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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Nov 21 6:06 am)



Subject: Question about props and compatibility


cartesius ( ) posted Mon, 26 September 2005 at 5:44 PM · edited Sun, 24 November 2024 at 12:21 AM

I'm about to get Poser 6 soon and will start making props for Poser using Cinema 4D but I want to know if there are any issues of compatibility between props made with P6 and earlier versions of Poser. Can Pro Pack/P4/P5 users install and use these props as they are or do I need to edit them somehow? I know that earlier versions used *.rsr while Poser 6 uses *.png for library previews, but anything else?

/Anders


Gallery | Store | dogday-design.se

 

 


kuroyume0161 ( ) posted Mon, 26 September 2005 at 6:01 PM

Hey Anders, Strange seeing you in these here parts. ;) Just be certain to deselect "Use file compression" and "Use External Binary Morph Targets" in the Poser 6 General Preferences before saving the props to the library! Also, don't use any new features such as P5/6 Material nodes - stick with image maps and Poser Surface colors. Don't use AO or IBL/Point lights. There will be Poser 5/6 sections added to the file and this will raise a dialog in older versions, but they are ignored anyway. :) Also, make sure to get P3dOExplorer if you need to convert between *.rsr and *png. If you need a beta-tester, I have Poser 4/PP/5/6 on both Windows and MacOS as well as DAZ|Studio 1.0.

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


EnglishBob ( ) posted Tue, 27 September 2005 at 3:51 AM

If you have a beta tester (such as kuroyume here) who has Poser 4, just get them to save a P4 version of the prop. If you're not making use of the advanced material options, that will be the most compatible version.


cartesius ( ) posted Tue, 27 September 2005 at 6:49 AM

Strange seeing you in these here parts. ;) Yup, completely new territory for me :) Just be certain to deselect "Use file compression" and "Use External Binary Morph Targets" in the Poser 6 General Preferences before saving the props to the library! OK, will do! Also, don't use any new features such as P5/6 Material nodes - stick with image maps and Poser Surface colors. Don't use AO or IBL/Point lights. All my props will use regular bitmaps for color and bump, nothing fancy. There will be Poser 5/6 sections added to the file and this will raise a dialog in older versions, but they are ignored anyway. :) I compared a P6 file with a P4 one and the P6 file had a lot more information. Good to hear this info is ignored. *Also, make sure to get P3dOExplorer if you need to convert between *.rsr and png. A quick Google found it for me and P3dOExplorer is now installed. If you need a beta-tester, I have Poser 4/PP/5/6 on both Windows and MacOS as well as DAZ|Studio 1.0. I will contact you ;) If you have a beta tester (such as kuroyume here) who has Poser 4, just get them to save a P4 version of the prop. If you're not making use of the advanced material options, that will be the most compatible version. OK, but a P6 prop will still function as expected in earlier versions, right? /Anders


Gallery | Store | dogday-design.se

 

 


EnglishBob ( ) posted Tue, 27 September 2005 at 7:05 AM

"A P6 prop will still function as expected in earlier versions, right?" That depends on what your expectations are. :) The fancy material shaders won't work, of course. If a Poser 4 user opens a prop that was saved from Poser 6, they'll see a message telling them that it has a higher version number, and the only option is to open it anyway. While that's not a problem, it's cleaner if your props open in all versions without it; and if you aren't using any material room shaders, I think a Poser 4 saved version of the prop would be a smaller file than the equivalent in P6.


cartesius ( ) posted Tue, 27 September 2005 at 7:10 AM

Nope, no fancy P6 materials, just plain ol' UV-mapped bitmaps :) I think a Poser 4 saved version of the prop would be a smaller file than the equivalent in P6. Yes, that's a good point... OK, I will give it some thought! /Anders


Gallery | Store | dogday-design.se

 

 


EnglishBob ( ) posted Tue, 27 September 2005 at 7:17 AM

Attached Link: Mad Victorian Scientist's Telephone Gadget

P.S: now I've had a look through your gallery, may I make a plea for the Mad Victorian Scientist's Telephone Gadget to be made into a Poser prop? My own mad scientist has totally failed in his bid for world domination so far, but with this he could really go places. :)


cartesius ( ) posted Tue, 27 September 2005 at 7:34 AM

LOL, you are not the first one to ask for that little gadget to be converted into a Poser prop! I'll see what I can do down the road ;) /Anders


Gallery | Store | dogday-design.se

 

 


wolf359 ( ) posted Tue, 27 September 2005 at 9:56 AM

Hi I model simple objects for poser in C4D 8.5 for personal use any model/prop for poser has to have its normals facing IN in C4D before export to poser or it will appear mostly invisible in posers preview display in fact any Commercial products submitted for sale in the RMP with outfacing "invisible" Normals will fail testing and have to be corrected and resubmitted. Just FYI



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cartesius ( ) posted Tue, 27 September 2005 at 10:15 AM

any model/prop for poser has to have its normals facing IN in C4D before export to poser Aha, good to know! /Anders


Gallery | Store | dogday-design.se

 

 


kuroyume0161 ( ) posted Tue, 27 September 2005 at 12:17 PM

Eh hem.... forgot about that. It's pretty much standard procedure to either reverse the normals in C4D, UVMapper, or during import into Poser (only one of these is necessary) as C4D and Poser have difference polygon winding orders. [blush]

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


wolf359 ( ) posted Tue, 27 September 2005 at 12:37 PM

Actually the "align normals option" in the poser import dialog does not affect anything from what ive been told and read. Steve Cox ,the creator of UVmapper, demonstrated this failure in a thread years ago. perhaps it been fixed in recent poser versions(5-6) but personally ,i would just make sure it was done to my models before bothering to import it to poser. to save time. :-)



My website

YouTube Channel



kuroyume0161 ( ) posted Tue, 27 September 2005 at 1:52 PM

Not 'Make Polygon normals consistent', but 'Flip normals'. When you export as Wavefront Object from Cinema 4D, the vertex order of polygons is opposite to Poser. So normals that face outwardly in Cinema 4D, face inwardly in Poser - if you do nothing. If you reverse them in Cinema 4D, you shouldn't use 'Flip normals' in Poser. But if you don't do this in Cinema 4D, you must do it during import into Poser. :)

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


spedler ( ) posted Tue, 27 September 2005 at 3:52 PM

Spanki's 'Riptide' plugin for C4D has an option to automatically reverse normals on .obj exports - I keep this set so I don't have to remember to do it.

Steve


kuroyume0161 ( ) posted Tue, 27 September 2005 at 5:43 PM

What would we do without Spanki's Riptide plugin!! :)

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


cartesius ( ) posted Wed, 28 September 2005 at 6:37 AM

Thanks for all suggestions, guys, I really appreciate it! And yes, Riptide is worth it's virtual weight in gold :) /Anders


Gallery | Store | dogday-design.se

 

 


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