Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 7:38 pm)
Before you exported the .obj file, did you "Zero Figure" or just export the "Default Pose" (not good!)? Even if you don't pose/move the figure at all, there are differences between the Zero pose and Default pose (done to facilitate IK calculations).
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
I'll make a screenshot and post it (don't have Poser at hand right now). The setting for the export was only "include existing groups into polygon groups" (I posted this info, but was lost between the "<>" symbols... in my previous post... html thingy?!). All other setting unchecked. Only morph dials were set at non zero. ...but I did not "zero-ed" the figure: I've left it with the Default (V3) Pose (same as it was created)
That's the problem. The Default Pose is not the one in the geometry file. The Zero Pose (arms out straight, no bend at knees, etc.) is how the geometry file is set up. Before exporting the geometry, make sure that all pose dials are 0.0.
C makes it easy to shoot yourself in the
foot. C++ makes it harder, but when you do, you blow your whole leg
off.
-- Bjarne
Stroustrup
Contact Me | Kuroyume's DevelopmentZone
It sounds like a problem with the arm IK. Anything that causes hands or feet to dramatically move away but not when zeroed is Ik related. I think it is due to memorization of the cr2. Try zeroing her and memorizing the figure.
For a feature that is mildly functional, it sure has cause many problems for people over the years.
Regards,
Anton
Also Poser, exports extra vertexes when you export a figure. It creates duplicated points for all the seems, Even if you weld. Lightwave can get rid of these.
Message edited on: 04/17/2005 16:29
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
What would be neat is a script that would export all the bodyparts as morphed to individual morph objects (no universe trans) and then another to import them back in onto a "mini" .cr2 figure as morph targets pre-set to 1. This would it seems to me allow one to morph up a figure then get that character on a small .cr2 easily, if it set scaling too that would be even better. This would be kosher for personal use only and would get around the boning issues... no matter how I save out a figure to repoint a .c2 to the boning is always bad in th end. Yet saving out each body part and loading it back in is a real grind. Any help from the great ockham, generous granter of Poser wishes?
Something I am very suprised P6 doesn't have..is the ability to load a full obj by double clicking the "Body" Channel and like normal Full Body Morphs, it asked you for a name that spawns a morph in every bodypart that uses the morph. Of course it then makes a body dial. You would think Poser would have that. It is pretty easy and is completely doable. If anyone is on the P6 beta team, please ask them if they can pass along the suggestion.
-Anton, creator of Apollo Maximus
"Conviction without truth is denial; Denial in the
face of truth is concealment."
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[A general caveat: tampering with copyrighted meshes (.obj) is for personal use only and no distribution of such .obj files is suggested by myself in the following lines] Hello, this weekend I was thinking about a way to reduce custom .cr2 filesize to a minimum... I started from the basic V3 SR2 character, then injected some head and body morphs, until I came up with a new character, which I'll call "Mimi". A note: I only loaded morphs and set dial values: I didn't pose/move the basic V3 character at all. My idea was: 1- Export Mimi as a .obj file. Thus I have Mimi_Fig.obj <<Export setting for the .obj were: select one by one all of Mimi's bodyparts and then check only "include existing groups in polygon groups" >> 2- I make a copy of V3SR2.cr2 and rename this latter into Mimi.cr2 3- Hack into Mimi.cr2 to make it point to Mimi_Fig.obj instead of blMilWom_v3.obj 4- Enjoy a new "Unimesh compliant" Mimi figure ... But I was darn wrong thinking it would be that simple: Once loaded, Mimi's wrists are like exploded from her arms and there's no way to have a coherent bone/joint structure anymore. If I open the "Joint Editor" window and press the "Zero Figure", then the wrists appear normal... as soon as try to pose the figure they explode again. Anyway, the SetUp room shows a correct figure all the time. So I think it must be something in the bones/joints setup. I really can't understand where is the problem: I have even tried to export a straight (non morphed) V3SR2, but I got the same results. Any hint? Thanks for Your help Mario
Message edited on: 04/17/2005 13:27