Forum: Poser - OFFICIAL


Subject: OG the Troll would like to become a bonafide Character but Poser won't let him

ExprssnImg opened this issue on Feb 11, 2006 ยท 48 posts


Spanki posted Sun, 12 February 2006 at 11:53 AM

Additional Suggestions: - If you've got a .cr2 with all the right bones in it now, put a mental "Keep Out" sign on the Setup Room. Use the Joint Editor window instead to make adjustments. It can do everything you need to do from this point onward. - Since I wrote both STOMP and Riptide (.obj import/export plugin for C4D), I can tell you that you're better off using Riptide, if you've figured out what the earlier problem was with that. Riptide code was based on STOMP code, but came later and is more robust, with more options. - My offer is still open if you need help figuring out Riptide issues. ...my typical workflow is: * Create character mesh in C4D, as one big mesh (not separated into multiple meshes. * create 'material selections' for each separate material on the mesh. * make sure each material is restricted to each of those appropriate selections. * create 'grouping selections' on the mesh - each selection should have the EXACT name needed by Poser (ie. hip, abdomen, chest, neck, head, etc. and CaPiTaliZatiOn COUNTS). * C4D allows those selections to overlap, but make sure they don't. * add a Riptide "Group Tag" and point it at those grouping selections. * create various 'UVMapper region selections', basically encompassing sets of materials that I want to end up on the same texture template. * add a Riptide "Region Tag" and point it at those region selections. * export the .obj file using Riptide, making sure that it exports the Group Tag (groups) and Region Tag (regions) info (basically should be the 'default' Riptide export settings, but the included documentation tells you what all the options are). * once I have the .obj file exported, load it into UVMapper for uv-mapping (unless you already did that in BodyPaint or previously in ZBrush.. I tend to use BodyPaint) ...now you should have a .obj file to work with and so you need to come up with a .cr2 file. There are mutliple ways of doing this (Setup Room, PHI file, etc), but let's assume you used the Setup Room)... * the Setup Room created a new .obj file for you in the character folder (yippie!)... delete that. Edit your new .cr2 file and point it back at your original .obj file (which you've correctly placed over in the Geometries path, like you were supposed to). * unless you need to add or delete another bone, keep out of the Setup Room from here on out... * use the Joint Editor to make further tweeking/adjustments to your rig. * if you find that you need to re-group or otherwise make changes to the .obj file, you should be able to load it back into C4D (using Riptide, of course) and keep ALL of your groups/materials/regions IN-TACT (using C4D's built-in .obj importer will cause you to lose most of that information). * when you import it back into C4D, you can either split the mesh up by group/material/region or (what I always do) leave it as one big mesh ("Don't Split")... either way, all the appropriate material selections and Materials and group selections and Group Tag(s) and region selections and Region Tag(s) are all created for you by Riptide. ...I hope this helps. - Keith

Cinema4D Plugins (Home of Riptide, Riptide Pro, Undertow, Morph Mill, KyamaSlide and I/Ogre plugins) Poser products Freelance Modelling, Poser Rigging, UV-mapping work for hire.