Forum Coordinators: RedPhantom
Poser - OFFICIAL F.A.Q (Last Updated: 2025 Jan 22 9:27 pm)
No, I realise that, but by embedding a club badge into the files, it reduces the risk of other sites stealing my work. Also, it's the little touches that make the difference. What if Dreamworks said, "You don't need to texture Shrek, people will be listening to the jokes..."! I had hoped that the export process would retain the material settings, which would have prevented the shiny model surfaces. I don't enjoy working in Caligari in the slightest and I don't want to spend one nanosecond longer than I need to working with it.
Attached Link: http://www.fignations.com/jelisa/mtl/mtl_fixer.html
I don't know the situation with Poser 6, but 3DS export in earlier versions was problematic. OBJ wasn't much better, but there is a utility to fix the texture pathnames (see link). If Wavefront is a viable alternative to 3DS for your application, it should help.Very nice and practical use of QTVR!
Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/
In "A" I've depicted the stance as I see it in your illustration. From what I can tell, it looks like the center of gavity is well behind the feet, and that would be impossible to hold. I'm thinking you need to either shift the trunk forward so it's centered over the feet ("B") or lean the body forward and maybe still shift it a little so it's directly over the feet ("C").
I hope I'm not out of line in suggesting this, but I mayself am recently becoming more and more aware of the center of a figure's gravity as I pose and this stood out. If there's something about the stance (or the influence of the karateka's "ki") that I'm missing, please excuse me.
Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/
I tried using simple background pictures in my QTVR, but the file size jumped by 800%!!! So I rather abandoned that approach. As for the shiko dachi, your illustation makes sense, if the person only has one leg, but with two legs the dynamic is different. It's the right angled position of the legs that provides the stance with its stability. It essentially juxtaposes the two feet at oppositer corners of a square. Maybe I didn't pose the figure well enough to make that clear. My understanding has increased considerably since I did those models, and I noticed a few bits that I should redo. Having said that, it's not a stance designed to be held for a long time - you pull someone down with it then move off, or you sink into it, then lift someone. You don't have to have balance, so much as tension.
;-) (Thanks for the info- I didn't know.)
Before they made me they broke the mold!
http://home.roadrunner.com/~kflach/
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Thanks to the people who helped with my Output to QTVR problem. I did eventually output my stuff in 3DS format before importing into Caligari 6.6 with the conversion module for QTVR construction. You can see the results here: www.gkrkarate.org/pages/techniqu/Stances/stancesf.html However, for some reason, my textures are not exported from P6 in any of the 3 formats I try (LWO, OBJ or 3DS). Ideas?