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 Mon, 13 February 2006 at 1:15 PM

Thanks, but I didn't create the clothing meshes (except the shoes). It's potentially not really difficult, except that there are a number of things/details you have to know when working with Poser and since you are creating a new Poser figure from scratch, you have to know ALL of them, at once, so it can be daunting. If you were just making a prop, things get really simple... make a piece of conforming clothing, they get a little harder... make a complete figure and you bite off the big one :). I'm not sure what you've done before this, but if this is your first forray into Poser content creation, you just jumped into the deep end - head first. Some things to know about Poser figures: - Poser scale is very small... Do yourself a favor and load a reference figure into your modeller. Do yourself another favor and SCALE it up (I use 1000 scale factor) when you load it, so you can work more easily in C4D. Scale your new model to some size you want it in Poser 'relative to the reference model you imported'. When you export your model, use the same scale factor (1000, in this case).. that will scale your model back down to Poser size. - Poser likes 'quads'... Poser can handle n-gons, but works best with quads (or triangles, if it's for the cloth room). - Posable figures need to be grouped... I set up all my groups inside C4D and (thanks to Riptide) get them exported. If you don't do that, you can use UVMapper, AutoGroup Editor or Poser's Group Editor to add groups later. - Group names are Case-Sensitive... The group names in your .cr2 file need to match the names in the .obj file exactly. If you are creating a humanoid figure, it's probably best to use the 'standard' naming of humanoid figure groups (look through a V3 .cr2 file to figure out what they are, but be sure you are looking at the internal group names, such as: 'hip', 'rIndex1', etc.) - Rigging a Posable figure is... ...a black art. It takes a lot of practice, help from others and a good reference ("Secrets of Figure Creation with Poser 5" by BL Render is invaluable). - Parents affect their children entirely, Children affect their parents, but not their grandparents... If a thigh is connected to a buttock, which is connected to the hip, bending the thigh can affect the polygons in the 'buttock' group, but NOT any in the 'hip' group (unless you create joint-controlled morphs). This is really one of the ONLY determining factors about exactly 'where' you should put the group boundries - how much mesh does a child of this group need to affect? (turn to page 119 in said book for details). ...those are just a few general things to keep in mind while getting started. As mentioned above, comming up with a great (or even half-way decent) rigging is a subject all in itself and far more than can be covered here, but it all starts with getting the mesh sized and grouped right. I realize that you're past this point but, for anyone (others) new to Poser content creation, my suggestion would definately be to start with some simple Props (a hat, a belt, earrings, something that doesn't have to be rigged). This will get you a good understanding of getting the scale right, setting up material zones, possibly some UV Mapping experience and some basic Poser file format knowledge (.pp2 files). Just import your prop object and save out a Poser Prop file (or parent it to some part of a figure and save out a Smart Prop). Dynamic clothing also falls in this category, except that you need to learn some things in the Cloth Room. Once you have a good handle on that, move on to conforming clothing. This almost requires that you load a reference figure into your modeller (so you can design the clothing around the target mesh) and you start needing to work out 'grouping' details. In general, you can just use the target figure's .cr2 file for your clothing, just change the two lines at the top of the file to point to your mesh (or use one of the Quick Conform type apps to do this for you). While that full figure .cr2 will work (even if your "pants" clothing item doesn't have 'finger' joints), a good excersize at this point would be to dig into the .cr2 file and rip out all the un-needed joints. The rule of thumb here is to keep any adjacent joint/group of any mesh groups you have. IE. if you made a pair of shorts that have hip/buttock group polygons in the mesh, you should keep the abdomen and thigh groups. You can also remove any channels in those 'ghost' joints (abdomen/thigh) that reference other joints you've removed (like any channel that references the now non-existent 'shin' or 'chest' joints). By this point, you should have a working knowledge of how .cr2 files are laid out and hopefully some experience with Posers Joint Editor (though most of the above editing will be done in a text or Poser-specific editor). In my proposed chain of events above, THIS is the point where you'd start trying to create fully new posable figures from scratch :). If you skip the above tedium, things are going to be a lot tougher at each turn - but hey, things will get easier for Next Time :). Sorry for babbling... Cheers, - Keith

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