Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 11 12:18 am)
IF you are making an item of conforming clothing (not an original figure) the easiest way to get Poser to respect the groups and get the bones right is to stay out of the set-up room and open up a text editor. Simply put, create a "stripped" version of the base figure's cr2 (several recent figures, like the GIRL, include a file like this in the download), and point it towards your new object file by changing two lines. Load it into Poser, tweak the joint params a little, and you are done. For an original figure I've had some luck using Poser's Grouping Tool to spawn groups as objects, then the Heirchary Editor to put them in the right order and create a new figure. Using phi import can make this faster -- and you can create the dead-simple phi files on any text editor in a couple of minutes -- but Poser doesn't always play nice with this proccess.
Attached Link: http://hometown.aol.com/divinerain/wings3d.html
Fantastic Geep.. I can't wait. A link to my page where I uploaded the character I made in Wings3d incase you might want to use it. That particular file was saved from UVmapper.I took the liberty of having a look as well, and not to be a pain, but if you are going to be using hte setup room with a donar skeleton you should name the body parts in the conventional way as well head rShldr rCollar etc... This will also emable people who have the character to use poses that they already have access to rather then having to make their own.
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Thanks Geep for the help so far. I'm going to try this later today. Lastnight I got an idea from one of your other tuts.. to apply a material in the group editor. Aside from a cpl stray polys in the forearm and hand.. I didn't look closely from all angels.. this has kept the groups together. But colorful clownish look has got to go. Did check here lastnight and saw what you said about the chest touching both the shoulder n collar so I edited the groups in those areas. odeathoflife.. Kewl, I didn't know you could apply another character's poses to this. I thought poses were character/mesh specific. Outside of the one time I took a look at Judy to get a general idea of how I should go about this, I've been getting lots of practice putting together the skeleton from scratch. Can't use bones from a Daz figure at the moment coz I don't have a Daz figure. =
Message edited on: 01/05/2005 10:30
iif you change the NAME then the INTERNAL NAME you can do it all in one shot rather then if you change teh internal name 1st you will have to click off the bone then on the bone to change the name.
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After adding a bone I always name it in the two boxes to match exactly the group name I want assigned to it. It's good to know when I do make a mistake Poser will let me edit the internal name. I see your first bone is the hip, now I'm gonna have to smack my forehead. Not hard, don't want to hurt myself. But jeeze, no wonder I can't rotate my char's head without rotating the rest of the figure. You've said in 1 or 2 of your tutorials that Poser uses the Hip as the center.. or something like that. That moving it will cause the rest of the figure to move with it n Poser will have it above the other bones/body parts in the hierarchy editor. thank you thank you thank you.. I really appreciate ya taking the time to help.
you Said: "I wouldnt use the bones from a daz figure, they don
t allow it. The bones in figures you get with poser are allowed to be used in making your own figures" Why wouldn't they let us use the bones for character setups? THey allow it for clothing characters, it is cause it would be a competing product? I have emailed them for clarification though just to make sure. I havn't used their bones for setup other then for clothing items for the respective characters though, just figured that a blank file would be the easiest to start with.
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Um.....can't help noticing the groups all start with a capital letter in the good doctor's listing above. Perhaps this has been fixed in later patches...but Poser has always had trouble with leading capitals. Also, the standard nomen for the library poses and figures is "rThigh," and "rLeg" and so forth.
Hi Mike, Um, not quite "all," i.e., abdomen, chest, neck, etc., but thanks for pointing that out. It could be relevant. ;=] Please note that the names used in the listing are from the model on which I was working. Note to all modelers - It is always a good idea to use Poser's standard body part names so that other (e.g., pose) functions can be used, also. cheers, dr geep ;=]
Remember ... "With Poser, all things are possible, and poseable!"
cheers,
dr geep ... :o]
edited 10/5/2019
Someone else said in an older post that daz said in an e-mail that they dont allow figure bones to be used for making your own figures, they might have changed that rule but I would wait to see what they say before using figure bones just to be on the safe side. I don
t think that they don`t want you using the bones because of making competing characters, maybe it is just so that their own bone system is unique to their products.
I admit to some confusion about Poser5's use of the term "bones." In P3 and P4 the metaphor is groups of polys, ball-and-socket jointed to each other in the heirachy, with additional parameteters influencing the deformations of the joint area.. As I understand it, a true "bone" system involves an independent jointed structure with a variety of joint types and limits, to which a mesh is attached in a per-poly weighting scheme. Is it just a metaphor change in the Setup Room, orhad Poser5 actually changed in ways that makes bones a more accurate metaphor?
Poser doesnt have a per-poly weighting scheme that is a newer way of doing bones. Poser 5 has the same bone system of poser 3 and 4. What I don
t understand is the grouping part, in other programs you add some bones to an object and you can move the parts about, they don`t split apart however you place them, but in poser you make groups and if they are wrong some way the body parts split apart.
Well Geep, followed the tut here.. spawn props, export n import, and it worked. For the new figure I put together another skeleton. More practice.. soon enough I'll be able to do it with eyes closed. This time I started with the Hip so now the head is moveable without moving the rest of the figure and the hierarchy resembles your image above. nomuse, sorry, I thought it would be easier on both Geep and myself if he would use the character I was having problems with. I didn't know Poser has a problem with capital letters leading... I'm still a newbie to poser. First time I heard about it was in this thread. Could be wrong but I thought Hip was capitalized in the Judy figure that came with Poser5.
xantor, lastnight I was going to ask why the legs aren't attached and when I rotate the neck (side to side) the mesh breaks away from the collar. I had put the question on the backburner for a while to try to concentrate on 1 thing at a time. On the legs the mesh breaks away between the thighs and buttocks. (idea taken from Judy) Instead of asking, I deleted the leg bones and made new ones parenting to the LnR buttocks. Now the legs are attached. For the neck, I used the spheres in joint editing and it seems to work so far.
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Just polys grouped to specific bones--- what is so complicated about that? It was suggested to me that I should create those groups in another program. Did that.
Put together another skeleton in it afterwards.. all the names were matched and in group edit my groups were there.
Things looked good-- in the setup room. However when I move to the poseroom Poser is applying a few polys of the shoulder group to the chest group on it's own. But that isn't all. There's more polys here n there being grouped to other bones and not always in close proximity. I'm finding the neck has new polys around the navel area... the neck bone isn't stretched that far down.
Back to square 1 with the same problem. How can I stop Poser from messing with the groups? Using Poser5
Message edited on: 01/04/2005 13:52
divinerain