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Poser - OFFICIAL F.A.Q (Last Updated: 2024 Dec 23 8:11 am)



Subject: Conforming


NocturnalRamble ( ) posted Thu, 20 July 2006 at 1:44 PM · edited Fri, 26 July 2024 at 3:46 AM

Okay just finished modeling scaling and using quick conform. Mow when I load my figure which is a pair of shorts. There is nothing there. Why is this??

 

Thanks

Heather


nickedshield ( ) posted Thu, 20 July 2006 at 2:20 PM

The way you phrased the question leads me to ask this: Is the object grouped? Usually the sequence is Model, assign group if modeling sw allows export as obj I use Auto Group Editor to get me in the ballpark Don't have Quick Conform, use Pwizard Load and test. Alternative method after grouping...import obj and use the Setup Room to assign a skelleton similar to the obj. Be prepared to play eith JP's.

I must remember to remember what it was I had to remember.


NocturnalRamble ( ) posted Thu, 20 July 2006 at 2:26 PM

Okay modelled in max. did all my grouping then selected all. Exported selected. Then brought into scaler then used quick conform. I used a pair of shorts for v3 as the donor cr2. Then created cr2. Now when open poser I am using pp4. It looks like it should be there the circle is there. Says shorts. But shows nothing. Even when I check in the materials just says shorts and none of the material zones are there just blank.


NocturnalRamble ( ) posted Thu, 20 July 2006 at 2:31 PM

ah I figured it out. Had a 1 after the group names in max. Thanks for the help though. Much appreciated.

 

Heather


nickedshield ( ) posted Thu, 20 July 2006 at 3:59 PM

Glad you got it working.

I must remember to remember what it was I had to remember.


NocturnalRamble ( ) posted Thu, 20 July 2006 at 6:55 PM

file_348680.jpg

Is this fixable in joint editor? I have been fiddlin in there but can't seem to get it. If not fixable there where ?


nickedshield ( ) posted Thu, 20 July 2006 at 7:14 PM

It maybe, but first I would look at the mesh and make sure that blue piece is actually connected to something. If it is, then you could try adjusting the JP's.

I must remember to remember what it was I had to remember.


NocturnalRamble ( ) posted Thu, 20 July 2006 at 7:20 PM · edited Thu, 20 July 2006 at 7:24 PM

you mean when I grouped and detached? Yep everything is attached . I get this is this pose only and others like it. on both left and right.


NocturnalRamble ( ) posted Thu, 20 July 2006 at 9:03 PM

SO to go back upto your earlier statement about using autogrouper. DOes that mean you don't group in your modelling program?


nickedshield ( ) posted Fri, 21 July 2006 at 11:03 AM

Correct about not grouping in Hex. Reason, I'm very new to modeling and am not sure how. So I use Autogroup. It's not perfect but gives me an idea of where the groups are. Then I may have to fine tune them in the Setup Room, especially if I want a skirt to move correctly. Back to your skirt: What I would look at now is the bend, outermat zone. It can be very touchy to adjust. Don't use the mouse, type in values. All of this I have been learning by testing products and my own attempts at creating clothes, HouseMouse and Ug.

I must remember to remember what it was I had to remember.


toolstech ( ) posted Wed, 02 August 2006 at 7:55 PM · edited Wed, 02 August 2006 at 7:56 PM

Content Advisory! This message contains nudity

file_349883.jpg

Since there is already a recent thread on Quick Conform here, I'll just add a question on the problem I've been encountering.

I just started using Quick Conform 2.0 myself, along with Auto Group Editor in an effort to conform clothes generated through Virtual Fashion, rather than relying on the Poser 6 cloth room.  So far, it works GREAT except for one minor hitch.  When I use Quick Conform to save clothing items, such as the pictured mask for James, I get a message "Failed to remove extra bones", and as can be seen in this screenshot a hip group is added to the final figure even though that does not exist in the object nor in the groups.

Does anyone have any ideas of what I may be overlooking to avoid this?


kuroyume0161 ( ) posted Wed, 02 August 2006 at 8:10 PM

Could it be that the BODY and hip bodyparts are expected or required to be present?  I find that in almost all cases of conforming figures, even those with 'sparse' hierarchies, that these two bodyparts are always included.  BODY must be included!  and probably is by default in QC.  Maybe the same condition exists for the hip bodypart.

Robert

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


toolstech ( ) posted Wed, 02 August 2006 at 8:19 PM · edited Wed, 02 August 2006 at 8:21 PM

Well, a similar sized Ninja suit hood for M3 has only the head and neck groups when loaded in Poser, and the .cr2 only contains the head, neck, chest, right and left collar.   Oh, and yes, body, as you said.  No hip, though.

I suppose it isn't all that big a deal as I can just make the hip invisible.  Just thought this a bit odd.  Actually, ALL bones are included in the Quick Conform 2.0 output for this mask, but only the hip shows up in Poser.


kuroyume0161 ( ) posted Wed, 02 August 2006 at 9:02 PM

I'd say that after getting the ouput, open up the CR2 in an editor and go to the first actor hip section.  In there just remove the two lines:

From:

actor hip:1
    {
    storageOffset 0 0 0
    geomHandlerGeom 13 hip 
    }

to:

actor hip:1
    {
    }

That will stop Poser from loading any geometry for the hip bodypart.

Rober

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


toolstech ( ) posted Wed, 02 August 2006 at 9:41 PM

Hmm.  Actually, the .cr2 contains 2 actor hip:3 { ... } sections.  The first is already blank, like you specified, yet the hip is loaded.  The second looks like an exact copy of the comparative entry in James.cr2. 

I did confirm that this only happens if I use the base figure as the donor in Quick Conform.  If I use an existing clothing item (unfortunately in short supply for James) this issue does not occur.  Either way, it still works better than the results I got from P6 Setup Room.

thanks


DarkEdge ( ) posted Wed, 02 August 2006 at 10:38 PM

your picture looks like a stray poly to me...go back into max and delete/correct...if not a stray poly then possibly because you used a cr2 from another pair of shorts, you should try and use a blank figure cr2.

i group all of my stuff in max, and yes by group i mean "group", then export obj, scale down obj, import into poser as obj w/ blank cr2.

good luck.

Comitted to excellence through art.


kuroyume0161 ( ) posted Wed, 02 August 2006 at 10:38 PM

The first  actor hip:3 section is the declaratory section (for geometry references) and the second actor hip:3 is the definitive section (for defining Poser bodypart attributes).  I'm surprised that the empty hip actor actually still loads the geometry.  It is possible that the geometry is attached to another bodypart (by design or accident, who knows).

Nonetheless, glad that you were able to find a way around that.

Robert

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


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