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Poser Technical F.A.Q (Last Updated: 2024 Dec 04 2:47 am)
Welcome to the Poser Technical Forum.
Where computer nerds can Pull out their slide rules and not get laughed at. Pocket protectors are not required. ;-)
This is the place you come to ask questions and share new ideas about using the internal file structure of Poser to push the program past it's normal limits.
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the two best people I know for this are anton and sixus. send 'em an IM or e-mail y quiz podr ayudarle. if you're talking about actually creating a new obj file as a reference for a new cr2 file, an old trick we used to do involves lining up the new obj file with a similar old obj file, resaving it to the geometries folder, then editing an old cr2 file that referred to the old obj file to point to the new, resaved obj file. however, that's technically cheating, as it copies existing jps, but so far there's no case where it's been shown that jps can be copyrighted.
" however, that's technically cheating, as it copies existing jps, but so far there's no
case where it's been shown that jps can be copyrighted."
Daz vs Sixus1 over Lillan2.
Daz claimed that JP data is copyrightable. as a result Sixus1 withdrew Lillan2 after consultantion with Legal Consuls.
at this time, (until such a case does goto court and is decided properly), it is better to play it safe and not copy any information from an existing figure.
neck - the Y twist and smooths should not reach the face .
collars - warning ... axis change - requires hand recoding twist info (with chest and neck) - becuz phi converter incapable; same with shin and feet . also center collar near chest (not at shoulder) to emulate collar bone action
eyes - no jointing fk-ik info; and propagate head scales to eyes .
buttocks - thigh axis should reach to, and approximate the start of buttocks and sphere's should cover both thigh and buttocks .
knees - no spheres
feet - parent to shin, inky/non inky to universe - for end of ik chain ; same with hands
double or triple jointed neck, multi jointed trunk, horns, tails, wings, 6 arms, 12 webbed fingers, whatever .. . attach a decimated version, or a stick figure (with materials) , I'll see what I can do; jest give me copyright ownership of the jointing info, and post a nude render . hehe
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I am helping a partner with a new Original Female Figure Pack... I am currently working creating the Bones, cr2 coding and UV MAPPING...
Now, I already finished grouping naming...and creating the female's bones.. started to align the bones in the joint editor to adjust the distortions when posing...
It is getting really hard, I need some advice and tips on working in the joint editor ..
I am having trouble adjusting buttocks, collars, neck , eyes...
Is easy to set up a non-human character with another grouping and a simple movement... But i am having trouble with this more realistic body human female...
Can someone pleease give me some tips... some link of some tutorials that could help me speed my work?
Thanks ... :)
Yanelis Barros
-Yanelis3D-