ERC set up for things like my skirts, to get them to pose nicely.
Anyhow, from one person doing this to another. I just wanted to let you know that you are not alone in your frustration, nor are your efforts to pass along the benefit of your experience to others unappreciated.
Now, on your method, I do have an observation - and not a critism, nor am I entirely sure I am right in what I am about to say, as it applies to the way you are doing this. However, on the making of the mannequin, I was wondering if those first few steps are needed. It would seem to me that I could import the SP3 object, spawn the parts, export them, and use them as my morph targets on V3blank. Again, I am not asking this to be snotty or critical. Only because I tried it and it seemed to work for me, and it eliminate a couple of steps involved. I know how easy it is to get your mind working in a certain direction, and I have added steps to things that I have done in the past that were not really needed. So, I was mentioning this simply in the hope that it might help to streamline the operation, and make it easier for folks to follow and not get confused. In no way is it my intent to offend or cast any disparaging remarks on your excellent tutorial. (With all the recent misunderstanding going on, I want that point understood.)
Again, great job on the tutorial!
Rob
lol, no offense taken. I was assuming it was necessary because the hips looked different to me. If the mesh is cut up differently, then the morph targets will be different, no? However, if it's working for you okay, then I am sure you're correct. On the other hand, just to be sure, you only have to do it once. -WTB
Heya, I did not try making a complete mannequin that way. I just tried importing a few of the SP3 spawned parts into the V3 Blank to see if they would work. One part I did try was the hip, and it seem to morph okay to the right give me the same shape as SP3. But, again, I will caution anyone reading my remarks that I was just making and observation as what I thought should work to help eliminate a few steps and streamline what you had. Maybe someone will give it a try and let us know for sure. Cheers,
WTB, I was playing around a bit with your method, and I had another idea, so I gave it a try, and it seems to work. This simplifies the making of the mannequin and eliminates the need to spawn the morph targets and export them one by one ect. Okay, here is what I did. 1) Import the object for the V3 figure 2) Open the heirarchy editor, and click on create new figure 3) I named the figure Mannequin, and Poser saves it to the new figure folded in the Character Library 4) Load the new figure into Poser 5) Use the Object>Load Morph Target and import the StephaniePetite.obj as a morph target. 6) Apply the new morph, and then create a Full Body Morph 7) Save the figure back to the Library Now, open the Tailor and load the Mannequin figure and use it to transfer the FBM to your clothing items. This will work best with clothing that matches up closely to the figure, such as shirts, pants, etc. I found I had problems with distortion on dresses and skirts in how the morphs were made - but that is normal and I have often run into the problem anyhow when using Tailor on some skirts and dresses. I have not tried it out yet, but my next test will be to use the Mannequin in P5 in the cloth room. Start with the morph set a 0 and at say frame 15 set it to 1. Then load the cloth item I want to shrink to fit. If it works as I think it should, you should get a better fit this way over scaling the mesh down with the dials to sort of fit the SP3 shape. With this new method, the mesh starts at normal V3 size and as the morph changes the Mannequin shape from V3 into SP3, the clothing should follow. If you get a chance to test this before I do, let me know how you make out. Rob
To be honest, I am hesitant to answer you, since I am finding converting things over to SP3 a bit more challenging than I ever did converting things from V2 to V3. That was a cake walk compared to Miss Petite, who I am growing to dislike more and more, minute by minute. She is just so uncooperative and unappreciative. Anyhow, I have not tried anything for the legs and feet yet. I am still fighting trying to get skirts that use ghost body groups to work right on her. No matter how I adjust the jps, the skirt bunched up and in at the bottom on certain poses. Also I am getting some breakage on a few things at the abs.
Hi ho hi ho its back to magnets I go Just tried my idea out in P5, it works, but not as nicely as I had hoped. But then, I rarely get the results I want from the cloth room. I guess I still have not got a good understanding of how to set things up there. And, Tailor, well as is so often the case, some morphs turn out okay, and others do not. I guess a lot of that has to do with the construction of the mesh. Sounds like you are having better luck at it that I am, so here's two thumbs up to you. I will go back to using magnets to reshape the mesh to fit SP3 as I find I have more control over how it turns out that way. If you do happen to stumble upon the Holy Grail for SP3, let me know. Calling it quits for now.
WTB, JFIP, I took the quick mannequin I had made (described above) and imported the V3blank into Tailor and transfered the FBM from the mannequin to the V3blank. Now I have the figure you came up with each body part also having a sp3 morph. Not sure that is of any use to anyone, but if someone did want a mannequin to use that had more than just the FBM as my original method made, this added step would give them one like you came up with. Only you can still avoid all that tedious spawning/exporiting/importing of bodyparts morph targets, and then making the FBM. Again, most of the credit for this goes to you and for getting the ball rolling with your excellent Tutorial. Rob
when exporting the obj, check only two boxes: Include groups Include Polygon Names This will allow you to not have to use Poser 5 and will prevent you from having to restore the groups. Thank God on both counts. Second, thanks to Dr. Geep I have figured out how to get the hands, fingers, feet and toe areas to work properly. Recall that when you are preparing the new cr2, I told you to copy "Figure" information from the V3 cr2 to the S3 cr2. When you do this, you get rid of "Inky Chain" information. Simply restore the inky chain information for the parts the dress has. Now, when you load the finished garment, you will have to turn of IK before you conform it, but it will work properly. I imagine that further examination of the CR2 will show me how to have the informtion but have IK off by default. -WTB
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This process is tedious and for the itermediate and advanced Poser user with experience in Cr2 editing. It requires The Tailor, available at Daz3d. Step 1: Preparing a Mannequin for use in Tailor ------------------------------------------------ 1. Open a blank poser scene and import the blMilWoman_V3.obj from geometries. A. Check Make Polygon Normals Consistant only 2. Select the prop. Add a morph target: Use blStephaniePetite.obj as the morph target. 3. Turn the morph Target on, and watch V1/2/3 become Steph. 4. Grouping Tool. Spawn Props. 5. Delete the blMilWoman_V3 prop and leave yourself with the Spawned props. 6. Export each spawned prop as a Morph Target only. A. Do Not bother exporting fingers or eyes, unless You are planning on converting some gloves, which probably won't convert anyway. 7. Delete the spawned props. You should have an empty Document Now. 8. Load a Blank V3 and load each group's morph target that you just created. Turn them all on, and create a full body morph. Turn them all off, including the body morph. A. The fingers and eyes will look wierd, use Hiearchy editor to make them invisible just for proprieties sake. 9. Save as a cr2 in a new folder, Steph Fitting Room or something festive like that. -----------------------------------------------------------