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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 27 9:24 pm)



Subject: Could be a stupid idea, but what about conforming skullcap that includes beard.


Furyofaseraph ( ) posted Mon, 08 November 2004 at 6:53 AM ยท edited Sat, 28 December 2024 at 2:07 AM

Hey, im still new to the world of poser, but ive been doing a lot of experimentation (hehe, oh how that sounds dirty) but bear with me. Would it be possible to use Don's head as a template to which one could create a skullcap w/ beard (meaning a skullcap with the extension around the chin and upper lip) and have it conform to any kind of morphs for Don's head?


xantor ( ) posted Mon, 08 November 2004 at 3:20 PM

It could be done but the skullcap and beard wouldnt always fit perfectly with every morph, sometimes the head shape is changed, but that could be fixed by scaling the cap to fit though it wouldnt always be a perfect fit.


softriver ( ) posted Mon, 08 November 2004 at 11:02 PM

Actually, I've spent some time working on this idea, so if you're interested, here's what I've come up with: 1. Yes. It's possible, and has some big benefits, but; 2. It's very hard to set up the proper mesh that will allow the "cap" to move along with the mouth/facial animations created from morphing. Essentially, the fact that a Poser figure's jaw is not a bone, but rather a series of morphs, means that anything connected to that part of the face must share those morphs. 3. Another issue is the way Poser generates dynamic hair. It will never populate the edge of a polygon. So, if you do get the cap working, the grouping of the different areas is critical to avoid lines with no hair being created across the front of the face. My solution for still images is simple. Get everything done, then use the grouping tool to spawn the area you want as a separate prop. Oprtimize it to low-poly in Wings 3D, then pay close attention to how you set up your dynamic hair groups in poser. This won't work for creating a "universal beard/stache cap" though. If you like, I'll let you know if I come up with a way to do it. It's definitely worth the effort to try. :)


Furyofaseraph ( ) posted Mon, 08 November 2004 at 11:35 PM

thanks for the helpful replies. Could we not just give the beard/haircap all the morphs of the head by copying them out of the CR2? Im sorry if im way off base, im new to morphs and what not. And even if you cannot apply a morph to a non-identical object, why not just copy over Don's head as a cap...sure it would be a bitch to hair-group but once its done, save it as a template hair-piece your done, all you need to do is throw some numbers in the hair-room and tweak...right? As far as dynamic hair on polygon edges, that much i read. The way the cap w/beard would be grouped would avoid that much, just overlap the groups, right?


ArtyMotion ( ) posted Tue, 09 November 2004 at 6:37 AM

Another issue is the way Poser generates dynamic hair. It will never populate the edge of a polygon. So, if you do get the cap working, the grouping of the different areas is critical to avoid lines with no hair being created across the front of the face. Unless you create a "beard cap" that is slightly smaller than the face. The hair could portrude outward. That might work.


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